gaming machines
The gaming machine addresses hygiene concerns by using terminal device detection to execute visual effects, enhancing player engagement and enjoyment without physical contact.
Patent Information
- Application Number
- JP2022007286
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-01-20
- Publication Date
- 2025-10-22
- Estimated Expiration
- 2042-01-20
AI Technical Summary
Existing gaming machines require physical contact with operation units, which poses hygiene concerns due to the spread of viruses, thereby reducing player engagement and enjoyment.
A gaming machine that utilizes a detection system to recognize player actions on a terminal device, enabling the execution of visual performance effects through a display, allowing players to interact without physical contact, and allowing for dynamic changes in effects based on detected actions.
Enhances gaming experience by maintaining hygiene standards while increasing player engagement and enjoyment through contactless interaction.
Smart Images

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Figure 0007758581000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of playing a game. [Background technology]
[0002] A gaming machine has been proposed in which a player can press an effect button provided in a space with his or her hand (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2016-198242 Summary of the Invention [Problem to be solved by the invention]
[0004] The technology described in Patent Document 1 requires the player's hands and fingers to touch the operation unit, such as an effect button. However, with the emergence of easily spreadable viruses, hygiene awareness has increased, and players are increasingly avoiding contact with areas that can be touched by an unspecified number of players. This makes it difficult to execute the effect based on the operation, which may make it difficult to increase the enjoyment of the game.
[0005] The present invention has been made in view of the above circumstances, and aims to provide a novel gaming machine that enhances gaming interest. [Means for solving the problem]
[0006] In order to achieve the above object, the gaming machine according to the present invention comprises: A gaming machine capable of playing games (for example, a pachinko gaming machine 1), A detection means (such as a communication unit 42, a performance control CPU 120 that executes the terminal communication control process of step 04AKS14, etc.) that can detect an action using a terminal device (such as a terminal device AK200) owned by a player; a display means capable of displaying a performance image; A performance execution means capable of executing a performance (for example, a performance control CPU 120 that executes the performance control process of step S76, etc.), The performance execution means Execution of a first promotion effect that displays a first promotion image In response to the detection of a first action (for example, an action resulting in a single tap operation in the display area of the button display CB01 in the display example 04AKF101) using the terminal device at a first timing (for example, timing T01), As a performance, the display of the display means The first effect (for example, a cut-in effect using one of the effect patterns AKA01 to AKA03) can be executed, Execution of a second promotion effect that displays a second promotion image In response to the detection of a second action (for example, an action resulting in multiple taps in the display area of the button display CB01 in display examples 04AKF121 and 04AKF122) using the terminal device at a second timing (for example, timing T02), As a performance, the display of the display means The second performance (for example, the final performance including the performance display of display example 04AKD123, 04AKD126) can be executed. the law of nature, When the first prompting effect is executed, the first prompting image can be continuously displayed together with the execution of the first effect for a predetermined period after the action using the terminal device is detected; Even when the second promotion effect is being executed, the effect settings can be changed in response to the detection of an action using the terminal device. With this configuration, it is possible to provide a novel gaming machine that takes hygiene into consideration and enhances gaming enjoyment. 。 [Brief explanation of the drawings]
[0007] [Figure 1] FIG. 1 is a front view of a pachinko gaming machine. [Figure 2] FIG. 2 is a configuration diagram showing various control boards and the like. [Figure 3] FIG. 10 is a diagram showing an example of a random number for gaming. [Figure 4]10 is a flowchart showing a main process for game control. [Figure 5] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 6] 10 is a flowchart illustrating an example of a special symbol process. [Figure 7] A diagram showing an example of the configuration of a special pattern process jump table. [Figure 8] 10 is a flowchart showing a main process for performance control. [Figure 9] 10 is a flowchart showing an example of a performance control process. [Figure 10-1] FIG. 2 is a front view of the pachinko gaming machine and the card unit. [Figure 10-2] FIG. 10 is a diagram illustrating an example of the configuration of an information display setting panel. [Figure 10-3] FIG. 1 is a diagram showing the circuit board configuration of a pachinko game machine. [Figure 10-4] A figure showing an example of the configuration of a special chart display result determination table. [Figure 10-5] A diagram showing an example of the configuration of a jackpot type determination table. [Figure 10-6] FIG. 10 is a diagram illustrating an example of the configuration of a time-saving type determination table. [Figure 10-7] FIG. 10 is a diagram showing an example of the configuration of a fluctuation pattern table. [Figure 10-8] FIG. 10 is a diagram showing an example of the configuration of a fluctuation pattern table. [Figure 10-9] FIG. 10 is a diagram illustrating an example of the configuration of a performance control command. [Figure 10-10] FIG. 10 is a diagram illustrating an example of the configuration of a performance control command. [Figure 10-11] 10 is a flowchart showing a main process for game control. [Figure 10-12] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 10-13] 10 is a flowchart showing an example of a normal special symbol processing. [Figure 10-14] 10 is a flowchart showing an example of a variation pattern setting process. [Figure 10-15] 10 is a flowchart showing an example of special symbol variation processing. [Figure 10-16] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 10-17] 10 is a flowchart showing an example of a special symbol stopping process. [Figure 10-18] FIG. 4 is a diagram illustrating an example of an external output signal. [Figure 10-19] A flowchart showing an example of a jackpot end process. [Figure 10-20] FIG. 10 is a diagram showing an example of transition control of a game state. [Figure 10-21] 10 is a flowchart showing a main process for performance control. [Figure 10-22] 10 is a flowchart illustrating an example of a command analysis process. [Figure 10-23] 10 is a flowchart illustrating an example of a command analysis process. [Figure 10-24] A flowchart showing an example of a process for starting the change of a performance pattern. [Figure 10-25] FIG. 2 is an explanatory diagram of a process table. [Figure 10-26] This is a flowchart showing an example of processing during change of the performance pattern. [Figure 10-27] This is a flowchart showing an example of processing during change of the performance pattern. [Figure 10-28] A flowchart showing an example of a process for stopping the change of a performance pattern. [Figure 10-29] 10 is a timing chart showing the timing of effect execution. [Figure 10-30] FIG. 10 is a diagram showing a specific example of a presentation. [Figure 10-31] FIG. 10 is a diagram showing a specific example of a presentation. [Figure 10-32] FIG. 10 is a diagram showing a specific example of a presentation. [Figure 10-33] FIG. 10 is a diagram showing an example of determining a presentation pattern. [Figure 10-34] FIG. 10 is a diagram illustrating an example of detection timing control. [Figure 10-35] FIG. 10 is a diagram showing a display example in a cut-in effect. [Figure 10-36] 10A to 10C are diagrams showing examples of displays in reach effects. [Figure 10-37] 10A to 10C are diagrams showing examples of displays in reach effects. [Figure 10-38] 10A to 10C are diagrams showing examples of displays in reach effects. [Figure 10-39] 10 is a flowchart showing an example of a production stage control process. [Figure 10-40] 10A to 10C are diagrams showing examples of displays in reach effects. [Figure 10-41] 10A to 10C are diagrams showing examples of displays in reach effects. [Figure 10-42] 10A to 10C are diagrams showing examples of displays in reach effects. [Figure 10-43] 10A to 10C are diagrams showing examples of displays in reach effects. [Figure 10-44] 10 is a flowchart illustrating an example of a performance output amount setting process. [Figure 10-45] 10A to 10C are diagrams showing examples of displays when changing the amount of performance output. [Figure 10-46] 10A to 10C are diagrams showing examples of displays when changing the amount of performance output. [Figure 10-47] 10 is a flowchart showing an example of a performance menu control process. [Figure 10-48] FIG. 10 is a diagram illustrating a display example of a menu display. [Figure 10-49] 3A and 3B are diagrams showing the internal configuration of a card unit, etc. FIG. [Figure 10-50] A diagram showing stored data regarding the number of game balls and the transmission and reception manner. [Figure 10-51] FIG. 2 is an explanatory diagram of a command and a response. [Figure 10-52] This is the processing sequence when the power is turned on. [Figure 10-53] This is the processing sequence when a card is inserted. [Figure 10-54] This is a processing sequence when lending using a prepaid balance. [Figure 10-55] This is the processing sequence when using the number of balls held or the number of balls saved. [Figure 10-56] This is the processing sequence when returning a card. [Figure 10-57] FIG. 2 is a diagram illustrating an example of the internal configuration of a terminal device. [Figure 10-58] FIG. 2 is a diagram illustrating an example of the external configuration of a terminal device. [Figure 10-59] 10 is a flowchart showing processing that can be executed by a pachinko gaming machine. [Figure 10-60] This is a processing sequence at the start of communication. [Figure 10-61] FIG. 10 is a diagram illustrating an example of an output of an authentication code. [Figure 10-62] This is a processing sequence when a promotion effect is executed. [Figure 10-63] This is a processing sequence when a menu is displayed. [Figure 10-64] This is a processing sequence when ball count management is performed. [Figure 10-65] 10A to 10C are diagrams showing examples of displays when a cut-in effect is executed. [Figure 10-66] FIG. 10 is a diagram showing a display example when the final performance is executed. [Figure 10-67] FIG. 10 is a diagram showing a display example when the final performance is executed. [Figure 10-68] FIG. 10 is a diagram showing a display example when the final performance is executed. [Figure 10-69] FIG. 10 is a diagram showing a display example when the final performance is executed. [Figure 10-70] FIG. 10 is a diagram showing a display example when the final performance is executed. [Figure 10-71] FIG. 10 is a diagram showing a display example when the final performance is executed. [Figure 10-72] FIG. 10 is a diagram showing a display example in which the performance stage can be switched. [Figure 10-73] FIG. 10 is a diagram showing a display example in which the performance stage can be switched. [Figure 10-74] FIG. 10 is a diagram showing a display example in which the amount of performance output is changeable. [Figure 10-75] FIG. 10 is a diagram showing a display example in which the amount of performance output is changeable. [Figure 10-76] FIG. 10 is a diagram showing an example of a display when ball count management is enabled. [Figure 10-77] FIG. 10 is a diagram showing a modified example in which a promotion effect is executed. [Figure 10-78] FIG. 10 is a diagram showing a modified example in which processing or control is executed in response to detection of a motion. [Figure 10-79] FIG. 2 is a diagram illustrating an example of the configuration of a blower unit. [Figure 10-80] 10A and 10B are diagrams illustrating examples of the arrangement of the left and right air outlets. [Figure 10-81] FIG. 10 is an explanatory diagram showing distances of various configurations. [Figure 10-82] A figure showing an example of determining a presentation pattern for post-reach notice. [Figure 10-83] A figure showing an example of control of the post-reach preview performance. [Figure 10-84] A figure showing an example of execution of a dialogue preview performance. [Figure 10-85] A figure showing an example of execution of a cut-in preview effect. [Figure 10-86] A figure showing an example of executing a character preview performance. [Figure 10-87] 1 is a front view of a pachinko game machine showing an example of the configuration of a ball-hitting operation unit. [Figure 10-88] FIG. 2 is a left side view of the pachinko gaming machine. [Figure 10-89] FIG. 2 is a right side view of the pachinko gaming machine. [Figure 10-90] FIG. [Figure 10-91] FIG. [Figure 10-92] FIG. [Figure 10-93] FIG. 10 is a bottom view showing the shape of the hand rest member. [Figure 10-94] FIG. 10 is a top view showing the extending direction of the hand rest member. [Figure 10-95] FIG. 2 is a top view schematically showing the direction of the dimple portion. [Figure 10-96] FIG. 2 is a diagram showing the internal configuration corresponding to the ball-hitting operation handle. [Figure 10-97]FIG. 10 is an explanatory diagram showing the relationship between rotation angle and emission intensity. [Figure 10-98] 10A and 10B are diagrams illustrating an example of operation of the ball-hitting operation handle. [Figure 10-99] FIG. 10 is a diagram showing an example of launch control corresponding to the launch strength of the gaming ball. [Figure 10-100] This is a processing sequence that enables the start-of-game effects to be executed. [Figure 10-101] FIG. 10 is a diagram showing an example of a display at the start of a game. DETAILED DESCRIPTION OF THE INVENTION
[0008] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 will be described.
[0009] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0010] A first special symbol display device 4A and a second special symbol display device 4B are provided at predetermined positions on the gaming board 2. In the example shown in FIG. 1, they are provided on the right side of the gaming area. The first special symbol display device 4A and the second special symbol display device 4B can each variably display special symbols as multiple types of special identification information. Special symbols are also called "special symbols." The variable display of special symbols is also called "special symbol game." Both the first special symbol display device 4A and the second special symbol display device 4B are configured using 7-segment LEDs or the like. Special symbols are represented by numbers "0" to "9," symbols indicating "-," or other arbitrary lighting patterns. The special symbols may include a pattern in which all LEDs are turned off.
[0011] The "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols. For other symbols, such as special symbols, small symbols, and regular symbols, "variable display" also refers to the variable display of multiple types of symbols. Special symbols are also called decorative symbols or ornamental symbols. Variable displays are also called variable displays, or simply "variations." Variations include updating multiple symbols, scrolling multiple symbols, and deforming, enlarging, or reducing one or more symbols. Variations may include flashing a symbol. In the variable display of special symbols or regular symbols, multiple types of special symbols or regular symbols are displayed in a variable manner. In the variable display of special symbols, multiple symbols are scrolled or updated, or one or more symbols are deformed, enlarged, or reduced. In the variable display of any symbol, a predetermined symbol is displayed as a static display. A static display is also called a derived display, or simply "derivation." The symbol that finally stops and is displayed in a variable display is also called the final stop symbol or the confirmed symbol. The symbol that finally stops in a special symbol game is also called the confirmed special symbol. The display result of the variable display includes the display result of the special symbol, and is also called the variable display result. The display result of the special symbol is also called the special symbol display result. The execution time of the variable display includes the special symbol change time, which is the change time of the special symbol, and is also called the variable display time. The special symbol change time can be set to a different time corresponding to the change pattern of the special symbol, of which multiple patterns are prepared in advance.
[0012] The special pattern variably displayed on the first special pattern display device 4A is also called the "first special pattern." The special pattern variably displayed on the second special pattern display device 4B is also called the "second special pattern." A special pattern game using the first special pattern is also called the "first special pattern game." A special pattern game using the second special pattern is also called the "second special pattern game." There may be only one type of special pattern display device that variably displays special patterns.
[0013] A normal symbol display 20 is provided at a predetermined position on the game board 2. In the example shown in FIG. 1, it is provided on the left side of the play area. The normal symbol display 20 can variably display normal symbols as multiple types of normal identification information different from special symbols. Normal symbols are also called "normal symbols." The variable display of normal symbols is also called "normal symbol game." The normal symbol display 20 is configured using 7-segment LEDs, etc. Normal symbols are represented by numbers "0" to "9," symbols indicating "-," or other arbitrary lighting patterns. Normal symbols may include a pattern in which some or all of the multiple LEDs are lit, or a pattern in which all of the multiple LEDs are turned off. The final stop symbol in a normal symbol game is also called a confirmed normal symbol. The display result of the normal symbol is also called a normal symbol display result. The execution time during which the normal symbol is variably displayed in a normal symbol game is also called a normal symbol fluctuation time. The normal symbol variation time can be set to different times in accordance with the normal symbol variation pattern, of which multiple patterns are prepared in advance.
[0014] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 may be configured using a mechanism capable of forming any image, such as an LCD (liquid crystal display), organic EL (electroluminescence), dot matrix LED, projector and screen, stereoscopic image projection device, or any other device. The image display device 5 is capable of displaying various effect images. Furthermore, the image display device 5 is not limited to effect images, and can display any control-related image such as an inspection image or a setting image.
[0015] For example, on the screen of the image display device 5, variable display of effect symbols can be performed in synchronization with the first special symbol game and the second special symbol game. The effect symbols are display symbols that indicate numbers or the like, and are multiple types of decorative identification information different from special symbols and normal symbols. On the screen of the image display device 5 shown in FIG. 1, "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R are provided, respectively. Variable display of effect symbols is performed, for example, by vertically scrolling or updating the effect symbols in synchronization with the first special symbol game or the second special symbol game. Synchronization of the variable display may be achieved as long as the timing at which the symbol variation begins and the timing at which the variation ends and the symbol is finally displayed are consistent for different types of symbols. The final stopped symbol in the variable display of effect symbols is also referred to as the determined effect symbol, determined decorative symbol, or determined decorative symbol. The variable display of the performance pattern is synchronized with the first special pattern game and the second special pattern game, so the variable display time of the performance pattern is the same as the special pattern change time.
[0016] The screen of the image display device 5 may be provided with a display area capable of displaying effect images corresponding to a pending display and an active display. A pending display is a display corresponding to a variable display that has not yet been executed and is on hold. An active display is a display corresponding to a variable display that is being executed. The pending display and the active display are also collectively referred to as a variable display-compatible display that corresponds to a variable display. A display area that displays a pending display is also referred to as a pending display area. A display area that displays an active display is also referred to as an active display area. The number of variable displays that are on hold is also referred to as the number of pending memories. The number of pending memories corresponding to the first special symbol game is also referred to as the first number of pending memories. The number of pending memories corresponding to the second special symbol game is also referred to as the second number of pending memories. The sum of the first number of pending memories and the second number of pending memories is also referred to as the total number of pending memories.
[0017] Above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1, there are provided a first reserve indicator 25A and a second reserve indicator 25B, each comprising a plurality of LEDs. The first reserve indicator 25A displays the first reserve memory number by the number of lit LEDs. The second reserve indicator 25B displays the second reserve memory number by the number of lit LEDs. Above the normal symbol display device 20 shown in FIG. 1, there is provided a normal symbol reserve indicator 25C, comprising a plurality of LEDs. The normal symbol reserve indicator 25C displays the normal symbol reserve number by the number of lit LEDs. The normal symbol reserve number is the reserve memory number corresponding to the normal symbol game.
[0018] Below the image display device 5 are provided a winning ball device 6A and a variable winning ball device 6B. The winning ball device 6A forms a first starting winning opening that is always kept in a constant open state, allowing game balls to enter, for example, by a predetermined ball receiving member. The variable winning ball device 6B forms a second starting winning opening that can be switched between a closed state and an open state by a normal electric device solenoid 81 shown in FIG. 2 as a normal electric device. The variable winning ball device 6B is equipped with, for example, an electric tulip-type device with a pair of movable wings. When the normal electric device solenoid 81 is in the off state, the movable wings are in a vertical position, causing the second starting winning opening to be in a closed state where game balls cannot enter, or in a normal open state where game balls have difficulty entering. When the normal electric accessory solenoid 81 is on, the variable winning ball device 6B tilts the movable wing piece to an open state in which the second starting winning port can receive game balls or to an expanded open state in which the second starting winning port can easily receive game balls. The open state in which the second starting winning port can receive game balls or the expanded open state in which the second starting winning port can easily receive game balls is also referred to as the first variable state. The closed state in which the second starting winning port cannot receive game balls or the normal open state in which the second starting winning port cannot easily receive game balls is also referred to as the second variable state. Note that the variable winning ball device 6B is not limited to devices equipped with an electric tulip-shaped accessory as long as it can be changed between the first variable state and the second variable state.
[0019] The entry of a gaming ball into the first start entry port formed by the winning ball device 6A is also referred to as a first start entry. The entry of a gaming ball into the second start entry port formed by the variable winning ball device 6B is also referred to as a second start entry. A gaming ball entering the first start entry port is detected by the first start entry port switch 22A shown in FIG. 2. A gaming ball entering the second start entry port is detected by the second start entry port switch 22B shown in FIG. 2. Upon the occurrence of a first start entry, a predetermined number of prize balls, for example, three, are paid out, and the first reserved memory count can be updated to increment by one. However, if the first reserved memory count has reached its upper limit, the first reserved memory count will not be updated even if a first start entry occurs. When the first reserved memory count is incremented by one, the first start condition is met, and a first special symbol game in which special symbols are variably displayed by the first special symbol display device 4A becomes playable. When a second start winning occurs, a predetermined number of prize balls, for example, three balls, are paid out, and the second reserved memory count can be updated to increment by 1. However, if the second reserved memory count has reached its upper limit, the second reserved memory count will not be updated even if a second start winning occurs. When the second reserved memory count is incremented by 1, the second start condition is met, and a second special symbol game can be played in which the second special symbol display device 4B variably displays special symbols.
[0020] General prize openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2. In the example shown in Figure 1, general prize openings 10 are provided in two locations on the lower left of the game area. When a game ball enters one of the general prize openings 10, a predetermined number of prize balls, for example 10, are paid out.
[0021] In the play area formed by the playboard 2, a first path and a second path are provided as paths along which game balls flow down. The first path is mainly provided in the area to the left of the image display device 5 when viewed from the front. The second path is mainly provided in the area to the right of the image display device 5 when viewed from the front. The area to the left of the image display device 5 is also referred to as the left play area or left play area. The area to the right of the image display device 5 is also referred to as the right play area or right play area. The left play area and the right play area may be separated, for example, by the end face of the image display device 5 in the play area or the arrangement of game nails. Firing a game ball toward the left play area to make it flow down the first path is also referred to as a left hit. Firing a game ball toward the right play area to make it flow down the second path is also referred to as a right hit. The first path is also referred to as a left hit path. The second path is also referred to as a right hit path. The first path and the second path may be configured by separate paths, or may be paths that are partially shared.
[0022] In response to the operation of a ball operating handle provided on the ball launching device, a gaming ball is launched from the ball launching device and launched into the gaming area. When the gaming ball launched into the gaming area is guided to the left gaming area and flows down the first path, it is guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the second path in the right gaming area. When the gaming ball launched into the gaming area is guided to the right gaming area and flows down the second path, it is guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the first path in the left gaming area.
[0023] The winning ball device 6A is provided on the first path in the left-side game area, allowing game balls flowing down the first path to enter. The variable winning ball device 6B is provided on the second path in the right-side game area, allowing game balls flowing down the second path to enter. Note that the variable winning ball device 6B may also be configured to allow game balls flowing down the first path in the left-side game area to enter. The variable winning ball device 6B may also be positioned so that game balls flowing down the second path in the right-side game area have an easier time entering than game balls flowing down the first path in the left-side game area.
[0024] The second path in the right-side game area is provided with a passing gate 41 and a special variable winning ball device 50. The passing gate 41 forms a passing area through which game balls can pass. Game balls that pass through the passing gate 41 are detected by the gate switch 21 shown in FIG. 2. Based on the game ball passing through the passing gate 41, the number of normal reserved memories can be added and updated, and variable display of normal symbols by the normal symbol display device 20 can be executed as a normal symbol game. The passing gate 41 can be configured as a normal symbol activation port through which game balls can enter. In this case, the gate switch 21 can be configured as a normal symbol activation port switch that can detect game balls that have entered the normal symbol activation port.
[0025] The special variable prize ball device 50 functions as a special electric device, forming a large prize opening that can be switched between a closed and an open state by a large prize opening solenoid 82. A guide passage with a width in the front-to-back direction sufficient for game balls to pass through is formed at the top of the special variable prize ball device 50. This guide path slopes downward from right to left, with walls provided on both sides of the extended passage, the front and back. A role entrance serving as the large prize opening is formed in the center of the guide passage. In the special variable prize ball device 50, a movable member 52 that can move in the front-to-back direction is provided as a large prize opening opening / closing member at a position where the large prize opening can be opened and closed. In the special variable prize ball device 50, a fixed member 53 that forms a fixed passage is provided in the portion of the guide passage where the large prize opening is not formed.
[0026] The movable member 52 is driven by a large prize opening solenoid 82 and can move back and forth to open and close the special device entrance, which serves as the large prize opening. In the special variable prize ball device 50, game balls that enter the device through the large prize opening are detected by a count switch 23. A V prize area 51, which serves as a specific area, is provided inside the special variable prize ball device 50 as a prize area through which game balls can pass. A normal area different from the V prize area 51 is also provided inside the special variable prize ball device 50. A plate-shaped distribution member is provided above the V prize area 51 as a V prize opening opening / closing member, which can switch the V prize area 51 between an open state and a closed state. The distribution member is driven by a specific area solenoid 83 and can move back and forth to open and close the V prize area 51. When the V prize area 51 is in the open state, game balls can pass through it, and when it is in the closed state, game balls cannot pass through it. A gaming ball that passes through the V winning area 51 is detected by the specific area switch 24. A gaming ball that does not pass through the V winning area 51 passes through the normal area. Both the gaming ball that passes through the V winning area 51 and the gaming ball that does not pass through the V winning area 51 but passes through the normal area are detected by the discharge port switch 26 and then discharged to the outside of the special variable winning ball device 50.
[0027] In addition to the above features, the surface of the gaming board 2 is provided with a windmill that changes the direction and speed of the gaming balls as well as numerous obstacle nails. At the bottom of the gaming area, an outlet is provided for gaming balls that do not enter any of the winning holes. Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the top left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for lighting up the effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs. A movable body 32 that operates according to the effects is provided at a predetermined position on the gaming board 2.
[0028] A ball operation handle is provided at the lower right position of the gaming machine frame 3, which is operated by a player or the like to launch gaming balls toward the playing area using the ball launching device. The ball operation handle is also called an operation knob. At a predetermined position on the gaming machine frame 3 below the playing area, a ball supply tray is provided that holds gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball lending machine so that they can be supplied to the ball launching device. The ball supply tray is also called the upper tray. Below the upper tray is a prize ball storage tray into which prize balls dispensed when the upper tray is full flow down and are stored. The prize ball storage tray is also called the lower tray.
[0029] A stick controller 31A and a push button 31B are provided at predetermined positions on the gaming machine frame 3 below the gaming area. The stick controller 31A can be held by a player and tilted, and is provided with a trigger button that the player can push and pull. Operations on the stick controller 31A are detected by a controller sensor unit 35A shown in FIG. 2. The push button 31B can be pressed by a player. Operations on the push button 31B are detected by a push sensor 35B shown in FIG. 2. In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are used as detection means for detecting actions such as player operations, but other detection means may also be used.
[0030] (Outline of game progress) The game ball is launched toward the game area by the player's rotation of the ball-hitting control handle provided on the pachinko game machine 1. When the game ball passes through the passage gate 41, a normal game is initiated by the normal symbol display device 20. Note that if the previous normal game is still being played, the normal game based on the passage of the game ball through the passage gate 41 cannot be immediately played. Therefore, the normal game based on the passage is suspended up to a predetermined upper limit, such as "4." In the normal game, if a specific normal symbol, such as a normal winning symbol, is displayed as a fixed normal symbol, the display result of the normal symbol is "normal winning." In contrast, if a normal symbol other than a normal winning symbol, such as a normal losing symbol, is displayed as a fixed normal symbol, the display result of the normal symbol is "normal losing." In the case of a "normal winning," opening control is performed to place the variable winning ball device 6B in an open state or an expanded open state for a predetermined period of time. At this time, the second starting winning port is in an open state or an expanded open state.
[0031] When a gaming ball passes through and enters the first start entry opening formed in the winning ball device 6A, the first special symbol game can be initiated by the first special symbol display device 4A. When a gaming ball passes through and enters the second start entry opening formed in the variable winning ball device 6B, the second special symbol game can be initiated by the second special symbol display device 4B. Note that even if a gaming ball enters the start entry opening and a start entry occurs during a period when a special symbol game is being played or during a period when the game is controlled to a jackpot game state or a small jackpot game state, the special symbol game based on the start entry cannot be immediately executed. Therefore, the special symbol game based on the start entry is suspended up to a predetermined upper limit, such as "4." In the special symbol game, when a specific special symbol, such as a jackpot symbol, is displayed as a fixed special symbol, the display result of the special symbol is a "jackpot." In contrast, when a predetermined special pattern, such as a small win pattern, different from a jackpot pattern, is stopped and displayed as the confirmed special pattern, the display result of the special pattern will be "small win." Also, when a special pattern, such as a loss pattern, different from a jackpot pattern or a small win pattern, is stopped and displayed as the confirmed special pattern, the display result of the special pattern will be "miss." Furthermore, when a special pattern, such as a time-saving pattern, different from a jackpot pattern, a small win pattern, or a loss pattern, is stopped and displayed as the confirmed special pattern, the display result of the special pattern may be "time-saving." The special pattern may not include a time-saving pattern. In other words, the display result of the special pattern may not include "time-saving."
[0032] In a special game, once the special symbol display results in a "jackpot," the game enters a jackpot gaming state, which is advantageous to the player. In the jackpot gaming state, the special variable prize ball device 50 can open in a predetermined manner. This open state continues until either a predetermined period of time, such as 29 seconds or 1.8 seconds, has elapsed, or until the number of game balls entering the jackpot reaches a predetermined number, whichever comes first. The predetermined period during which the jackpot opening can be controlled to an open state is the maximum period during which the jackpot opening can be opened in one round, also referred to as the maximum opening period. In the jackpot gaming state, one cycle in which the jackpot opening is open is called a round or round play. In the jackpot gaming state, such rounds can be repeated until a predetermined maximum number of times, such as 15 or 2 times, is reached. In the jackpot gaming state, the player can win prize balls by entering game balls into the jackpot opening. Therefore, the jackpot gaming state is an advantageous state for the player. The more rounds there are in the jackpot gaming state, and the longer the upper limit open period, the more advantageous it is for the player.
[0033] When the display result of a special symbol indicates a "jackpot," multiple jackpot types are included. For example, the opening mode of the jackpot slot, such as the number of rounds or the maximum opening period, and the game state after the jackpot game state ends, such as normal mode, time-saving mode, or probability variable mode, are set to multiple different settings, and a jackpot type is specified corresponding to each setting. The multiple jackpot types may include some or all of the jackpot types that offer many prize balls, jackpot types that offer few prize balls, or jackpot types that offer almost no prize balls, or may include jackpot types with similar numbers of prize balls that can be obtained. Controlling the jackpot game state based on the display result of a special symbol indicating a "jackpot" is also called a pattern jackpot, a special symbol jackpot, a variable display jackpot, or a direct hit jackpot.
[0034] In a special game, once the display result of the special symbol indicates a "small win," the game is controlled to a small win gaming state. In the small win gaming state, the large prize opening formed in the special variable prize ball device 50 can be opened in a predetermined opening mode. For example, in the small win gaming state, the large prize opening may be opened in the same opening mode as in the large prize gaming state for certain jackpot types. The large prize opening may be opened in the same opening mode by sharing the same number of openings and opening period. Alternatively, in the small win gaming state, the large prize opening may be opened in a different opening mode from the large prize opening in the jackpot gaming state. As with the jackpot type, multiple small win types may be included when the display result of the special symbol indicates a "small win." The jackpot type and small win type are also collectively referred to as the win type. The operation of opening and closing the large prize opening in the small win gaming state is also referred to as the start operation. When in the small win gaming state, the special variable winning ball device 50's role entrance, which serves as the large winning opening, is opened, and when the gaming ball passes through the V winning area 51 and is detected by the specific area switch 24, the conditions for a big win are met, and control becomes possible to the big win gaming state. When in the small win gaming state, the gaming ball passes through the V winning area 51, causing a V winning, and the game is controlled to the big win gaming state, this is also called a small win via big win.
[0035] After the jackpot game state ends, the game state can be controlled to a time-saving state or a probability variable state depending on the type of jackpot. Furthermore, in a special symbol game, after the display result of the special symbol becomes "time-saving," the game state is not controlled to the jackpot game state but is controlled to a time-saving state. The time-saving state is a game state in which the second special symbol game by the second special symbol display device 4B is more likely to be executed than in the normal state. A game state in which the second special symbol game is more likely to be executed than in the normal state is a game state in which the game ball is more likely to pass through and enter the second start winning hole than in the normal state. Control of whether the game ball is more likely to pass through the second start winning hole is also called base control. Base control in the normal state is also called normal base control or low base control. Base control in the time-saving state includes high base control. In addition to high base control, the time-saving state may also include medium base control. The medium base control is a base control that makes it easier for the game ball to pass through the second start winning hole than the low base control, but makes it harder for the game ball to pass through the second start winning hole than the high base control. The game state in which the medium base control is performed is also called the medium base state. The game state in which the high base control is performed is also called the high base state. The high base control is also called the high opening control.
[0036] In the normal state, the medium base state, and the high base state, it is possible to display a time-saving symbol as a result of displaying a special symbol. However, in the medium base state and the high base state, even if a time-saving symbol is displayed as a result of displaying a special symbol, base control based on the time-saving symbol is not performed, and new control to transition to the medium base state or the high base state is not initiated. In the time-saving state, it is possible to perform time-saving control that shortens the average variable display time more than in the normal state. For this reason, the time-saving state is also called the time-shortening state.
[0037] The time-saving state, which increases the fluctuation efficiency of special symbols, especially the second special symbol, is considered a special state that is advantageous to players and distinct from the jackpot gaming state. When the gaming state is a probability variable state, in addition to time-saving control, probability variable control is possible, which increases the probability that the display result of the special symbol will be a "jackpot" compared to the normal state. As a result, the probability variable state is also referred to as a probability variable state. The probability variable state not only increases the fluctuation efficiency of special symbols but also makes it easier to achieve a "jackpot," so it is considered a special state that is advantageous to players and distinct from the jackpot gaming state. The time-saving state and probability variable state continue until one of the predetermined termination conditions is met first, such as the execution of a predetermined number of special symbol games or the transition to the next jackpot gaming state. The termination condition, which is the execution of a predetermined number of special symbol games, is also referred to as a count-cut state. A count-cut time-saving state is also referred to as a count-cut time-cut state. A count-cut probability variable state is also referred to as a count-cut probability variable state.
[0038] The normal game state is a game state that is not included in advantageous states such as a jackpot game state that are advantageous to the player, predetermined states such as a small jackpot game state, or special states such as a time-saving state or a probability variable state. The normal state is a game state in which the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot" are controlled to be the same as the initial setting state of the pachinko game machine 1. The initial setting state of the pachinko game machine 1 is the control state after the initial setting process is performed without performing the predetermined recovery process after power-on, such as when a system reset is performed.
[0039] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state. Note that the pachinko gaming machine 1 may not include a probability variable state as a gaming state.
[0040] After the small win gaming state ends, there are cases where the game state is controlled to a big win gaming state based on the occurrence of a V win, and cases where a V win does not occur and the gaming state before the small win gaming state is changed remains unchanged. However, if the display result of the special game is a "small win" and a predetermined number of special games are executed in the count cutoff, the control of the time-saving state and the probability variable state may end and the game returns to the normal state. Note that the pachinko gaming machine 1 may not include a small win gaming state as a gaming state. In other words, the display result of the special pattern may not include a "small win."
[0041] The game state may be controlled to the time-saving state when a time-saving condition based on the number of times the variable display is executed is established. Such a time-saving state is also called a rescue time-saving state. The time-saving condition may be established when, after the power to the pachinko game machine 1 is turned on, after a jackpot occurs, or after the display result of the special game becomes "time-saving," a new jackpot game state or control to the time-saving state is not performed even if the variable display is executed a specific number of times.
[0042] (Progress of the production, etc.) The pachinko gaming machine 1 can execute various effects in accordance with the progress of the game. These effects include effects that notify the progress of the game and effects that add excitement to the game. These effects may include displaying various effect images on the image display device 5, outputting sound effects from the speakers 8L and 8R, turning on the game effect lamp 9, operating the movable body 32, vibrating the stick controller 31A or the push button 31B, or a combination of some or all of these, and may be executed using any effect device.
[0043] Effects that can be executed in accordance with the progress of the game include variable display of effect symbols. In response to the start of the first or second special symbol game, variable display of effect symbols begins in the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R on the screen of the image display device 5. When the determined special symbol that will be the display result in the first or second special symbol game is displayed in a static state, the determined effect symbol that will be the display result is displayed in a static state in the variable display of effect symbols. The determined effect symbol is composed of a combination of three effect symbols corresponding to the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R. During the period from the start to the end of the variable display of effect symbols, the display mode of the variable display of effect symbols may become a "reach" mode. A "reach" mode refers to a mode in which the effect symbols that have stopped on the screen of the image display device 5 constitute part of a jackpot combination, and the effect symbols that have not yet stopped continue to change. When the display mode of the variable display of the performance pattern becomes a reach mode, it is also said that a reach has been achieved.
[0044] A reach effect can be executed in response to the variable display of the effect symbols becoming a reach state. The pachinko gaming machine 1 can execute multiple types of reach effects so that the probability that the display result of the variable display will be a "jackpot" varies when the effect state differs. The "jackpot" probability corresponding to the effect state is also called the jackpot reliability or jackpot expectation. Reach effects include, for example, normal reach and super reach, which has a higher jackpot reliability than normal reach. In addition, depending on the execution time of the reach effect, it may also include short reach and long reach, which has a longer execution time than short reach.
[0045] When the display result of the special symbols is a "jackpot," a fixed effect symbol that corresponds to a predetermined jackpot combination is displayed as a static effect symbol on the screen of the image display device 5. As an example, the same effect symbols, such as a symbol showing the number "7," are displayed statically on a predetermined active line in the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R. In the case of a "probability jackpot" in which the game is controlled to a probability variable state after the jackpot gaming state ends, odd-numbered effect symbols, such as a symbol showing the number "7," may be displayed statically. In the case of a "non-probability jackpot" in which the game is not controlled to a probability variable state after the jackpot gaming state ends, even-numbered effect symbols, such as a symbol showing the number "6," may be displayed statically. A "non-probability jackpot" is also called a "normal jackpot." In this case, odd-numbered effect symbols are also called probability variable symbols. Even-numbered effect symbols are also called non-probability variable symbols or normal symbols. After a non-variable symbol has reached a reach state, an advancement effect may be executed that ultimately results in a "variable big win."
[0046] When the display result of the special pattern is a "small win," a fixed effect pattern that is a predetermined small win combination is displayed as a stopped effect pattern display result on the screen of the image display device 5. As an example, the same effect pattern, such as an effect pattern showing a number other than "7," may be displayed stopped on a predetermined effective line in the "left," "center," and "right" effect pattern display areas 5L, 5C, and 5R. A common fixed effect pattern may be displayed stopped when the display result of the special pattern is a "big win" and when it is a "small win."
[0047] When the display result of the special pattern is a "miss," there are cases where the display result is a static display without the variable display of the effect pattern becoming a reach state. In this case, the display result of the effect pattern is a static display of the confirmed effect pattern of a non-reach combination. A display result in which the confirmed effect pattern of a non-reach combination is stopped without becoming a reach state is also called a non-reach miss. When the display result of the special pattern is a "miss," there are cases where the variable display of the effect pattern becomes a reach state, and the display result is stopped after the reach effect is executed. In this case, the display result of the effect pattern is a static display of the confirmed effect pattern of a reach combination that is not a big win combination or a small win combination. A display result in which the confirmed effect pattern of a reach combination is stopped after becoming a reach state is also called a reach miss.
[0048] The effects that the pachinko gaming machine 1 can execute include variable display compatible displays such as reserved displays and active displays. In addition, for example, a preview effect that predicts the jackpot reliability can be executed during the variable display of the effect pattern. The preview effect may include a variable preview effect that predicts the jackpot reliability corresponding to the currently executed variable display, and a pre-read preview effect that predicts the jackpot reliability corresponding to the pre-execution variable display whose execution is on hold. The pre-read preview effect may be capable of executing a change effect that changes the display mode of a variable display compatible display such as a reserved display or active display to a mode different from normal.
[0049] On the screen of the image display device 5, it may be possible to temporarily stop the effect symbols during the variable display of the effect symbols, and then resume the variable display, thereby executing a pseudo consecutive effect that makes one variable display appear as if it were multiple variable displays. The pseudo consecutive effect may be set so that the reliability of a jackpot is higher when the effect symbols are temporarily stopped and then the variable display is resumed many times than when the number of times is small. In the variable display of the effect symbols, there may be cases where the pseudo consecutive effect is executed before the reach state is reached, and cases where the pseudo consecutive effect is executed after the reach state is reached. In addition, in the variable display of the effect symbols, it may be possible to execute pseudo consecutive effects at multiple times.
[0050] During control of the jackpot gaming state, a jackpot effect can be executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds and an upgrade effect that suggests or notifies the player that the advantage of the jackpot gaming state will improve. During control of the small win gaming state, a small win effect can be executed to notify the player of the small win gaming state. By executing a common effect during control of the jackpot gaming state and during control of the small win gaming state, it may be possible to make it impossible or difficult for the player to recognize whether the current gaming state is a jackpot gaming state or a small win gaming state.
[0051] In a non-play state where a special game or the like is not being executed and a game is not in progress, a demonstration effect image can be displayed on the screen of the image display device 5. A demonstration effect image is also called a demo image. The display of a demo image is also called a demo display. The effect produced by the demo display is also called a customer waiting demo effect.
[0052] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, a power supply board 17, and the like, as shown in Fig. 2. In addition, various other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, and a firing control board.
[0053] The main board 11 is the main control board and has the function of controlling the progress of the game in the pachinko gaming machine 1. The progress of the game includes the execution of various games and transitions between game states, such as the execution of special games with reserved game management, the execution of regular games with reserved game management, big win game state, small win game state, time-saving state, and probability variable state. The main board 11 is equipped with a game control microcomputer 100, a switch circuit 110, and a solenoid circuit 111.
[0054] The game control microcomputer 100 provided on the main board 11 is, for example, a one-chip microcomputer and can be configured with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105. Some or all of the ROM 101, RAM 102, and random number circuit 104 may be external to the game control microcomputer 100, or may be built into the game control microcomputer 100. The switch circuit 110 receives detection signals from various switches for game ball detection and transmits them to the game control microcomputer 100. The various switches for game ball detection include, for example, a gate switch 21, start port switches such as a first start port switch 22A and a second start port switch 22B, a count switch 23, a specific area switch 24, and an outlet switch 26. The detection signal indicates that a gaming ball has passed or entered and the switch has been turned on. The transmission of the detection signal indicates that the gaming ball has passed or entered. The solenoid circuit 111 can supply solenoid drive signals from the game control microcomputer 100 to the normal electric role solenoid 81, the big prize opening solenoid 82, and the specific area solenoid 83. The solenoid drive signal may be any signal that turns on each solenoid.
[0055] The ROM 101 included in the game control microcomputer 100 is a non-volatile storage device that stores computer programs and data used for game control. The data stored in the ROM 101 includes table data constituting tables used for variable patterns, presentation control commands, and various other settings, judgments, and decisions. The RAM 102 included in the game control microcomputer 100 is a temporary storage device that provides a work area used for game control and a stack for saving data. The RAM 102 may be a backup RAM that stores data so that some or all of the memory contents can be restored within a predetermined period of time even if the power supply to the pachinko gaming machine 1 is interrupted. The RAM 102 is also referred to as RWM (Read / Write Memory). The work area of the RAM 102 includes memory areas for storing various data used for game control, such as counters, timers, buffers, and storage areas for various codes and numerical values. The CPU 103 included in the game control microcomputer 100 can control the progress of the game in the pachinko game machine 1 by executing processing corresponding to the program stored in the ROM 101.
[0056] The random number circuit 104 provided in the game control microcomputer 100 counts updatable numerical data indicating various random number values used when controlling the progress of a game. The random numbers used when controlling the progress of a game are also called game random numbers. Some or all of the game random numbers may be updated by hardware using a dedicated circuit, or may be updated by software such as a computer program executed by the CPU 103.
[0057] 3 shows an example of a gaming random number. The gaming random number includes a random number MR1-1 for determining a special symbol, a random number MR1-2 for a winning symbol, a random number MR1-3 that is the initial value for the winning symbol, a random number MR2-1 for a winning normal symbol, a random number MR2-2 that is the initial value for the winning normal symbol, a random number MR3-1 for a normal symbol variation pattern, a random number MR3-2 for selecting a losing effect, a random number MR3-3 for selecting a variation pattern type, and a random number MR3-4 for a variation pattern.
[0058] The random number MR1-1 for determining special symbols is used to determine the display result of the special symbol, such as whether the display result of the special symbol is a "jackpot" or a "small jackpot." The random number MR1-2 for the winning symbol is used to select a confirmed special symbol from multiple special symbols, such as a jackpot symbol when the display result of the special symbol is a "jackpot," or a small jackpot symbol when the display result of the special symbol is a "small jackpot." The random number MR1-3, which serves as the initial value for the winning symbol, is used to set the initial value of the random number MR1-2. The random number MR2-1 for the normal winning symbol is used to select a confirmed normal symbol from multiple normal symbols to be displayed when the display result of the variable display of normal symbols is a "normal jackpot." The random number MR2-2, which serves as the initial value for the normal winning symbol, is used to set the initial value of the random number MR2-1. The random number MR3-1 for the normal symbol variation pattern is used to determine the normal symbol variation pattern as one of several patterns prepared in advance. The random number MR3-2 for selecting a miss effect is used to select whether or not the variable display of the effect pattern will be in a reach mode when the display result of the special symbol is a "miss." The random number MR3-3 for selecting the variation pattern type is used to select the variation pattern type of the special symbol. The variation pattern type of the special symbol is a group that pre-classifies the variation patterns of the special symbol based on, for example, the presentation mode during the variable display of the effect pattern, and may be configured to include one or more variation patterns. The random number MR3-4 for the variation pattern is used to select the variation pattern of the special symbol.
[0059] When making various judgments and decisions based on random number values, such as numerical data indicating the value of a gaming random number, the CPU 103 reads and refers to various tables from the ROM 101. Even when random number values are not used, the CPU 103 may read and refer to necessary tables from the ROM 101 to make various judgments, decisions, settings, and the like.
[0060] The I / O 105 provided in the game control microcomputer 100 includes an input port to which various signals are input and an output port to which various signals are output. The various signals input to the input port of the I / O 105 may include detection signals from various switches transmitted via the switch circuit 110. The various signals output from the output port of the I / O 105 may include signals for controlling the first special symbol display device 4A, the second special symbol display device 4B, the normal symbol display device 20, the first reserve indicator 25A, the second reserve indicator 25B, the normal reserve indicator 25C, etc., and solenoid drive signals for driving the normal electric role solenoid 81, the large prize opening solenoid 82, the specific area solenoid 83, etc.
[0061] The main board 11 transmits presentation control commands corresponding to the progress of the game to the presentation control board 12 as part of the operation of controlling the progress of the game by the game control microcomputer 100. The presentation control commands are commands that specify or notify the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands may include commands that specify various determination results on the main board 11, such as the display result of the special game, the type of win, and the variation pattern; commands that specify the status of the game, such as the start and end of the variable display, the opening status of the big prize slot, the occurrence of a win, the number of reserved memories, and the game status; and commands that specify the occurrence of an error.
[0062] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and controlling performances based on the received performance control commands. The performances that can be controlled by the performance control board 12 include various performances according to the progress of the game, such as driving the movable body 32, as well as various notifications such as error notifications and notifications of power outage recovery. The performance control board 12 includes a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0063] The performance control CPU 120 executes a program stored in ROM 121 to perform processing for controlling the execution of performance together with the display control unit 123. This processing is for realizing the various functions of the performance control board 12, and includes determining the performance to be executed. The performance control CPU 120 uses various data stored in ROM 121, such as data from various tables, and also uses RAM 122 as its main memory. The performance control CPU 120 may instruct the display control unit 123 to execute a performance based on detection signals from the controller sensor unit 35A and the push sensor 35B. The detection signal here is a signal that is output when an operation by a player is detected, and may be a signal that appropriately indicates the content of the operation.
[0064] The display control unit 123 includes a VDP (Video Display Processor), CGROM (Character Generator ROM), VRAM (Video RAM), etc., and controls the execution of mainly display-related effects based on instructions to execute effects from the effect control CPU 120. The display control unit 123 displays effect images on the screen of the image display device 5 by supplying a video signal corresponding to the effect to be executed to the image display device 5. The display control unit 123 also supplies a sound designation signal to the audio control board 13 and a lamp signal to the lamp control board 14. The sound designation signal designates the sound to be output from the speakers 8L and 8R. The lamp signal designates the on / off state of the game effect lamp 9. The supply of the sound designation signal and the lamp signal enables the audio output from the speakers 8L and 8R and the on / off state of the game effect lamp 9 in synchronization with the display of the effect image. The display control unit 123 may be capable of supplying a signal for operating the movable body 32 to a motor or solenoid of the movable body 32, or to a driver circuit that drives the movable body 32. A driver board for driving the movable body 32 may be provided separately from the performance control board 12.
[0065] The random number circuit 124 counts updatable numerical data indicating various random number values used when controlling the execution of various performances. Random numbers used when controlling the execution of performances are also called performance random numbers. The performance random numbers may be updated by software such as a computer program executed by the performance control CPU 120. When making various judgments and decisions based on random number values, such as numerical data indicating the values of performance random numbers, the performance control CPU 120 reads and references various tables from ROM 121. Even when random number values are not used, the performance control CPU 120 may read and reference the necessary tables from ROM 121 to make various judgments, decisions, settings, etc.
[0066] The I / O 125 includes an input port for receiving, for example, performance control commands transmitted from the main board 11, and an output port for transmitting various signals. The input port of the I / O 125 may include an input terminal for a detection signal supplied from the controller sensor unit 35A and an input terminal for a detection signal supplied from the push sensor 35B. The output port of the I / O 125 may include an output terminal for a video signal supplied to the image display device 5, an output terminal for a sound designation signal supplied to the audio control board 13, and an output terminal for a lamp signal supplied to the lamp control board 14.
[0067] The sound control board 13 is equipped with various circuits for driving the speakers 8L and 8R, and drives the speakers 8L and 8R based on a sound designation signal from the display control unit 123, causing the speakers 8L and 8R to output the sound designated by the sound designation signal. The lamp control board 14 is equipped with various circuits for driving the game effect lamps 9, and drives the game effect lamps 9 based on a lamp signal from the display control unit 123, turning the game effect lamps 9 on or off in the manner designated by the lamp signal. In this way, the sound output from the speakers 8L and 8R and the turning on and off of the game effect lamps 9 can be controlled based on signals from the display control unit 123. Note that the performance control CPU 120 may perform some or all of the control of the sound output and the turning on and off of the lamps, such as supplying the sound designation signal and lamp signal, and the control of the movable body 32, such as supplying a signal to operate the movable body 32. Boards other than the main board 11, such as the performance control board 12, the audio control board 13, and the lamp control board 14, are also called sub-boards. As in the configuration example shown in Fig. 2, multiple sub-boards may be provided for different functions, or, unlike the configuration example shown in Fig. 2, one sub-board may be configured to have multiple functions.
[0068] The power supply board 17 can supply power from an AC power source, such as an external power source of 100V AC, such as a commercial power source, to electrical components including various control boards such as the main board 11 and the performance control board 12. The power supply board 17 includes, for example, a rectifier circuit for converting AC to DC, and a power supply circuit for converting a predetermined DC voltage to a specific DC voltage (e.g., 12V DC or 5V DC). The pachinko gaming machine 1 can switch between power-on and power-off by operating the power switch 91. The switch circuit 110 of the main board 11 receives a reset signal, a power-off signal, and a clear signal from the power supply board 17 and transmits them to the game control microcomputer 100. The reset signal is an operation stop signal for stopping control circuits such as the game control microcomputer 100, and can be output using any of a power supply monitoring circuit, a watchdog timer built-in IC, and a system reset IC. The power-off signal is turned off when the predetermined power supply voltage used in the pachinko gaming machine 1 exceeds a predetermined value, and is turned on when the period during which the predetermined power supply voltage is below the predetermined value continues for a power-off reference time or longer. The clear signal is turned on in response to, for example, pressing the clear switch 92 provided on the power supply board 17.
[0069] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0070] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up, and the CPU 103 executes main processing for game control.
[0071] FIG. 4 is a flowchart showing the game control main process P_MAIN executed by the CPU 103 on the main board 11. When the game control main process P_MAIN shown in FIG. 4 starts, the CPU 103 executes a power supply start response process P_POWER_ON (step S1) and then executes an RWM check process P_RWM_CHK (step S2). The power supply start response process P_POWER_ON in step S1 can execute initial settings of the game control microcomputer 100 in response to the start of power supply to the pachinko gaming machine 1. The initial settings of the game control microcomputer 100 may include initialization of output ports, setting of interrupt vectors, setting of internal device registers, and setting of specific registers. The RWM check process P_RWM_CHK in step S2 includes a checksum calculation process. The checksum data obtained as a result of the process is compared with the data stored in the checksum buffer. If the two data match, the contents stored in the RAM 102 are determined to be normal.
[0072] Next, it is determined whether a predetermined recovery condition is met (step S3). The recovery condition can be met when the clear signal corresponding to the operation of the clear switch 92 is in the OFF state, normal stored data is present in the checksum buffer, and the stored contents of the RAM 102 serving as the backup RAM are normal. When the power to the pachinko gaming machine 1 is turned on, if the clear switch 92 provided on the power supply board 17, for example, is pressed, an ON clear signal is input to the gaming control microcomputer 100. If such an ON clear signal is input, it is determined in step S3 that the recovery condition is not met. The checksum buffer stores checksum data calculated in the checksum calculation process when the backup monitoring timer measures the backup judgment time during the previous power outage. If the time value of the backup monitoring timer does not match a specific value corresponding to the backup judgment time, it is determined in step S3 that the recovery condition is not met. The backup data may be data stored in the gaming work area of the RAM 102 serving as the backup RAM for gaming control. In step S3, it is determined whether or not the recovery conditions can be met based on the results of checking or inspecting the presence or absence of backup data and data errors by the RWM check process P_RWM_CHK in step S2.
[0073] If the recovery condition is met (Step S3; Yes), the backup setting process P_BACKUP_SET is executed (Step S4). The backup setting process P_BACKUP_SET uses a backup command transmission table to enable the performance control commands corresponding to the time of backup to be sent from the main board 11 to the performance control board 12. The backup setting process P_BACKUP_SET also clears the process codes, timers, counters, and flags specified by the backup setting table, making them initializeable.
[0074] If the recovery condition is not met (step S3; No), the initialization setting process P_INIT_SET is executed (step S5). The initialization setting process P_INIT_SET enables clear data to be transferred to the game work area, which is the work area in RAM 102. This initializes the game work area in RAM 102. Then, the initialization setting process P_INIT_SET uses the initialization command transmission table to enable transmission of the corresponding performance control command at the time of initialization from the main board 11 to the performance control board 12. The initialization setting process P_INIT_SET also clears the buffers, timers, pointers, and counters specified by the initialization setting table, thereby enabling them to be initialized.
[0075] Then, the control start setting process P_STACON is executed (step S6). The control start setting process P_STACON may include a wait process. The wait process executes a loop process and waits until a set waiting time has elapsed, thereby ensuring that sub-boards such as the performance control board 12 can be started. The control start setting process P_STACON may also include a specific count command transmission process or a command transmission process for chip individual number information. The specific count command transmission process enables a performance control command specifying the count value of a specific count counter to be transmitted from the main board 11 to the performance control board 12 when the power is turned on. The specific count counter is provided at a predetermined address in RAM 102 and is sufficient as long as it can count the remaining number of times until the number of executions of the variable display reaches a specific number corresponding to the time-saving condition. The command transmission process for chip individual number information enables a performance control command specifying the stored value of a chip individual number register to be transmitted from the main board 11 to the performance control board 12. The chip individual number register is included in the built-in register of the game control microcomputer 100, and may be any register capable of storing a different value assigned to each chip as the chip individual number.
[0076] The control start setting process P_STACON may include a startup out-of-area process. The startup out-of-area process is executed by reading a program stored in the non-game program area of the ROM 101 in response to startup due to the start of power supply to the pachinko gaming machine 1. The startup out-of-area process may be, for example, a performance display RWM initial value setting process. The performance display RWM initial value setting process enables setting of an initial value for initial display by a 7-segment LED constituting the performance display monitor. The performance display monitor may be mounted on, for example, the main board 11 and may be capable of displaying information related to the setting value and the base. The setting value can be changed to one of multiple levels, such as six levels, when the pachinko gaming machine 1 is in a setting change state in which the settings can be changed, enabling setting of the probability that the display result of the special pattern will be a "jackpot." The base is calculated by dividing the number of prize balls paid out when a game ball passes through each prize slot, such as the starting prize slot, the general prize slot, and the large prize slot, by the number of game balls launched into the game area.
[0077] Following the control start setting process P_STACON in step S6, a timer interrupt counter is set (step S7). In step S7, a PTC counter output value is set so that a periodic timer interrupt occurs at predetermined intervals, such as every 4 ms (milliseconds). The game control main process P_MAIN then enters a loop. In this loop, interrupt prohibition is set (step S8), a random number update process P_TFINIT for initial value determination is executed (step S9), and an out-of-loop region process P_REGOUT is executed (step S10). Then, interrupt permission is set (step S11), and the process returns to step S8. Then, when the interrupt permission state is enabled, the CPU 103 is enabled to execute timer interrupt processing each time an interrupt request signal is input from the PTC to the CPU 103. This allows the CPU 103 to execute timer interrupt processing each time a predetermined time, such as every 4 ms, has elapsed.
[0078] Fig. 5 is a flowchart showing an example of the timer interrupt process P_PCT for game control. In the timer interrupt process P_PCT shown in Fig. 5, the power-off process P_POWER_OFF is executed (step S51). Next, it is determined whether the misconduct monitoring flag is "0" (step S52). When a magnetism is detected by the magnet sensor or when a radio wave is detected by the frame radio wave sensor, the misconduct monitoring flag is set to "1" corresponding to the ON state. In all other cases, the misconduct monitoring flag is set to "0" corresponding to the OFF state.
[0079] If the fraudulent activity monitoring flag is "1" (step S52; No), the game stop process P_GAME_STOP is executed (step S53). The game stop process P_GAME_STOP is simply a process that initializes the output port and turns off the output of the connection confirmation signal. The connection confirmation signal is transmitted from the main board 11 to the payout control board, and if it is in the off state, the execution of the payout process in the payout control board is stopped.
[0080] If the fraudulent activity monitoring flag is "0" (step S52; Yes), the switch processing P_SW is executed (step S54), the switch error notification processing P_CON_CHK is executed (step S55), the random number update processing P_RANDOM is executed (step S56), and the initial value determination random number update processing P_TFINIT is executed (step S57). In addition, the special symbol process processing P_TPROC is executed (step S58), the normal symbol process processing P_FPROC is executed (step S59), the information output processing P_JYOUHOU is executed (step S60), the prize ball processing P_PAY is executed (step S61), and the display processing P_HYOUZI is executed (step S62). Furthermore, other timer interrupt corresponding processing is executed (step S63). After that, the interrupt permission is set (step S64), and then the timer interrupt processing P_PCT is terminated.
[0081] The power-off processing P_POWER_OFF in step S51 judges the power confirmation signal transmitted from the power supply board 17, enabling checksum calculation processing and the like to be executed when power is turned off. The switch processing P_SW in step S54 judges the state of the input port, enabling updating of the switch-on buffer and the like. The switch error notification processing P_CON_CHK in step S55 can update the count value of a sensor-on counter specified, for example, by a switch error notification judgment table, and when the count value reaches a sensor abnormality error judgment value, enables error notification display. The random number update processing P_RANDOM in step S56 enables software random numbers among the game random numbers to be updated by software. The random number update processing P_TFINIT for initial value determination in step S57 enables software to update the game random numbers used as random number initial values.
[0082] The special symbol process P_TPROC in step S58 includes processes related to the variable display of special symbols and game states, such as managing the execution and reservation of special symbol games, controlling the jackpot and small jackpot game states, and controlling game states. The normal symbol process P_FPROC in step S59 includes processes related to the variable display of normal symbols and the state control of the second start winning slot, such as managing the execution and reservation of normal symbol games based on the detection signal from the gate switch 21 and controlling the opening and closing of the variable winning ball device 6B based on a "normal symbol win." The information output process P_JYOUHOU in step S60 sets an information output signal. The information output signal is a signal corresponding to information such as jackpot information, start information, and probability fluctuation information supplied to, for example, a hall management computer installed outside the pachinko gaming machine 1. The jackpot information indicates the number of jackpots that have occurred. The start information indicates the number of start wins. The probability fluctuation information indicates the number of times the game has entered the probability variable state. The prize ball processing P_PAY in step S61 includes a prize ball command output counter addition process and a prize ball control process. The prize ball command output counter addition process uses a prize ball number table to determine whether a switch is on, and when on is detected, updates the prize ball command output counter and the winning information output counter. The prize ball control process selects a process corresponding to the prize ball process code and controls the payout of prize balls based on the detection of game balls. The display process P_HYOUZI in step S62 sets the display for the first reserve indicator 25A, second reserve indicator 25B, regular reserve indicator 25C, and various other status indicator lights.
[0083] FIG. 6 is a flowchart showing an example of processing that can be executed in step S58 of FIG. 5 as the special symbol process P_TPROC. In the special symbol process P_TPROC, the CPU 103 sets a first start winning corresponding flag (step S101). The first start winning corresponding flag is set by executing a logical operation instruction or the like to reflect the state of the first start winning port switch 22A contained in the switch-on buffer in the flag register of the CPU 103. At this time, a zero flag in the flag register being in the on state indicates that the first start winning corresponding flag is in the off state. Conversely, a zero flag being in the off state indicates that the first start winning corresponding flag is in the on state. Next, a transfer instruction for setting a table pointer is issued to set the first start winning corresponding table (step S102). Then, it is determined whether the first start winning corresponding flag is on (step S103). When the first start winning corresponding flag is on (step S103; Yes), the start port switch passing process P_TZU_ON is executed (step S104).
[0084] If the first start winning corresponding flag is off in response to step S103 (step S103; No), or after the start winning switch passing process P_TZU_ON in step S104, the second start winning corresponding flag is set (step S105). The second start winning corresponding flag is set by executing a logical operation instruction or the like to reflect the state of the second start winning switch 22B contained in the switch-on buffer in the flag register of the CPU 103. At this time, the zero flag in the flag register being on indicates that the second start winning corresponding flag is off. Conversely, the zero flag being off indicates that the second start winning corresponding flag is on. Next, the second start winning corresponding table is set by a transfer instruction for setting the table pointer (step S106). After that, it is determined whether the second start winning corresponding flag is on (step S107). When the second start winning corresponding flag is on (step S107; Yes), the start port switch passing process P_TZU_ON is executed (step S108).
[0085] The start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102 to update the first reserved memory number and the total reserved memory number by adding 1 if the first reserved memory number is less than the upper limit, extracts a random number MR1-1 for determining a special symbol, a random number MR3-2 for selecting a miss effect, a random number MR3-3 for selecting a variation pattern type, and a random number MR3-4 for a variation pattern, stores them in their respective random number buffers, and then transfers them to the first special symbol reserve buffer. Also, using the first reserved memory information designation command transmission table, a first reserved memory information designation command that specifies the first reserved memory number can be transmitted from the main board 11 to the performance control board 12. Then, a value indicating "1" is stored in the start port winning buffer as the start port winning designation value.
[0086] The start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106 to update the second reserved memory number and the total reserved memory number by adding 1 if the second reserved memory number is less than the upper limit, extracts the random number MR1-1 for determining the special symbol, the random number MR3-2 for selecting a miss effect, the random number MR3-3 for selecting a variation pattern type, and the random number MR3-4 for the variation pattern, stores them in their respective random number buffers, and then transfers them to the second special symbol reserve buffer. Also, using the second reserved memory information designation command transmission table, the second reserved memory information designation command that specifies the second reserved memory number can be transmitted from the main board 11 to the performance control board 12. Then, a value indicating "2" is stored in the start port winning buffer as the start port winning designation value.
[0087] A common start port switch passing process P_TZU_ON can be executed in steps S104 and S108. Meanwhile, the start port switch passing process P_TZU_ON in step S104 uses the first start port winning table set in step S102, while the start port switch passing process P_TZU_ON in step S108 uses the second start port winning table set in step S106. In this way, the common start port switch passing process P_TZU_ON is executed using different start port winning tables. Therefore, different data settings and controls are possible when the gaming ball enters the first start port and when it enters the second start port, using the common process. Note that the start port switch passing process P_TZU_ON may include a winning performance process using the extracted gaming random number.
[0088] If the second start winning flag is off in step S107 (step S107; No), or after the start gate switch passing process P_TZU_ON in step S108, a transfer command for setting a pointer sets a special symbol process processing jump table (step S109). The special symbol process processing jump table is an address management table that selects and executes processing corresponding to the read value of the special symbol process code. The special symbol process code can be updated to any of 00[H] to 0B[H] in accordance with the progress of game control in the pachinko gaming machine 1, and is also called a special symbol process code. Here, [H] indicates a hexadecimal number. Note that [B] can also indicate a binary number.
[0089] Following step S109, a transfer command for reading stored data is used to load the special symbol process code (step S110). Next, the 2-byte data selection process P_ABXEXEC is executed (step S111) to obtain the address of the process selected corresponding to the special symbol process code. The obtained address is set in a pointer. After this, a subroutine call command is issued to execute the process pointed to by the pointer (step S112), making it possible to execute the process selected corresponding to the special symbol process code. When the selected process is completed and a return command is issued to return to the special symbol process process P_TPROC, the special symbol process process P_TPROC is also completed, and a return command is issued to return to the timer interrupt process P_PCT for game control.
[0090] FIG. 7 shows a configuration example TT01 of a special symbol process processing jump table used in the special symbol process processing P_TPROC. The special symbol process processing jump table is configured by including table data that can set the address of the process selected corresponding to the special symbol process code in an internal register of the CPU 103 used as a pointer. The special symbol process processing jump table of the configuration example TT01 includes special symbol normal processing P_TNORMAL when the special symbol process code is 00 [H], special symbol fluctuation processing P_TSTART when the special symbol process code is 01 [H], special symbol stop processing P_TSTOP when the special symbol process code is 02 [H], small win opening pre-processing P_TLFAN when the special symbol process code is 03 [H], small win opening mid-processing P_TLOPEN when the special symbol process code is 04 [H], small win opening post-processing P_TLCLSF when the special symbol process code is 05 [H], and ... It includes table data that can set address values corresponding to the small win discharge ball waiting process P_TLOUT when the other pattern process code is 06 [H], the small win end process P_TLEND when the special pattern process code is 07 [H], the pre-opening process P_TINT for the large prize opening when the special pattern process code is 08 [H], the opening process P_TOPEN for the large prize opening when the special pattern process code is 09 [H], the post-opening process P_TCLSF for the large prize opening when the special pattern process code is 0A [H], and the big win end process P_TEND when the special pattern process code is 0B [H] in the pointer.
[0091] The normal special symbol processing P_TNORMAL determines whether to start a special symbol game based on the presence or absence of stored reserved information, determines the special symbol display result using the random number MR1-1 for special symbol determination, determines the fixed special symbol to be displayed in the variable special symbol display, and determines the special symbol variation pattern. The special symbol display result includes "jackpot," "minor jackpot," "miss," etc., and if it is determined to be a "jackpot," it determines to control the game to a jackpot game state that is advantageous to the player. Furthermore, if the special symbol display result is a "jackpot," it determines which of several jackpot game states with different degrees of advantage to the player will be controlled to, depending on the jackpot symbol that becomes the fixed special symbol. Therefore, by executing the special symbol normal processing P_TNORMAL, the CPU 103 can determine whether to control to an advantageous state that is advantageous to the player, and can determine which of a plurality of types of advantageous states with different degrees of advantage to the player to control to. Furthermore, by executing the special symbol normal processing P_TNORMAL, the CPU 103 can determine to one of a plurality of types of variation patterns.
[0092] The special symbol change process P_TSTART measures the elapsed time since the special symbol began to change on the first special symbol display device 4A or the second special symbol display device 4B, and makes it possible to determine whether the special symbol change time corresponding to the change pattern has elapsed. The special symbol stop process P_TSTOP measures the elapsed time since the special symbol stopped changing on the first special symbol display device 4A or the second special symbol display device 4B, and makes it possible to determine whether the symbol stop time has elapsed. The symbol stop time may be set as the time for stopping the display of the special symbol when it is determined that the special symbol change time has elapsed in the special symbol change process P_TSTART. When the symbol stop time has elapsed, the special symbol process code is updated and various settings are made according to the special symbol display result. For example, if the special pattern display result is a "big hit", the special pattern process code can be updated to 08 [H], if the special pattern display result is a "small hit", the special pattern process code can be updated to 03 [H], and if the special pattern display result is a "miss", the special pattern process code can be updated to 00 [H].
[0093] The small win opening pre-processing P_TLFAN, small win opening mid-processing P_TLOPEN, small win opening post-processing P_TLCLSF, small win discharge ball waiting process P_TLOUT, and small win end process P_TLEND are processes for controlling the progress of the game in the small win game state. The large prize opening pre-processing P_TINT, large prize opening mid-processing P_TOPEN, large prize opening post-processing P_TCLSF, and big win end process P_TEND are processes for controlling the progress of the game in the big win game state.
[0094] (Major operations of the performance control board 12) Next, we will explain the main operations of the performance control board 12. When the performance control board 12 receives a supply of power supply voltage from the power supply board 17 or the like, the performance control CPU 120 starts up and executes the performance control main process.
[0095] FIG. 8 is a flowchart showing the performance control main process S_MAIN executed by the performance control CPU 120 in the performance control board 12. When the performance control main process S_MAIN shown in FIG. 8 starts, the performance control CPU 120 executes a performance control initialization process S_INIT (step S71). The performance control initialization process S_INIT includes clearing RAM 122, setting various initial values, and setting registers for the timer circuit mounted on the performance control board 12. Next, an initial operation control process S_SYOKI is executed (step S72). The initial operation control process S_SYOKI enables control of the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks. Then, it is determined whether a timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time, such as 2 ms (milliseconds), elapses based on the register setting for the timer circuit. Since the timer interrupt flag is off (step S73; No), step S73 is repeated and the process waits.
[0096] When the timer interrupt flag is on (step S73; Yes), the timer interrupt flag is cleared to the off state (step S74), and a command analysis process S_COMMAND is executed (step S75), a performance control process S_CPROC is executed (step S76), a performance random number update process S_RANDOM is executed (step S77), and a performance output process S_OUT is executed (step S78). Then, other timer interrupt response processes are executed (step S79), and the process returns to step S73.
[0097] The command analysis process S_COMMAND in step S75 enables the reading of the performance control commands stored in the performance control command receiving buffer and the setting and control corresponding to the read performance control commands. By executing the command analysis process S_COMMAND, the performance control CPU 120 can update the stored data indicating the flag status, the stored data in the register, and other stored data in the work area of the RAM 122 in response to the performance control commands transmitted from the main board 11. The performance control process S_CPROC in step S76 enables the control of the execution of performances using various performance devices, including, for example, the display of performance images on the screen of the image display device 5, the audio output from the speakers 8L and 8R, the lighting or extinguishing of decorative light sources such as the game effect lamp 9 and decorative LEDs, and the drive control of the movable body 32. The control content of the performances using various performance devices only needs to be judged, determined, and set based on the performance control commands transmitted from the main board 11 and the results of processing by the performance control CPU 120. The random number updating process S_RANDOM in step S77 enables updating of at least a part of the random numbers for performance used on the performance control board 12 side by executing a program as software.
[0098] Fig. 9(A) is a flowchart showing an example of processing that can be executed in step S76 shown in Fig. 8 as the performance control process processing S_CPROC. The performance control CPU 120 executes the look-ahead performance setting processing S_SAKI_SET in the performance control process processing (step S151). The look-ahead performance setting processing S_SAKI_SET enables judgment, decision, and setting regarding the execution of the look-ahead preview performance, for example, based on the performance control command at the time of the start winning transmitted from the main board 11. In addition, the look-ahead performance setting processing S_SAKI_SET makes it possible to update the hold display based on the number of hold memories specified from the performance control command.
[0099] After the look-ahead effect setting process S_SAKI_SET in step S151, a effect control process jump table is set by a transfer command that sets a pointer (step S152). The effect control process jump table is an address management table that selects and makes executable a process corresponding to the read value of the effect control process code. The effect control process code can be updated and set to any of 00[H] to 0A[H] in accordance with the progress of effect control in the pachinko gaming machine 1, and is also called the effect process code. The effect control process code is loaded by a transfer command that reads out stored data (step S153). The address of the process to be selected corresponding to the effect control process code thus acquired is set in the effect control pointer (step S154). Therefore, by executing the process pointed to by the effect control pointer (step S155), the process selected corresponding to the effect control process code becomes executable.
[0100] 9(B) shows an example of the configuration TT02 of the performance control process jump table used in the performance control process S_CPROC. The performance control process jump table includes table data that can set the address of the process selected corresponding to the performance control process code in a register used as a performance control pointer. The effect control process processing jump table of configuration example TT02 includes table data that can set address values corresponding to the following in the effect control pointer: waiting for a change pattern command when the effect control process code is 00 [H], effect pattern change start processing when the effect control process code is 01 [H], effect pattern change in progress processing when the effect control process code is 02 [H], effect pattern change stop processing when the effect control process code is 03 [H], small win display processing when the effect control process code is 04 [H], small win open processing when the effect control process code is 05 [H], small win end effect processing when the effect control process code is 06 [H], big win display processing when the effect control process code is 07 [H], round processing when the effect control process code is 08 [H], post-round processing when the effect control process code is 09 [H], and big win end effect processing when the effect control process code is 0A [H].
[0101] The waiting-for-reception process for a variation pattern command determines whether a variation pattern designation command transmitted from the game control microcomputer 100 on the main board 11 has been received. If it is determined that a variation pattern designation command has been received, the presentation control process code is updated to 01 [H], which corresponds to the presentation pattern variation start process. If it is determined that a variation pattern designation command has not been received, the demo display can be controlled. The presentation pattern variation start process enables the start of a variation-time presentation corresponding to a special game. For example, in response to the variation pattern command transmitted from the main board 11, it enables the selection of a presentation pattern to be used to control the variation-time presentation and the start of updating the presentation process timer that measures the presentation execution time. The presentation pattern variation process controls the switching timing of each presentation element that constitutes the presentation pattern and determines whether the presentation execution time has elapsed based on the timing value of the presentation process timer. If it is determined that the presentation execution time has elapsed, the presentation control process code is updated to 03 [H], which corresponds to the presentation pattern variation stop process. The effect pattern change stop process enables control of the end of the effect during change and control of the display of the effect result corresponding to the determined special pattern based on the establishment of the end condition of the effect during change, such as the elapse of the effect execution time or the reception of a effect pattern determination command. At this time, the effect control process code is updated and various settings are made according to the display result of the variable display. For example, if the display result of the variable display is a "big hit," the effect control process code can be updated to 07 [H], if the display result of the variable display is a "small hit," the effect control process code can be updated to 04 [H], and if the display result of the variable display is a "miss," the effect control process code can be updated to 00 [H].
[0102] The small win display process, small win opening process, and small win end effect process are processes for controlling the progress of effects corresponding to the small win game state. The big win display process, round process, post-round process, and big win end effect process are processes for controlling the progress of effects corresponding to the big win game state.
[0103] (Variations of basic explanations, etc.) The pachinko gaming machine 1 is not limited to the configuration, functions, processing, and operation described in the basic description and other explanations, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not need to have all the technical features described in the embodiments, but may have some of the configuration described in the embodiments so as to solve at least one problem in the prior art. When a subordinate concept is described in the embodiments, an invention of a generic concept using homologous or similar matters, or an invention of a generic concept using common properties, is included in the present invention, and may have some of the structure or characteristics described in the embodiments so as to solve at least one problem in the prior art.
[0104] The pachinko game machine 1 may be a payout type game machine that pays out a predetermined number of game media as a prize when a prize is won, or it may be an enclosed type game machine that encloses game media and awards points when a prize is won.
[0105] The display during the variable display of the special symbol may be, for example, only one type of symbol, such as a symbol indicating "-", and the variable display may be such that this symbol is repeatedly displayed and turned off. One type of symbol may be displayed during the variable display, and this symbol may not be displayed when the variable display is stopped. For example, the display result may be a non-display state in which the symbol indicating "-" is not displayed and no special symbol is displayed.
[0106] The pachinko gaming machine 1 may be configured to change the probability of winning a jackpot and the payout rate in response to multiple setting values. For example, in the normal special symbol processing of the special symbol process, the probability of winning a jackpot and the payout rate may be changed by using a different jackpot determination value for each setting value. As a specific example, the setting values are divided into six levels, from 1 to 6, with 6 representing the highest probability of winning a jackpot, and the probability of winning a jackpot decreasing as the value decreases in the order of 6, 5, 4, 3, 2, and 1. In this case, setting 6 as the setting value provides the highest advantage to the player, and the advantage gradually decreases as the value decreases in the order of 6, 5, 4, 3, 2, and 1. If the probability of winning a jackpot changes depending on the setting value, the payout rate may also change depending on the setting value. While the probability of winning a jackpot remains constant regardless of the setting value, the number of rounds in a jackpot game state may change depending on the setting value. The pachinko gaming machine 1 may be configured to be able to set one of a plurality of setting values that differ in the degree of advantage to the player. The setting value set in the pachinko gaming machine 1 may be notified by a setting value designation command being sent from the main board 11 to the effect control board 12. During execution of the variable display, a setting suggestion effect may be executed that suggests the setting value in the pachinko gaming machine 1 at a predetermined rate. The suggestion regarding the setting value in the pachinko gaming machine 1 is not limited to suggesting the setting value in the pachinko gaming machine 1, and may, for example, suggest whether the setting value in the pachinko gaming machine 1 has been changed. The setting suggestion effect may suggest the likelihood of a jackpot through any effect, and may also suggest the setting value in the pachinko gaming machine 1.
[0107] Instead of some or all of the suggestions regarding the control of the jackpot gaming state, or together with some or all of the suggestions regarding the control of the jackpot gaming state, suggestions regarding the control of a state that is advantageous to the player, different from the jackpot gaming state, may be made. For example, a suggestion regarding a probability variable state that is controlled after the jackpot gaming state ends may be made. In addition, suggestions regarding a state in which any game value that is advantageous to the player is awarded as an advantageous state may be made, depending on whether or not it is controlled.
[0108] The invention relating to gaming machines is not limited to pachinko gaming machines 1, but can also be applied to slot machines as appropriate. A slot machine can execute a game in which medals are inserted, a predetermined bet amount is set, multiple types of symbols are rotated in response to the player's operation of a control lever, and when the symbols are stopped in response to the player's operation of a stop button, a predetermined number of medals is paid out to the player if a specific combination of symbols is formed. In a slot machine, advantageous states that are advantageous to the player may include, for example, one or more of so-called bonuses, such as a big bonus, regular bonus, RT, AT, ART, and CZ.
[0109] The programs and data for realizing various controls, including the progress of the game and the execution of the effects, may be distributed and provided to a computer device included in a gaming machine such as the pachinko gaming machine 1 via a removable recording medium, or may be distributed and provided by being pre-installed in a storage device of the computer device. Also, the gaming machine may have a communication processing unit that can be connected to an external device on a network via a communication line or the like, and distribute and provide the programs and data by downloading them from the external device. The execution of the game and effects may also be executable by inserting a removable recording medium, or by temporarily storing the programs and data downloaded via a communication line or the like in internal memory, or by directly executing them using hardware resources of an external device on a network connected via a communication line or the like, or by exchanging data with another computer device or the like via a network.
[0110] When comparing various percentages, such as the decision percentage of a process or data, or the execution percentage of a performance, expressions such as "high," "low," or "different" may include cases where one is a percentage of "0%" or "100%." For example, for one decision result or execution content, a percentage of "0%" may include cases where there is no decision or execution, or a percentage of "100%" may include cases where there is always a decision or execution.
[0111] (Explanation about feature part 04AK) Next, the feature 04AK will be described. The controllable game states in the pachinko gaming machine 1 with the feature 04AK include a normal state, a time-saving state, and a probability variable state. Other controllable game states include a jackpot game state, which can be advantageous for the player when the special symbol display result is a "jackpot." The time-saving state shortens the average special symbol fluctuation time compared to the normal state, and also shortens the average normal symbol fluctuation time compared to the normal state, increasing the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. For example, while the probability of a normal symbol hit is 10% in the normal state, the probability of a normal symbol hit is increased to 90% in the time-saving state, making it easier for a game ball to enter the second start-up winning slot of the variable prize ball device 6B. However, this is not a limitation. For example, in the time-saving state, the opening time of the variable winning ball device 6B may be lengthened compared to the normal state, so that the game ball is more likely to enter the second starting winning hole of the variable winning ball device 6B. This time-saving control accompanied by high base control that makes it easier for the game ball to enter the second starting winning hole of the variable winning ball device 6B makes it easier to execute the second special symbol game using the second special symbol display device 4B. Therefore, the time-saving state is included in the special state in which the variable display of special symbols and effect symbols is more likely to be executed than in the normal state.
[0112] The probability of a jackpot is increased in the probability variable state compared to the normal state and the time-saving state. The probability of a jackpot is the probability that a "jackpot" occurs in the special game corresponding to each variable display, and that the game is controlled to a jackpot game state as an advantageous state. When controlled to the probability variable state, it is sufficient to also control the time-saving state. Therefore, the probability variable state is included in the special state in which the variable display of special symbols and performance symbols is more likely to be executed than in the normal state.
[0113] The time-saving state may be controlled to a special variable state or time-saving state after a "jackpot" in the special game ends. It may also be controlled based on a "time-saving miss" even if the special game does not result in a "jackpot." When a "time-saving miss" occurs in the special game, a pre-prepared time-saving miss symbol is displayed as the special symbol display result. The probability that a "time-saving miss" occurs in the special game and the special state is controlled to the time-saving state in response to each variable display is also referred to as the time-saving miss probability. Furthermore, if a next jackpot or time-saving miss does not occur even after a predetermined number of variable displays have been completed after powering on the gaming machine, after a jackpot, or after a time-saving miss, the game may be controlled to the time-saving state as a rescue time-saving state. The predetermined number of variable displays may be, for example, 900, or may be any number predetermined based on the specifications of the pachinko gaming machine 1.
[0114] In the time-saving state, control to increase the probability of winning a normal symbol, control to shorten the fluctuation time of the normal symbol, control to lengthen the opening time of the second start winning hole formed in the variable winning ball device 6B, and control to shorten the fluctuation time of the special symbol may be performed. All of these controls may be performed, or some of them may not be performed. For example, the controls performed in the time-saving state via a jackpot, the time-saving state via a time-saving miss, and the time-saving state via a rescue time-saving may be different or the same.
[0115] The number of fluctuations n until the control is changed to the rescue time reduction and the number of time reductions N in the rescue time reduction are preferably defined as follows. 2.5P≦n≦3.0P 0.4P≦N≦3.8P (P = denominator of jackpot probability ML, n = number of activations, N = number of time-saving times) Specifically, for example, when the probability of winning is 1 / 300, the number of fluctuations n is 750 to 900, and the number of time-savings N is 120 to 1140.
[0116] FIG. 10-1 is a front view of a pachinko gaming machine 1 and a card unit 300 relating to the characteristic part 04AK. On the one hand, the pachinko gaming machine 1 relating to the characteristic part 04AK includes the gaming board 2, gaming machine frame 3, image display device 5, speakers 8L and 8R, push button 31B, etc., as in the case of the basic explanation. On the other hand, the ball-hitting operation handle, which was located in the lower right position of the gaming machine frame 3 in the case of the basic explanation, has been changed in operation method and location to become a ball-hitting operation unit CH030 in the case of the characteristic part 04AK. This ball-hitting operation unit CH030 is located in the lower center position of the gaming machine frame 3.
[0117] In addition, the pachinko gaming machine 1 relating to the characteristic part 04AK has a different configuration from that in the basic explanation. For example, instead of the ball-hitting operation handle in the basic explanation, a lever controller 31C for effects is provided in the lower right protrusion of the frame decoration at the lower right position of the gaming machine frame 3. A rotating lamp 9A that is included in the game effect lamp 9 and can be rotated and turned on is provided at the upper right position of the gaming machine frame 3. An information display setting panel 40 is provided in the frame decoration below the glass surface of the gaming machine frame 3. A left air outlet 43HL and a right air outlet 43HR that can blow air for effects are provided near the ball-hitting operation handle provided in the ball-hitting operation part CH030.
[0118] In the case of the characteristic part 04AK, a communication unit 42 is provided above the speaker 8L in the gaming machine frame 3. The communication unit 42 may include a communication circuit that enables wireless or wired communication with the terminal device AK200 held by the player of the pachinko gaming machine 1. The communication unit 42 may be located in any position that allows communication with the terminal device AK200.
[0119] The pachinko gaming machine 1 may be a sealed circulation type pachinko gaming machine in which the player does not pick up gaming balls and replenish them in the upper tray as a ball supply tray, and in which gaming balls are not dispensed to the player as prize balls or retained balls. The gaming value in the pachinko gaming machine 1 is added to credits based on a lending operation or the like. Credits are gaming points available for play in the pachinko gaming machine 1 and are also referred to as the number of gaming balls or the number of gaming balls. The number of gaming balls corresponding to the added credits can be displayed on the gaming ball number indicator 71 included in the information display setting panel 40. The upper limit of the number of gaming balls that can be added corresponding to the credits may be set within the range of numbers that can be displayed on the gaming ball number indicator 71, or no upper limit may be set. The number of gaming balls, retained balls, saved balls, and other balls are gaming points as gaming value managed electromagnetically, and may be gaming value that does not use physical gaming balls. Such a pachinko gaming machine 1 that does not require the supply or payout of gaming balls is also called an enclosed gaming machine or a controlled gaming machine.
[0120] In the characteristic part 04AK, a card unit 300 is provided in a pair with the pachinko gaming machine 1 at a lateral position, such as the right or left side of the pachinko gaming machine 1. In this way, the pachinko gaming machine 1 and the card unit 300 may be installed in a one-to-one relationship. The card unit 300 can accept visitor cards and member cards. A visitor card is a gaming recording medium issued to general players who are not registered as members, and has a prepaid function. A visitor card is also called a general card. A member card is a gaming recording medium issued to member players who have registered as members at an amusement facility. A visitor card or member card can be configured using an IC card.
[0121] The card unit 300, which accepts a visitor card or a membership card, has the function of converting the gaming value held by a player identified by the information recorded on the card into the number of gaming balls corresponding to the number of credits. The gaming value here includes the prepaid balance, the number of balls held, and the number of saved balls. The number of gaming balls corresponding to the number of credits indicates the number of gaming balls that can be fired into the gaming area and used for play, and is data that can be converted into the number of saved balls. The number of gaming balls corresponding to the number of credits can be generated in exchange for debiting the prepaid balance, the number of saved balls, or the number of saved balls. Furthermore, the number of gaming balls corresponding to the number of credits can be updated to increase or decrease depending on the results of a player's play on the pachinko gaming machine 1. While slot machines generally have an upper limit on the number of credits, the number of credits on the pachinko gaming machine 1 may not necessarily have an upper limit. Alternatively, the number of credits on the pachinko gaming machine 1 may also have an upper limit. In this case, the number of gaming balls exceeding the upper limit on the number of credits may be automatically converted into the number of saved balls. Alternatively, the concept of the number of credits may not be used for the pachinko gaming machine 1, and the number of game balls may be treated as the number of game balls.
[0122] The number of balls held is a counted number of game balls awarded to a player as points when the player plays on the pachinko gaming machine 1. A card held by a player and accepted by the card unit 300 can record data that identifies the number of balls held. If a management device for managing the number of balls held is installed in the gaming facility, the number of balls held may be managed by this management device. The number of saved balls is the number of balls held that have been deposited in the gaming facility. When a player acquires game value that constitutes points through play, the number of balls can be managed as the number of held balls on the day of acquisition, and as saved balls from the day after acquisition. Therefore, the number of balls held can be updated by counting the number of game balls on the day of play. Furthermore, the number of saved balls can be updated by depositing the number of held balls at the gaming facility on the day of play, and these saved balls can be converted into the number of game balls and used for play from the next day onwards. The number of saved balls may be managed by a hall management computer or other management computer installed in the gaming facility.
[0123] The front surface of the card unit 300 shown in Fig. 10-1 is provided with a bill insertion slot 302, a protrusion 305, a card slot 309, an IR photosensitive unit 320, a loan button 321, a return button 322, a ball payout button 324, etc. The bill insertion slot 302 is an opening configured to allow a player to insert bills. The card unit 300 takes bills inserted into the bill insertion slot 302 into a currency validator, making it possible to identify the authenticity and type of the bill.
[0124] The protruding portion 305 protrudes forward from the front of the card unit 300 toward the player. A display 312 and a replay button 319 are provided on the surface of the protruding portion 305 facing the player. The display 312 can display various information, such as the prepaid balance, the number of balls held, the number of game balls corresponding to the number of credits, and other information, and is configured as a transparent touch display with a touchable surface. The player can instruct the execution of various processes corresponding to the touched items by touching various display items displayed on the display screen of the display 312 with their fingers. In this way, the display 312 of the card unit 300 can detect actions or behaviors corresponding to the player's touch on the display screen. The prepaid balance can be initially set or updated based on the amount paid by the player when acquiring the card or the amount inserted into the card unit 300, and can be updated by debiting the number of game balls corresponding to the number of credits. Cards accepted by the card unit 300 can record the prepaid balance. The prepaid balance is also called the card balance or simply the balance.
[0125] The replay button 319 enables a game that constitutes a replay game. A replay game can be executed using the number of stored balls identified by the membership card ID recorded on the membership card accepted by the card unit 300. The membership card ID is also referred to as a card ID or C-ID. In response to the detection of an action or movement that constitutes a pressing operation of the replay button 319, a process is executed that enables a game using the held balls or stored balls. For example, if the number of held balls acquired by the player is recorded on the card accepted by the card unit 300, it is sufficient to be able to execute a conversion process that withdraws all or part of the held balls and converts them into game balls, making them available for play on the pachinko gaming machine 1. This withdrawal of held balls and conversion into game balls is also referred to as withdrawing held balls. In contrast, if the card accepted by the card unit 300 is a membership card with no record of the number of held balls, but the number of saved balls specified by the membership card ID is managed, it is sufficient if a conversion process can be executed to withdraw all or part of the saved balls and convert them into game balls, making them available for play on the pachinko gaming machine 1. This process of withdrawing saved balls and converting them into game balls is also called withdrawing saved balls. If both the number of held balls and the number of saved balls are recorded corresponding to the card accepted by the card unit 300, the withdrawal of the held balls may be given priority and made available for play. If a held ball payout button 324 separate from the replay button 319 is provided, the replay button 319 may be used exclusively for withdrawing saved balls.
[0126] The card slot 309 is configured to accept a membership card or a visitor card, and the inserted membership card or visitor card can be accepted by a card reader / writer. The card reader / writer can read information recorded on the accepted card. The IR photosensitive unit 320 can receive infrared signals from a remote control carried by an amusement facility attendant, convert them into electronic signals, and output them. The loan button 321 enables a game to be played using the prepaid balance recorded on the card accepted by the card unit 300. For example, in response to detection of an action or movement that constitutes a pressing operation of the loan button 321, the card unit 300 deducts all or part of the prepaid balance recorded on the accepted card and adds and updates the number of game balls corresponding to the credit amount, thereby executing a conversion process that makes the card usable for play on the pachinko gaming machine 1. The return button 322 enables a card accepted by the card unit 300 to be returned. When the player finishes playing, in response to the detection of an action or movement that constitutes the pressing of the return button 322, the card unit 300 records the number of balls determined at the end of the game on the card accepted and makes it possible to discharge from the card slot 309. The held ball payout button 324 makes it possible to play using the number of held balls specified in correspondence with the card accepted by the card unit 300. In response to the detection of an action or movement that constitutes the pressing of the held ball payout button 324, all or part of the number of held balls recorded on the card accepted by the card unit 300 is withdrawn and the number of game balls corresponding to the number of credits is added and updated, thereby executing a conversion process that makes the balls available for play on the pachinko gaming machine 1.
[0127] The pachinko gaming machine 1 converts the prepaid balance, number of balls held, and number of saved balls specified for the card accepted by the card unit 300 into the number of game balls corresponding to the credit amount, and can proceed with the game by firing a number of game balls corresponding to this number of game balls. This allows for a game played with a controlled gaming machine that does not replenish or pay out game balls, without causing confusion to players accustomed to payout-type pachinko gaming machines in which game balls are loaned and replenished to a ball supply tray. In the pachinko gaming machine 1, game balls fired from the ball firing position toward the playing area by the ball firing device either win a prize in one of the winning slots or are collected in the outlet without winning a prize. Game balls that win a prize in the winning slot or are collected in the outlet are returned to the ball firing position via a collection path provided inside the pachinko gaming machine 1.
[0128] FIG. 10-2 shows an example of the configuration of the information display setting panel 40. The information display setting panel 40 is provided with a direction selection key 31D, a volume setting button 31E, a light intensity setting button 31F, a lending button 31G, and a counting button 31H, as well as a game ball number display 71. The direction selection key 31D, the volume setting button 31E, the light intensity setting button 31F, the lending button 31G, and the counting button 31H may all be configured to be capable of detecting an action or movement that is a pressing operation by a player. The game ball number display 71 is a display that can display the number of game balls corresponding to the number of credits. The game ball number display 71 may also be capable of displaying an error number, etc., when an error occurs.
[0129] The direction selection key 31D allows input of instructions corresponding to different directions, such as up, down, left, and right. As one example, when a menu is displayed on the display screen of the image display device 5, the selection of various display items can be changed in response to the detection of an action or movement that constitutes a pressing operation of the direction selection key 31D. As another example, when the pachinko gaming machine 1 is in a non-play state where a game is not being played, or when a game is being played except for a specific period, multiple presentation stages that result in multiple presentation states can be switched in response to the detection of an action or movement that constitutes a pressing operation of the direction selection key 31D.
[0130] The volume setting button 31E and the light intensity setting button 31F enable the effect output amount of the pachinko gaming machine 1, such as the volume and light intensity, to be changed. The volume setting button 31E may include a + button as a volume increase button for instructing to increase the volume and a - button as a volume decrease button for instructing to decrease the volume. The light intensity setting button 31F may include a + button as a light increase button for instructing to increase the light intensity and a - button as a light decrease button for instructing to decrease the light intensity. As an example, when the pachinko gaming machine 1 is in a non-play state where a game is not being played, or when a game is being played except for a specific period, it is only necessary to be able to execute a setting change to increase or decrease the volume among the effect output amounts of the pachinko gaming machine 1 in response to the detection of an action or movement that constitutes a pressing operation of the volume setting button 31E. As another example, when the pachinko gaming machine 1 is in a non-play state where no game is being played, or when game play is being played except for a specific period, it may be possible to execute a setting change to increase or decrease the light intensity among the performance output amounts of the pachinko gaming machine 1 in response to the detection of an action or movement that constitutes the pressing of the light intensity setting button 31F.
[0131] The lending button 31G enables playing using a prepaid balance, similar to the lending button 321 of the card unit 300. For example, in response to the detection of an action or movement that constitutes a pressing operation of the lending button 31G, it is sufficient if the card unit 300 is able to execute a conversion process that allows the card to be used for playing on the pachinko gaming machine 1 by withdrawing all or part of the prepaid balance recorded on the card accepted and adding and updating the number of game balls corresponding to the number of credits.
[0132] The counting button 31H can instruct the execution of a counting process that converts the number of game balls corresponding to the number of credits into the number of held balls. As one example, it is sufficient to be able to execute a counting process that subtracts 1 from the number of game balls and adds 1 to the number of held balls in response to the detection of an action or movement in which the counting button 31H is pressed for less than one second. As another example, it is sufficient to be able to execute a counting process that subtracts 250 from the number of game balls and adds 250 to the number of held balls in response to the detection of an action or movement in which the counting button 31H is pressed for one second or more. In this way, it is sufficient to be able to execute a first counting process in which the number of game balls is decremented and the number of held balls is incremented by one in response to the detection of an action or movement in which the counting button 31H is pressed for a short period of time, and a second counting process in which the number of game balls is decremented and the number of held balls is incremented by 250 in response to the detection of an action or movement in which the counting button 31H is pressed for a long period of time. When an action or movement that results in a long press of the counting button 31H is detected, if the number of game balls corresponding to the number of credits is less than 250, all of the game balls can be converted into the number of held balls. In response to the detection of an action or movement that results in a continuous long press of the counting button 31H for a specific continuous period of time or more, for example, 5 seconds or more, a continuous counting process may be executed in which the number of game balls is repeatedly subtracted by 250 and the number of held balls is repeatedly added by 250.
[0133] FIG. 10-3 shows the board configuration of the pachinko gaming machine 1 relating to the characteristic part 04AK. In the pachinko gaming machine 1, the main board 11, the effect control board 12, the relay board 15, etc. are provided on the back surface of the gaming board 2, and the game point control board 18A and the launch control board 18B are provided on the back surface of the gaming machine frame 3, which serves as the front frame. Components similar to those in the basic description are assigned the same reference numerals. For example, the game control microcomputer 100 mounted on the main board 11 may be configured to include RAM 101, RAM 102, a CPU 103, a random number circuit 104, and an I / O 105, as in the basic description. The effect control board 12 may be configured to include a effect control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125, as in the basic description.
[0134] In addition to wiring for transmitting video signals to the image display device 5, the performance control board 12 may be connected with wiring for transmitting sound effect signals as control signals to the audio control board 13, wiring for transmitting illumination signals as control signals to the lamp control board 14, wiring for transmitting drive signals to the movable body drive unit 32A and vibration motors 32B and 32C, wiring for transmitting control signals to the communication unit 42 and receiving communication signals, wiring for transmitting control signals to the air blower unit 43, and other wiring capable of transmitting control signals to any performance device. Furthermore, in addition to wiring for transmitting a detection signal from the push sensor 35B in response to the detection of an action or movement that constitutes a pressing operation by the player using the push button 31B, the effect control board 12 may also be connected with wiring for transmitting a detection signal from the lever sensor 35C in response to the detection of an action or movement that constitutes a pushing operation or pulling operation by the player using the lever controller 31C, wiring for transmitting a detection signal from the direction selection sensor 35D in response to the detection of an action or movement that constitutes a pressing operation by the player using the direction selection key 31D, wiring for transmitting a detection signal from the volume setting sensor 35E in response to the detection of an action or movement that constitutes a pressing operation by the player using the volume setting button 31E, wiring for transmitting a detection signal from the light intensity setting sensor 35F in response to the detection of an action or movement that constitutes a pressing operation by the player using the light intensity setting button 31F, and other wiring capable of transmitting detection signals from any effect sensors or effect switches.
[0135] The gaming point control board 18A only needs to have a configuration capable of executing control and processing related to the number of gaming balls as the gaming value held by the player. For example, the gaming point control board 18 is equipped with a gaming point control microcomputer 180 which serves as a gaming point control unit. The gaming point control microcomputer 180 only needs to be configured with a ROM, RAM, CPU, I / O, etc., similar to the gaming control microcomputer 100. The gaming point control board 18A only needs to be connected to wiring for transmitting and receiving control signals to the launch control board 18B, wiring for transmitting control signals to the gaming ball number display 71, etc. In addition, the game point control board 18A may be connected to wiring that transmits a detection signal in response to the detection of an action or movement that constitutes a pressing operation by the player using the lending button 31G, wiring that transmits a detection signal in response to the detection of an action or movement that constitutes a pressing operation by the player using the counting button 31H, wiring that transmits a detection signal from the ball number update sensor 31I, and other wiring that can transmit a detection signal from any detection sensor or detection switch.
[0136] The ball count update sensor 31I may include an out ball sensor, a foul ball sensor, and a shot ball sensor. For example, the shot ball sensor of the ball count update sensor 31I may be capable of detecting game balls shot by the ball shot device included in the ball shot unit 70. When a game ball is detected by this shot ball sensor, the CPU of the game point control microcomputer 180 may be capable of executing an update process to subtract and update the number of game balls. The ball shot unit 70 may be configured to include a ball shot operation unit CH030 in addition to the ball shot device.
[0137] The launch control board 18B controls the ball launching device included in the ball launching unit 70 to enable the launch of gaming balls. For example, the launch control board 18B can drive the launch motor or launch solenoid of the ball launching device by outputting an excitation signal to the launch motor or launch solenoid. The launch control board 18B only needs to be able to drive the launch motor or launch solenoid when it detects that a player's hand or finger is touching the ball operation handle of the ball launching operation unit CH030. A launch control signal and a launch permission signal can be output from the game point control board 18A to the launch control board 18B. The launch control signal may be able to be transmitted from the ball launching operation unit CH030 included in the ball launching unit 70 to the launch control board 18B.
[0138] In the pachinko gaming machine 1, the gaming point control board 18A is connected to the card unit 300 using, for example, PIF wiring. The PIF wiring may include, in correspondence with the wiring number, a signal line capable of providing ground voltage, a signal line usable for transmitting connection confirmation information, a signal line usable for transmitting lending response information, counting information, and gaming machine information, a signal line usable for transmitting lending information, a signal line capable of providing power supply voltage, and the like.
[0139] FIG. 10-4 shows an example of the configuration of a special symbol display result determination table. This special symbol display result determination table includes a special symbol display result determination table 04AKT01 for the first special symbol shown in FIG. 10-4(A) and a special symbol display result determination table 04AKT02 for the second special symbol shown in FIG. 10-4(B). The first special symbol is a special symbol that becomes the first special symbol variably displayed on the first special symbol display device 4A. The second special symbol is a special symbol that becomes the second special symbol variably displayed on the second special symbol display device 4B. The special symbol display result determination table 04AKT01 for the first special symbol is referenced to determine the special symbol display result when the first special symbol game is executed by the first special symbol display device 4A. The special symbol display result determination table 04AKT02 for the second special symbol is referenced to determine the special symbol display result when the second special symbol game is executed by the second special symbol display device 4B.
[0140] As shown in Figures 10-4(A) and 10-4(B), when the variable display of the first special symbol is executed and when the variable display of the second special symbol is executed, the probability of the special symbol display result being a "jackpot" when the non-variable state is "205 / 65536". Therefore, the probability of a jackpot in the first special symbol game or second special symbol game when the non-variable state is "205 / 65536", or approximately 1 / 320. The non-variable state is a low-probability state corresponding to the "none" state in which no variable state control is performed, and includes the normal state and the time-saving state.
[0141] In both cases where the variable display of the first special symbol is executed and where the variable display of the second special symbol is executed, the probability of the special symbol display result being a "jackpot" when in the variable probability state is "2050 / 65536." Therefore, the probability of a jackpot in the first special symbol game or the second special symbol game when in the variable probability state is "2050 / 65536," or approximately 1 / 32. The variable probability state is a high-probability state corresponding to the "on" state in which variable probability control is performed, and in this example, the jackpot probability is increased by 10 times compared to the non-variable probability state. The multiplier or percentage by which the jackpot probability is increased when in the variable probability state compared to the non-variable probability state can be set arbitrarily based on the specifications of the pachinko gaming machine 1.
[0142] As shown in Figure 10-4(A), when the variable display of the first special symbol is performed, the probability of the special symbol display result being a "miss for time-saving" is the same "164 / 65536" whether the game is in a special symbol state or not. Therefore, the probability of the time-saving miss in the first special symbol game when the game is in a non-special symbol state or a special symbol state is "164 / 655356", or approximately 1 / 400. As shown in Figure 10-4(B), when the variable display of the second special symbol is performed, the probability of the special symbol display result being a "miss for time-saving" is the same "328 / 65536" whether the game is in a special symbol state or not. Therefore, the probability of the time-saving miss in the second special symbol game when the game is in a non-special symbol state or not is "328 / 65536", or approximately 1 / 200. The time-saving loss probability is common to both the probability variable state and the non-probability variable state, and is different between when the first special symbol game is executed and when the second special symbol game is executed. In contrast, the time-saving loss probability may be configured to be different between when the probability variable state is executed and when the non-probability variable state is executed. Alternatively, the time-saving loss probability may be configured to be common between when the first special symbol game is executed and when the second special symbol game is executed. For example, the time-saving loss probability in the first special symbol game may be configured to be higher than the time-saving loss probability in the second special symbol game.
[0143] All or part of the jackpot probability and the time-saving loss probability may be set to different probabilities corresponding to multiple setting values that can be set in the pachinko gaming machine 1. For example, the pachinko gaming machine 1 may be configured to be able to change the setting to six levels from "1" to "6" as multiple setting values with different degrees of advantage for the player, and may be able to execute a setting confirmation process or setting change process when the power is turned on to check the current setting value or change the setting value. Alternatively, the setting may be changed to two to five levels, or seven or more levels. In a configuration in which the setting can be changed to six levels, the setting value "1" may be the setting with the lowest jackpot probability and therefore the most disadvantageous setting for the player, while the setting value "2," "3," "4," and "5" may be the setting with the highest jackpot probability and therefore the most advantageous setting for the player. If the probability of a jackpot is varied depending on the setting value while the probability of a miss with time-saving is set to a constant, the number of judgment values for each setting value can be made consistent by varying the probability of a miss without time-saving corresponding to when the special chart display result is a "miss" between setting values "1" to "6."
[0144] Figure 10-5 shows an example of the configuration of the jackpot type determination table 04AKT03. When the special symbol display result is "jackpot", the jackpot type determination table 04AKT03 is referenced to determine the jackpot type using the random number MR1-2 for the winning symbol. In the configuration example shown in Figure 10-5, the jackpot types include "normal jackpot", "probable jackpot", and "sudden probable jackpot".
[0145] The jackpot type determination table 04AKT03 can determine the jackpot type based on table data corresponding to the "1st" special symbol when the first special symbol is variably displayed, and can determine the jackpot type based on table data corresponding to the "2nd" special symbol when the second special symbol is variably displayed. When the jackpot type is a "normal jackpot," the game is controlled to a 15-round jackpot game state, and after the jackpot game state ends, the game transitions to a time-saving state. When the game transitions to this time-saving state, the game continues until 100 variable displays are performed or the next jackpot occurs. When the jackpot type is a "probable jackpot," the game is controlled to a 15-round jackpot game state, and after the jackpot game state ends, the game transitions to a probable jackpot state. When the game transitions to this probable jackpot state, the game continues until 100 variable displays are completed or the next jackpot occurs. When the jackpot type is a "sudden jackpot," the game is controlled to a two-round jackpot game state, and after the jackpot game state ends, the game transitions to a jackpot state. When the game transitions to this jackpot state, the jackpot state is maintained until the 100 variable display times are completed or the next jackpot occurs. When the game is controlled to a jackpot state, it is sufficient to also control the time-saving state.
[0146] When the jackpot type is a "normal jackpot" or a "probability variable jackpot," the jackpot entry port is controlled to be open in each of the 15 rounds of jackpot play until 29 seconds have elapsed or until a predetermined number of game balls, such as 10, have entered. Therefore, when the jackpot type is a "normal jackpot" or a "probability variable jackpot," the jackpot entry port is opened for a long period of time 15 times. When the jackpot type is a "sudden probability variable jackpot," the jackpot entry port is controlled to be open for an extremely short period of 0.5 seconds in each of the two rounds of jackpot play. Therefore, when the jackpot type is a "sudden probability variable jackpot," the jackpot entry port is opened for a short period of time twice, making it virtually impossible to expect a prize to be entered into the jackpot entry port, and it can be made to appear as if the game has suddenly transitioned to a probability variable state.
[0147] According to the jackpot type determination table 04AKT03, when the variable display of the first special symbol is executed and a jackpot occurs, there is a 40% probability that it will be a "normal jackpot," a 40% probability that it will be a "probable jackpot," and a 20% probability that it will be a "sudden probable jackpot." According to the jackpot type determination table 04AKT03, when the variable display of the second special symbol is executed and a jackpot occurs, there is a 40% probability that it will be a "normal jackpot," a 55% probability that it will be a "probable jackpot," and a 5% probability that it will be a "sudden probable jackpot."
[0148] Figure 10-6 shows an example of the configuration of the time-saving type determination table 04AKT04. When the special symbol display result is "time-saving miss," the time-saving type determination table 04AKT04 is referenced to determine the time-saving type using a random number similar to the random number MR1-2 for the winning symbol. In the configuration example shown in Figure 10-6, the time-saving types include "time-saving miss A," "time-saving miss B," and "time-saving miss C."
[0149] The time-saving type determination table 04AKT04 can determine the time-saving type based on table data corresponding to the "1st" special symbol when the first special symbol is variably displayed, and can determine the time-saving type based on table data corresponding to the "2nd" special symbol when the second special symbol is variably displayed. In this example, in the normal state, the time-saving type corresponds to "time-saving miss A" and is controlled to a time-saving state with 100 time-saving cycles, the time-saving type corresponds to "time-saving miss B" and is controlled to a time-saving state with 50 time-saving cycles, and the time-saving type corresponds to "time-saving miss C" and is controlled to a time-saving state with 30 time-saving cycles. Also, in the time-saving state, the time-saving type corresponds to "time-saving miss A" and is controlled to a time-saving state until the next jackpot, the time-saving type corresponds to "time-saving miss B" and is controlled to a time-saving state with 200 time-saving cycles, and in the case of "time-saving miss C" and is controlled to a time-saving state with 100 time-saving cycles. When in the probability variable state, there is no case where a time-saving miss is determined. Even when in the time-saving state due to the rescue time-saving function, there is no case where a time-saving miss is determined. The number of time-saving times when a time-saving miss occurs can be set arbitrarily based on the specifications of the pachinko gaming machine 1. For example, even when the same time-saving miss symbol is derived and displayed, the configuration may be such that the number of time-saving times is the same, 100, in both the normal state and the time-saving state. Alternatively, even when the same time-saving miss symbol is derived and displayed, the configuration may be such that the number of time-saving times is controlled to 100 in the normal state and the number of time-saving times is controlled to 0 in the time-saving state, causing the time-saving state to fall back to the normal state.
[0150] According to the time-saving type determination table 04AKT04, when the variable display of the first special symbol is executed and the special symbol display result is "time-saving miss," and when the variable display of the second special symbol is executed and the special symbol display result is "time-saving miss," in either case, there is a 1 / 3 probability that it will be determined as "time-saving miss A," a 1 / 3 probability that it will be determined as "time-saving miss B," and a 1 / 3 probability that it will be determined as "time-saving miss C." The probability of determining the time-saving type may be arbitrarily set based on the specifications of the pachinko gaming machine 1. For example, when the special symbol display result from the variable display of the first special symbol is "time-saving miss," the probability of determining the time-saving type as "time-saving miss C" may be increased, while when the special symbol display result from the variable display of the second special symbol is "time-saving miss," the probability of determining the time-saving type as "time-saving miss A" may be increased. In this way, the determination ratio of the time-saving type may be different between the first special symbol game and the second special symbol game. If the special symbol display result can be determined to be "time-saving miss" even during the time-saving state via the rescue time-saving, it may be configured so that the time-saving count counter etc. is not overwritten uniformly even if the time-saving miss occurs, or it may be configured so that the time-saving count counter etc. is overwritten or not overwritten depending on the type of time-saving miss pattern.
[0151] 10-7 and 10-8 show examples of the configuration of the fluctuation pattern table in the feature part 04AK. This fluctuation pattern table includes a fluctuation pattern table A for a jackpot shown in FIG. 10-7(A), a fluctuation pattern table B for a loss in a normal state shown in FIG. 10-7(B), a fluctuation pattern table C for a loss in a time-saving state via a jackpot shown in FIG. 10-7(C), a fluctuation pattern table D for a loss in a time-saving state via a loss in a time-saving state shown in FIG. 10-7(D), a fluctuation pattern table E for a loss in a time-saving state via a rescue time-saving state shown in FIG. 10-8(E), a fluctuation pattern table F and G for a loss within 10 fluctuations immediately before the rescue time-saving shown in FIG. 10-8(F)(G), and a fluctuation pattern table H for a loss in a probability variable state shown in FIG. 10-8(H). The fluctuation pattern table F shown in Figure 10-8 (F) is a fluctuation pattern table for use immediately before the rescue time reduction, which is selected when the number of reserved memories is 3 or less, i.e., Reserve 3 or less. The fluctuation pattern table G shown in Figure 10-8 (G) is a fluctuation pattern table for use immediately before the rescue time reduction, which is selected when the number of reserved memories is 4 or more, i.e., Reserve 4. The number of reserved memories here may be the total number of reserved memories obtained by adding up the first number of reserved memories and the second number of reserved memories, etc. Even in the probability variable state or the time reduction state, if the number of reserved memories is not 1 or more and there is no reserved memory, the fluctuation pattern may be determined using the fluctuation pattern table B.
[0152] According to the fluctuation pattern table A in Figure 10-7(A), the fluctuation pattern in the event of a jackpot is determined to be one of fluctuation patterns PA2-1 (normal reach), PA2-2 (super reach α), or PA2-3 (super reach β). According to the fluctuation pattern table B in Figure 10-7(B), the fluctuation pattern in the event of a miss in the normal state is determined to be one of fluctuation patterns PA1-1 (normal fluctuation), PA2-1 (normal reach), PA2-2 (super reach α), or PA2-3 (super reach β). According to the fluctuation pattern table C in Figure 10-7(C), the fluctuation pattern in the event of a miss in the time-saving state controlled via a jackpot is determined to be one of fluctuation patterns PA1-2 (ultra-shortened fluctuation), PA1-3 (shortened fluctuation), PA2-1 (normal reach), PA2-2 (super reach α), or PA2-3 (super reach β). According to the fluctuation pattern table D in Figure 10-7 (D), when a time-saving state controlled via a time-saving miss occurs, the fluctuation pattern is determined to be one of fluctuation patterns PA1-2 (ultra-shortened fluctuation), fluctuation pattern PA1-3 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (super reach α), and fluctuation pattern PA2-3 (super reach β).
[0153] According to the fluctuation pattern table E in Figure 10-8(E), when a time-saving state controlled via a rescue time-saving miss occurs, the fluctuation pattern is determined to be one of the following: fluctuation pattern PA1-4 (ultra-shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (super reach α), or fluctuation pattern PA2-3 (super reach β). As shown in Figures 10-7(C), 10-7(D), and 10-8(E), when the time-saving state is in a state where fluctuation pattern PA1-2 (ultra-shortened fluctuation), fluctuation pattern PA1-3 (shortened fluctuation), or fluctuation pattern PA1-4 (ultra-super-shortened fluctuation) is determined more frequently, resulting in a shorter average fluctuation time compared to when the state is in a normal state. Even in the same time-saving state, when the time-saving state is in a state controlled via a time-saving miss, the probability of selecting fluctuation pattern PA1-2 (ultra-shortened fluctuation) is 80% higher than when the time-saving state is in a state controlled via a jackpot, resulting in a shorter average fluctuation time. When the time-saving state is controlled via rescue time-saving, the selection rate of fluctuation pattern PA1-4 (ultra-super-shortened fluctuation) is high at 90%, and the average fluctuation time is even shorter than when the time-saving state is controlled via time-saving failure or jackpot.
[0154] According to the fluctuation pattern table F in Figure 10-8(F), when the number of reserved memories is three or less, among the cases where the number of reserved memories is three or less, the fluctuation pattern is determined to be either fluctuation pattern PA1-3 (shortened fluctuation) or fluctuation pattern PA2-1 (normal reach), with a high probability of being determined to be fluctuation pattern PA1-3 (shortened fluctuation) at 95%. According to the fluctuation pattern table G in Figure 10-8(G), when the number of reserved memories is four or more, among the cases where the number of reserved memories is three or less, among the cases where the number of reserved memories is four or more, the fluctuation pattern is determined to be either fluctuation pattern PA1-1 (normal fluctuation) or fluctuation pattern PA2-1 (normal reach), with a high probability of being determined to be fluctuation pattern PA1-1 (normal fluctuation). In these cases where the number of reserved memories is three or less, among the cases where the number of reserved memories is four or more, among the cases where the number of reserved memories is four or more, the fluctuation pattern is determined to be either fluctuation pattern PA1-1 (normal fluctuation) or fluctuation pattern PA2-1 (normal reach), with a high probability of being determined to be fluctuation pattern PA1-1 (normal fluctuation). In these cases where the number of reserved memories is three or more, among the cases where the number of reserved memories is four ... According to the fluctuation pattern table H in Figure 10-8 (H), the fluctuation pattern when it is a miss during the probability variable state is determined to be one of the fluctuation patterns PA1-2 (ultra-shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (super reach α), and fluctuation pattern PA2-3 (super reach β). Also, when in the probability variable state, the fluctuation pattern PA1-2 (ultra-shortened fluctuation) is determined with a high probability of 90%, and the average fluctuation time is even shorter than when in the time-saving state.
[0155] The fluctuation pattern table may be arbitrarily set based on the specifications of the pachinko gaming machine 1. For example, when the time-saving state is lost and the machine is controlled to return to the time-saving state, the fluctuation pattern may be determined using a table similar to the fluctuation pattern table C shown in FIG. 10-7(C) for the case where the time-saving state is lost when the machine is in the time-saving state controlled via a jackpot. For example, the time-saving type in the time-saving state corresponds to "time-saving loss A," and the fluctuation pattern may be determined using a table similar to the fluctuation pattern table C shown in FIG. 10-7(C) for the case where the time-saving state is lost and the time-saving state continues until the next jackpot.
[0156] As shown in Figure 10-8(E), during a time-saving state controlled via rescue time-saving, the selection rate of the 1.5-second ultra-short fluctuation pattern PA1-4 is high, and because the fluctuation display is consumed quickly, the number of available preview effects and pre-reading preview effects is limited. Therefore, during a time-saving state controlled via rescue time-saving, an effect may be executed, such as displaying an effect image at the edge of the display screen of the image display device 5, lighting a lamp or LED, or outputting a predetermined sound or a sound that stops fluctuation different from the normal sound. During a time-saving state controlled via rescue time-saving, the fluctuation pattern may be determined using the fluctuation pattern table C for losses during a time-saving state controlled via a jackpot, as shown in Figure 10-7(C), instead of the fluctuation pattern table E shown in Figure 10-8(E). If a miss occurs within 10 fluctuations immediately before the rescue time reduction occurs, the fluctuation pattern table may be configured to switch so that the reach rate gradually decreases as the number of fluctuations remaining until the rescue time reduction occurs decreases, or the fluctuation pattern table may be configured to switch only when the number of remaining fluctuations is a dividing number such as 100 or 200, so that the number of remaining fluctuations can be suggested.
[0157] 10-9 and 10-10 show examples of the configuration of a presentation control command. The presentation control command is sent by the CPU 103 provided in the game control microcomputer 100 of the main board 11 and transmitted to the presentation control CPU 120 of the presentation control board 12. The presentation control command includes a command 80XX[H] which is a variation pattern command. The variation pattern command specifies the variation pattern of the presentation pattern that is variably displayed on the image display device 5 in response to the variable display of the special pattern. The presentation control command that specifies the variation pattern is also a command for specifying the start of variation in the variable display. When the presentation control CPU 120 receives the variation pattern command, it controls the image display device 5 to start the variable display of the presentation pattern.
[0158] The performance control commands include command 9000[H], which is a command specifying display result 1, command 9001[H], which is a command specifying display result 2, command 9002[H], which is a command specifying display result 3, command 9003[H], which is a command specifying display result 4, command 9004[H], which is a command specifying display result 5, command 9005[H], which is a command specifying display result 6, and command 9006[H], which is a command specifying display result 7. The display result 1 specification command specifies that the display result of the variable display is a miss without time reduction, and is a miss specification command. The display result 2 specification command specifies that the display result of the variable display is a time reduction miss A, and is a time reduction miss A specification command. The display result 3 specification command specifies that the display result of the variable display is a time reduction miss B, and is a time reduction miss B specification command. The display result 4 specification command specifies that the display result of the variable display is a time reduction miss C, and is a time reduction miss B specification command. The display result 5 designation command specifies that the display result of the variable display is a normal jackpot, and is a normal jackpot designation command. The display result 6 designation command specifies that the display result of the variable display is a probability variable jackpot, and is a probability variable jackpot designation command. The display result 7 designation command specifies that the display result of the variable display is a sudden probability variable jackpot, and is a sudden probability variable jackpot designation command.
[0159] The performance control commands include command 95XX[H], which is a command specifying rescue time reduction count 1, and command 96XX[H], which is a command specifying rescue time reduction count 2. The rescue time reduction count 1 command specifies a count of 126 or less as the remaining number of variable displays until rescue time reduction is activated. The rescue time reduction count 2 command specifies a count in increments of 100 as the remaining number of variable displays until rescue time reduction is activated. The EXT data for the rescue time reduction count 1 command is set to a value corresponding to the remaining number of variable displays until rescue time reduction is activated if the remaining number of variable displays until rescue time reduction is activated is 126 or less. For example, if the remaining number of variable displays until rescue time reduction is activated is 1, command 9501[H] is transmitted as the rescue time reduction count 1 command. If the remaining number of variable displays until rescue time reduction is activated is 126, command 957E[H] is transmitted as the rescue time reduction count 1 command. If the remaining number of variable display times until the time-saving relief is activated is 127 or more, the EXT data of the time-saving relief number 1 designation command is set to the maximum value of 7E [H], and command 957F [H] is uniformly transmitted. If the remaining number of variable display times until the time-saving relief is activated is in units of 100, the EXT data of the time-saving relief number 2 designation command is set to a value corresponding to that number. For example, if the remaining number of variable display times until the time-saving relief is activated is 100, command 9601 [H] is transmitted as the time-saving relief number 2 designation command. If the remaining number of variable display times until the time-saving relief is activated is 800, command 9608 [H] is transmitted as the time-saving relief number 2 designation command. The two commands may be transmitted in combination, allowing transmission in units of 1 time even when the remaining number is 127 or more.
[0160] The performance control command includes command 97XX[H], which is a command specifying the number of times to shorten the time during power recovery. The command specifying the number of times to shorten the time during power recovery can specify which of multiple ranges, divided in units of 100, the remaining number of times to shorten the time during power recovery falls within. The EXT data of the command specifying the number of times to shorten the time during power recovery is set to a value corresponding to whether the remaining number of times to shorten the time during power recovery falls within a specific range, using the number of times in units of 100. For example, if the remaining number of times to shorten the time during power recovery is 100 or less, command 9701[H] is transmitted as the command specifying the number of times to shorten the time during power recovery. If the remaining number of times to shorten the time during power recovery is between 701 and 800, command 9708[H] is transmitted as the command specifying the number of times to shorten the time during power recovery.
[0161] The performance control commands include command A000[H], which is the first symbol determination A specification command, command A001[H], which is the first symbol determination B specification command, command A002[H], which is the first symbol determination C specification command, command A100[H], which is the second symbol determination A specification command, command A101[H], which is the second symbol determination B specification command, and command A102[H], which is the second symbol determination C specification command. The first symbol determination A specification command specifies that the symbol determination period is 20 seconds when the variable display of the first special symbol stops. The first symbol determination B specification command specifies that the symbol determination period is 10 seconds when the variable display of the first special symbol stops. The first symbol determination C specification command specifies that the symbol determination period is 0.5 seconds when the variable display of the first special symbol stops. The second symbol determination A designation command specifies that the symbol determination period is 20 seconds when the variable display of the second special symbol stops. The second symbol determination B designation command specifies that the symbol determination period is 10 seconds when the variable display of the second special symbol stops. The second symbol determination C designation command specifies that the symbol determination period is 0.5 seconds when the variable display of the second special symbol stops.
[0162] The presentation control commands include command B000[H], which is a command to specify the start of a jackpot; command B001[H], which is a command to specify the end of a jackpot; command B1XX[H], which is a command to display while the jackpot opening is in progress; command B2XX[H], which is a command to display after the jackpot opening is in progress; and command B400[H], which is a command to specify whether the jackpot opening has been won. The jackpot start command specifies the start of a jackpot game and is a fanfare command. The jackpot end command specifies the end of a jackpot game and is an ending command. The jackpot opening display command specifies the display during the round that constitutes a jackpot game, and the number of rounds to be displayed is set by the EXT data. The display command after the jackpot opening displays the interval between rounds as a display after the round that constitutes a jackpot game. The jackpot opening entry command specifies that a game ball has entered the jackpot opening.
[0163] The performance control commands include command C000[H], which is a command to specify an increase in the first number of reserved memories, command C001[H], which is a command to specify an increase in the second number of reserved memories, command C100[H], which is a command to specify a decrease in the first number of reserved memories, and command C101[H], which is a command to specify a decrease in the second number of reserved memories. The first command to specify an increase in the first number of reserved memories specifies that the first number of reserved memories has increased by 1. The second command to specify an increase in the second number of reserved memories specifies that the second number of reserved memories has increased by 1. The first command to specify an decrease in the first number of reserved memories specifies that the first number of reserved memories has decreased by 1. The second command to specify an decrease in the second number of reserved memories specifies that the second number of reserved memories has decreased by 1.
[0164] The presentation control commands include command E000[H], which is a normal state designation command, command E001[H], which is a time-saving state A designation command, command E002[H], which is a time-saving state B designation command, command E003[H], which is a time-saving state C designation command, and command E004[H], which is a special-variable state designation command. The normal state designation command designates that the game state is controlled to the normal state. The time-saving state A designation command designates that the game state is controlled to the time-saving state at the end of a jackpot game. The time-saving state B designation command designates that the game state is controlled to the time-saving state when the time-saving state is lost. The time-saving state C designation command designates that the game state is controlled to the time-saving state during a rescue time-saving. The special-variable state designation command designates that the game state is controlled to the special-variable state.
[0165] The performance control command includes a command E100[H] that is a command to start a right-hit notification, and a command E101[H] that is a command to end a right-hit notification. The right-hit notification start command specifies that a right-hit notification should start. The right-hit notification end command specifies that a right-hit notification should end.
[0166] When the performance control CPU 120 mounted on the performance control board 12 receives a performance control command from the game control microcomputer 100 mounted on the main board 11, it can change the display state of the image display device 5 according to the content of the received command, can change the display state of the lamps, and can output sound number data to the sound control board 13. Other performance control commands can also be transmitted from the main board 11 to the performance control board 12. For example, it can be transmitted as long as it is possible to transmit more detailed performance control commands related to jackpot games. It may also be possible to transmit performance control commands that indicate the game status, such as an initialization command.
[0167] FIG. 10-11 is a flowchart showing the main processing P_MAIN for game control executed in the characteristic part 04AK. Of the processing shown in FIG. 10-11, the processing of steps S1 to S5 and the processing of steps S6 to S11 are the same as the processing in the basic explanation. In the characteristic part 04AK, after the backup setting processing P_BACKUP_SET in step S4 is executed, a command specifying the number of rescue time reductions at recovery is sent (step 04AKS01), and then the process proceeds to step S6. Also, in the characteristic part 04AK, after the initialization setting processing P_INIT_SET in step S5 is executed, the initial value of the rescue time reduction count is set to 900 (step 04AKS02), and then the process proceeds to step S6.
[0168] In step 04AKS01, the CPU 103 of the game control microcomputer 100 acquires the value of a rescue time reduction counter for counting the number of variable displays remaining until rescue time reduction occurs. Then, the CPU 103 controls the transmission of a rescue time reduction count designation command for the recovery time, in which EXT data corresponding to the current value of the rescue time reduction counter is set, to the performance control CPU 120 of the performance control board 12. For example, if the current value of the rescue time reduction counter is 100 or less, the CPU 103 controls the transmission of command 9701[H] as the rescue time reduction count designation command for the recovery time. Alternatively, if the current value of the rescue time reduction counter is 701 or more and 800 or less, the CPU 103 controls the transmission of command 9708[H] as the rescue time reduction count designation command for the recovery time. In this way, if the initialization setting process P_INIT_SET in step S5, including the RAM clear process, is not executed when the pachinko gaming machine 1 is powered on, and the backup setting process P_BACKUP_SET in step S4 is executed as the recovery process, a recovery rescue time-saving count designation command is sent, and the current remaining number of variable display times until the rescue time-saving process is initiated is notified. The recovery rescue time-saving count designation command may be included in the recovery command that can be sent by the backup setting process P_BACKUP_SET in step S4. For example, the EXT data of the power-on designation command may be configured to be able to set a value corresponding to the remaining number of variable display times until the rescue time-saving process is initiated.
[0169] The CPU 103 of the game control microcomputer 100 sets the rescue time reduction counter to 900 in step 04AKS02, so that after the initialization setting process P_INIT_SET in step S5, which includes RAM clear processing, is executed when the power is turned on for the pachinko game machine 1, if the variable display is executed 900 times and neither a jackpot nor a time reduction miss occurs, rescue time reduction is initiated and the machine is controlled to the time reduction state. The initialization setting process P_INIT_SET in step S5 may be configured to specify the initial value to be set in the rescue time reduction counter by setting the transmission of a presentation control command that instructs initialization.
[0170] After the initialization setting process P_INIT_SET in step S5, which includes RAM clearing, is executed, the initial setting of the rescue time reduction counter may not be performed in step 04AKS02. In this case, the game can be started from the value of the rescue time reduction counter from the previous day, so the investment amount until the rescue time reduction is reached can be reduced, and it is possible to prevent disadvantages to the player.
[0171] In step S3, if the recovery condition is not met because the clear signal corresponding to the operation of the clear switch 92 is in the on state, the initial value of the rescue time reduction count may not be set in step 04AKS02. On the other hand, in step S3, if the recovery condition is not met in response to an abnormality in the backup RAM because the checksum buffer does not contain normal stored data or the stored contents of RAM 102 as backup RAM are not normal, the initial value of the rescue time reduction count may be set in step 04AKS02.
[0172] 10-12 and 10-13 are flowcharts showing an example of processing that can be executed as the special symbol normal processing P_TNORMAL. The special symbol normal processing P_TNORMAL is included in processing that can be called from the special symbol process processing P_TPROC shown in FIG. 6, and can be executed in step S112 when the special symbol process code is 00[H]. When this processing is executed, the CPU 103 determines whether the value of the total reserved memory number is 0 (step 100IWS51). Specifically, it obtains the count value of the total reserved memory number counter that counts the total number of the first reserved memory number and the second reserved memory number, and determines whether the value is 0. When the total reserved memory number is 0 (step 100IWS51; Y), the special symbol normal processing P_TNORMAL is terminated.
[0173] If the total reserved memory count is not 0 in response to step 100IWS51 (step 100IWS51; N), the CPU 103 determines whether the second reserved memory count is 0 (step 100IWS52). Specifically, it determines whether the value of the second reserved memory count counter for counting the second reserved memory count is 0. If the second reserved memory count is not 0 (step 100IWS52; N), the CPU 103 sets data indicating "second" to the special symbol pointer (step 100IWS53). The special symbol pointer is a flag indicating whether the special symbol process processing is being performed for the first special symbol or the special symbol process processing P_TPROC is being performed for the second special symbol. If the second reserved memory count is 0 and only the first reserved memory count is 1 or more (step 100IWS52; Y), the CPU 103 sets data indicating "first" to the special symbol pointer (step 100IWS54). By executing the processing of steps 100IWS52 to 100IWS54, the second start condition for starting the variable display of the second special symbol is controlled to be established with priority over the first start condition for starting the variable display of the first special symbol. Therefore, the variable display of the second special symbol is executed with priority over the variable display of the first special symbol. Note that the variable display of the first special symbol and the variable display of the second special symbol may be executed in the order in which the gaming balls enter the first start winning slot and the second start winning slot.
[0174] After steps 100IWS53 and 100IWS54, CPU 103 reads out each random number stored in the storage area corresponding to reserved memory number=1 in the reserved memory number buffer corresponding to the special symbol pointer, among the first reserved memory number buffer and the second reserved memory number buffer provided in RAM 102, and stores it in the random number buffer area of RAM 102 (step 100IWS55). Specifically, when the special symbol pointer indicates "1st", each random number stored in the storage area corresponding to first reserved memory number=1 in the first reserved memory number buffer is read out and stored in the random number buffer area of RAM 102. When the special symbol pointer indicates "2nd", each random number stored in the storage area corresponding to second reserved memory number=1 in the second reserved memory number buffer is read out and stored in the random number buffer area of RAM 102.
[0175] Following step 100IWS55, CPU 103 subtracts 1 from the count value of the reserved memory number counter corresponding to the special symbol pointer and shifts the contents of each storage area (step 100IWS56). For example, when the special symbol pointer indicates "No. 1," the count value of the first reserved memory number counter is subtracted by 1 and the contents of each storage area in the first reserved memory number buffer are shifted. When the special symbol pointer indicates "No. 2," the count value of the second reserved memory number counter is subtracted by 1 and the contents of each storage area in the second reserved memory number buffer are shifted. As a result, when the special symbol pointer indicates "No. 1," each random number value stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory number buffer of RAM 102 is stored in the storage area corresponding to the first reserved memory number = n-1. Alternatively, when the special symbol pointer indicates "2," the random number values stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory number buffer of RAM 102 are stored in the storage area corresponding to the second reserved memory number = n - 1. Therefore, the order in which the random number values stored in the respective storage areas corresponding to each first reserved memory number or each second reserved memory number are extracted always matches the order of the first reserved memory number or second reserved memory number: 1, 2, 3, 4.
[0176] After step 100IWS56, the count value of the combined reserved memory number counter is decremented by 1 (step 100IWS57). That is, the value of the combined reserved memory number is decremented by 1. At this time, the value of the combined reserved memory number counter before the count value was decremented by 1 is saved in a predetermined area of RAM 102. Next, the random number MR1-1 for determining a special symbol is read out as a random number for hit determination (step 100IWS61), and a jackpot determination is executed (step 100IWS62). This determines whether the special symbol display result is a "jackpot" or not (step 100IWS63). The random number MR1-1 for determining a special symbol is stored in the first special symbol reserve buffer by the start port switch passing process P_TZU_ON in step S104, and is stored in the second special symbol buffer by the start port switch passing process P_TZU_ON in step S108. The jackpot determination process can be performed by a pre-prepared program module that compares the jackpot determination value, which is predetermined in the special symbol display result determination table 04AK101 for the first special symbol or the special symbol display result determination table 04AK102 for the second special symbol, with the hit determination random number, and determines a jackpot if they match. In this case, if the probability variable flag indicating a high probability variable state is not set, the CPU 103 determines a jackpot using a jackpot determination value indicating that the probability variable control corresponding to the low probability is "off." If the probability variable flag is set and the high probability state is set, the CPU 103 determines a jackpot using a jackpot determination value indicating that the probability variable control corresponding to the high probability is "on." If the value of the hit determination random number matches either of the jackpot determination values, the CPU 103 determines a jackpot for the special symbol.
[0177] If step 100IWS63 determines that a jackpot has occurred (step 100IWS63; Y), a jackpot flag is set (step 100IWS64). Then, using the random number MR1-2 for the winning symbol, the jackpot type is determined to be either a normal jackpot, a probability variable jackpot, or a sudden probability variable jackpot (step 100IWS65). On the other hand, if step 100IWS63 does not determine that a jackpot has occurred (step 100IWS63; N), it is determined whether the value of the time-saving count counter, which counts the number of times the variable display is executed during the time-saving state, is 0 (step 100IWS66). If the value of the time-saving count counter is not 0 (step 100IWS66; N), the value of the time-saving count counter is decremented by 1 (step 100IWS67), and it is determined whether the value of the time-saving count counter after the decrement is 0 (step 100IWS68). If the value of the time-saving count counter after the subtraction is 0 (step 100IWS68; Y), a time-saving end flag is set (step 100IWS69). The time-saving end flag is a flag indicating that the time-saving state will end when the variable display ends. The subtraction process of the time-saving count counter in steps 100IWS66 to 100IWS69 may be configured to be performed after the process of counting the number of variations up to the rescue time-saving state is performed in step 100IWS70 or later. If the subtraction process is performed after setting the time-saving count counter to 900 corresponding to the variable display that will be the rescue time-saving state (see step 100IWS172), the value of the time-saving count counter will be subtracted by 1 extra. Therefore, for the variable display that will be the rescue time-saving state, the value of the time-saving count counter may be configured to be incremented by 1 again after the subtraction process. Alternatively, the time-saving count counter may be configured to be set in advance to a value 901, which is 1 greater than the original value.
[0178] If the value of the time-saving counter is 0 in response to step 100IWS66 (step 100IWS; Y), if the value of the time-saving counter is not 0 in response to step 100IWS68 (step 100IWS68; N), or after step 100IWS69, it is determined whether the value of the rescue time-saving counter is 0 (step 100IWS70). If the value of the rescue time-saving counter is not 0 (step 100IWS70; N), the value of the rescue time-saving counter is decremented by 1 (step 100IWS71). By executing the processing of step 100IWS71, the value of the rescue time-saving counter is updated regardless of whether the game state is normal, time-saving, or variable probability state. Furthermore, by executing the processing of step 100IWS71, the value of the rescue time-saving counter is updated regardless of whether the variable display of the first special symbol or the variable display of the second special symbol is executed. Then, it is determined whether the value of the rescue time reduction counter after the subtraction in step 100IWS71 is 127 or more (step 100IWS72). If the value of the rescue time reduction counter after the subtraction is 126 or less (step 100IWS72; N), a value corresponding to the value of the rescue time reduction counter is set in the EXT data, and a rescue time reduction number 1 designation command is sent to the performance control CPU 120 (step 100IWS73). For example, when the value of the rescue time reduction counter is 1, the CPU 103 controls to send command 9501 [H] as the rescue time reduction number 1 designation command. Also, when the value of the rescue time reduction counter is 126, the CPU 103 controls to send command 957E [H] as the rescue time reduction number 1 designation command. Following step 100IWS73, it is determined whether the value of the rescue time reduction counter after the subtraction is 0 (step 100IWS74). If the value of the rescue time reduction counter after subtraction is 0 (step 100IWS74; Y), a rescue time reduction determination flag is set based on the occurrence of rescue time reduction (step 100IWS75). The rescue time reduction determination flag indicates that control of the time reduction state will begin in response to the end of variable display.
[0179] If the value of the rescue time reduction counter after subtraction by step 100IWS71 is 127 or more (step 100IWS72; Y), 7F[H] is uniformly set as EXT data, and control is performed to send command 957F[H], which is a rescue time reduction number 1 designation command, to the performance control CPU 120 (step 100IWS76). Next, the value of the rescue time reduction counter is read, and it is determined whether the remaining variable display number until the rescue time reduction is 100 times, 200 times, 300 times, 400 times, 500 times, 600 times, 700 times, or 800 times, in increments of 100 times (step 100IWS77). If the remaining number of variable displays until the rescue time reduction is reached is in units of 100 (step 100IWS77; Y), a value corresponding to the value of the rescue time reduction counter is set in the EXT data, and control is performed to transmit a rescue time reduction number 2 designation command to the presentation control CPU 120 (step 100IWS78). For example, when the value of the rescue time reduction counter is 100, the CPU 103 performs control to transmit command 9601[H] as the rescue time reduction number 2 designation command. Also, when the value of the rescue time reduction counter is 800, the CPU 103 performs control to transmit command 9608[H] as the rescue time reduction number 2 designation command. The remaining number of variable displays until the rescue time reduction is reached may be counted by the CPU 103 of the game control microcomputer 100, and a rescue time reduction number 1 designation command or a rescue time reduction number 2 designation command may be transmitted, or it may be configured so that counting is performed by the presentation control CPU 120, and an exciting presentation or a countdown presentation can be executed. In addition, in a configuration in which the rescue time reduction counter is set to 900 when a rescue time reduction occurs and rescue time reductions can be generated consecutively, a rescue time reduction number 1 designation command or a rescue time reduction number 2 designation command is sent only the first time a rescue time reduction occurs, and when a rescue time reduction occurs from the second time onwards, it is not necessary to send a rescue time reduction number 1 designation command or a rescue time reduction number 2 designation command.
[0180] If the value of the rescue time-saving counter is not 0 in response to step 100IWS74 (step 100IWS74; N), if the remaining variable display count until the rescue time-saving is not in units of 100 in response to step 100IWS77 (step 100IWS77; N), or following step 100IWS78, it is determined whether or not the time-saving flag C is set (step 100IWS79). The time-saving flag C is a flag indicating that the time-saving state is controlled via the rescue time-saving. If the time-saving flag C is not set in response to the time-saving state via the rescue time-saving (step 100IWS79; N), it is determined whether or not the probability variable flag is set (step 100IWS80). If the probability variable state is not reached and the probability variable flag is not set (step 100IWS80; N), a time-reduction loss determination is performed (step 100IWS81), for example, using the special symbol determination random number MR1-1 read as the winning determination random number in step 100IWS61. Then, a determination is made as to whether the time-reduction loss is determined (step 100IWS82). The time-reduction loss determination process can be performed by a pre-prepared program module that compares the winning determination random number with a time-reduction loss determination value pre-determined in the special symbol display result determination table 04AK101 for the first special symbol or the special symbol display result determination table 04AK102 for the second special symbol. If the values match, the time-reduction loss is determined to be a loss. For example, if the value of the special symbol pointer indicates "1," the special symbol display result determination table 04AK101 for the first special symbol can be referenced to determine that the time-reduction loss has a probability of approximately 1 / 400. In addition, when the value of the special symbol pointer indicates "second," it is possible to refer to the special symbol display result determination table 04AK102 for the second special symbol and determine that there is a probability of approximately 1 / 200 that the time-saving effect will be lost.
[0181] When the determination result obtained in step 100IWS82 is a time-reduction miss (step 100IWS82; Y), the type of time-reduction miss is determined to be one of time-reduction miss A, time-reduction miss B, and time-reduction miss C (step 100IWS83). For example, the CPU 103 may refer to the time-reduction type determination table 04AKT04 using a type determination random number similar to the random number MR1-2 for the winning symbol, and determine the time-reduction type that will be the type of time-reduction miss. When configured to determine both small wins and small win types, the determination process may be performed using a common type determination random number for the small win type determination in addition to the big win type determination and the time-reduction type determination.
[0182] After step 100IWS75, if the time-saving flag C is set in response to step 100IWS79 (step 100IWS79; Y), if the probability variable flag is set in response to step 100IWS80 (step 100IWS80; Y), or if the time-saving miss is not determined in response to step 100IWS82 (step 100IWS82; N), a special symbol is determined to stop according to the type of jackpot or the type of time-saving mode (step 100IWS84). Thus, if the time-saving mode via rescue time-saving is in effect in response to step 100IWS79, a miss without time-saving mode is determined without performing the time-saving miss determination process in step 100IWS81 or later. It may be configured so that the time-saving mode is not uniformly determined to be a miss not only during the time-saving mode via rescue time-saving mode, but also during the time-saving mode via a jackpot and during the time-saving miss mode. That is, not only when the time-saving flag C is set, but also when the time-saving flag A or the time-saving flag B is set, the time-saving miss determination process may not be performed from step 100IWS81 onward, and a decision may be made to determine a miss without the time-saving effect. Alternatively, even in a time-saving state via a rescue time-saving effect, the process from step 100IWS81 onward may be executed to determine a miss. Furthermore, the same variable display may be configured to allow both a rescue time-saving effect and a miss to occur. In such a configuration, for example, the time-saving effect may be prioritized, or the time-saving effect may be prioritized. When a probability variable state is in effect corresponding to step 100IWS80, a decision may be made to determine a miss without the time-saving effect without performing a miss determination process from step 100IWS81 onward.
[0183] In step 100IWS84, for example, the special symbol is determined to be stopped as "3" in response to a normal jackpot determination, as "7" in response to a probability variable jackpot determination, as "9" in response to a sudden probability variable jackpot determination, as "2" in response to a time-reduction miss A determination, as "4" in response to a time-reduction miss B determination, as "6" in response to a time-reduction miss C determination, and as "-" in response to a miss without time-reduction. The CPU 103 stores the determined special symbol stop symbols in a stop symbol memory area provided in RAM 102 (step 100IWS85). Then, after executing the variable pattern setting process (step 100IWS86), the special symbol normal process P_TNORMAL is terminated.
[0184] FIG. 10-14 is a flowchart showing an example of a fluctuation pattern setting process. The fluctuation pattern setting process is a process that can be executed in step 100IWS86 of the special symbol normal process P_TNORMAL shown in FIG. 10-13. When this process is executed, the CPU 103 determines whether the jackpot flag is set (step 100IWS1701). If the jackpot flag is set (step 100IWS1701; Y), the fluctuation pattern table A for jackpots shown in FIG. 10-7(A) is selected as the table for determining the fluctuation pattern (step 100IWS1702). If the jackpot flag is not set corresponding to a miss (step 100IWS1701; N), it is determined whether the value of the rescue time reduction counter is 10 or less (step 100IWS1703).
[0185] In step 100IWS1703, if the value of the rescue time reduction counter is 10 or less, corresponding to the remaining number of variable displays until the rescue time reduction is reached being 10 or less (step 100IWS1703; Y), it is determined whether the value of the total reserved memory number counter is 3 or less (step 100IWS1704). Alternatively, it may be configured to determine whether the value of the first reserved memory number counter or the second reserved memory number counter is 3 or less. If the value of such reserved memory number counter is 3 or less (step 100IWS1704; Y), the fluctuation pattern table F corresponding to 3 or less reserved just before the rescue time reduction shown in Figure 10-8 (F) is selected as the table for determining the fluctuation pattern (step 100IWS1705). If the value of the reserved memory count counter is 4 or more (step 100IWS1704; N), the fluctuation pattern table G corresponding to reserved 4 just before the rescue time reduction shown in Figure 10-8 (G) is selected as the table for determining the fluctuation pattern (step 100IWS1706).
[0186] If the value of the rescue time-saving counter is not 10 or less in step 100IWS1703 (step 100IWS1703; N), it is determined whether the probability variable flag is set (step 100IWS1707). If the probability variable flag is set corresponding to the probability variable state (step 100IWS1707; Y), the fluctuation pattern table H for the probability variable state failure shown in Figure 10-8 (H) is selected as the table for determining the fluctuation pattern (step 100IWS1708). However, the fluctuation pattern table H is selected on the condition that the value of the total reserved memory number counter is 1 or more. If the value of the total reserved memory number counter is 0, corresponding to no reserved memory, the fluctuation pattern table B for the normal state failure shown in Figure 10-7 (B) is selected. If the probability variable flag is not set in step 100IWS1707 (step 100IWS1707; N), it is determined whether the time-saving flag A is set (step 100IWS1709). The time-saving flag A is a flag indicating that the time-saving state is controlled via a jackpot.
[0187] If the time-saving flag A is set in step 100IWS1709 to correspond to the time-saving state controlled via a jackpot (step 100IWS1709; Y), the fluctuation pattern table C for the time-saving state not controlled via a jackpot, shown in FIG. 10-7(C), is selected as the table for determining the fluctuation pattern (step 100IWS1710). However, the fluctuation pattern table C is selected on the condition that the value of the total reserved memory number counter is 1 or more. If the value of the total reserved memory number counter is 0, corresponding to no reserved memory, the fluctuation pattern table B for the normal state not controlled, shown in FIG. 10-7(B), is selected. If the time-saving flag A is not set in step 100IWS1709 (step 100IWS1709; N), it is determined whether the time-saving flag B is set (step 100IWS1711). The time-saving flag B is a flag indicating that the time-saving state is controlled via a time-saving not controlled.
[0188] If the time-saving flag B is set in step 100IWS1711 to correspond to the time-saving state controlled via the time-saving error (step 100IWS1711; Y), the fluctuation pattern table D for the time-saving state controlled via the time-saving error shown in FIG. 10-7(D) is selected as the table for determining the fluctuation pattern (step 100IWS1712). However, the fluctuation pattern table D is selected on the condition that the value of the total reserved memory number counter is 1 or more. If the value of the total reserved memory number counter is 0, corresponding to no reserved memory, the fluctuation pattern table B for the normal state error shown in FIG. 10-7(B) is selected. If the time-saving flag B is not set in step 100IWS1711 (step 100IWS1711; N), it is determined whether the time-saving flag C is set (step 100IWS1713). The time-saving flag C is a flag indicating that the time-saving state is controlled via the rescue time-saving.
[0189] If the time-saving flag C is set in step 100IWS1713 in response to the time-saving state controlled via the rescue time-saving (Y in step 100IWS1713), the fluctuation pattern table E for deviation from the time-saving state controlled via the rescue time-saving shown in Figure 10-8 (E) is selected as the table for determining the fluctuation pattern (step 100IWS1714). If the time-saving flag C is not set in step 100IWS1713 (N in step 100IWS1713), the fluctuation pattern table B for deviation from the normal state shown in Figure 10-7 (B) is selected as the table for determining the fluctuation pattern (step 100IWS1715).
[0190] Based on the variation pattern table selected in steps 100IWS1702, 100IWS1705, 100IWS1706, 100IWS1708, 100IWS1710, 100IWS1712, 100IWS1714, and 100IWS1715, the CPU 103 determines the variation pattern by using random numbers MR3-4 for the variation pattern (step 100IWS1716). By determining the variation pattern, the variation time of the first special symbol and the second special symbol is determined as the special symbol variation time. After determining the variation time, the variation pattern to which the determined variation time is set may be selected from multiple variation patterns. After determining the variation pattern, the CPU 103 controls the transmission of a variation pattern command indicating the result of the variation pattern determination to the performance control CPU 120 (step 100IWS1717). Also, the variable time data indicating the determined variable time is set in the variable time timer to start measuring the variable time (step 100IWS1718), and the variable display of the first special pattern on the first special pattern display device 4A or the variable display of the second special pattern on the second special pattern display device 4B is started (step 100IWS1719). Then, the special pattern process code is updated to 01 [H] corresponding to the special pattern variable processing (step 100IWS1720), and the variable pattern setting process is terminated.
[0191] FIG. 10-15 is a flowchart showing an example of a process that can be executed as the special symbol variation process P_TSTART. The special symbol variation process P_TSTART is included in the processes that can be called from the special symbol process process P_TPROC shown in FIG. 6, and can be executed in step S112 when the special symbol process code is 01 [H]. When this process is executed, the CPU 103 transmits a display result designation command if it has not been transmitted yet (step 100IWS1121). The display result designation command includes display result 1 designation command to display result 7 designation command corresponding to the determination result of whether or not there is a jackpot, the determination result of the jackpot type, and the determination result of the time-saving type. When the special symbol variation process P_TSTART is executed for the first time after the variable display has started, the display result designation command has not been transmitted yet, so step 100IWS1121 makes the display result designation command transmittable. Following step 100IWS1121, the variable time timer is decremented by 1 (step 100IWS1122), and it is determined whether the variable time timer has timed out (step 100IWS1123). If the variable time timer has not timed out (step 100IWS1123; N), the special symbol variable process P_TSTART is terminated and the process waits.
[0192] When the variable time timer times out in response to step 100IWS1123 (step 100IWS1123; Y), it is determined whether or not it has been determined that the time-reduction loss has occurred (step 100IWS1124). Whether or not it has been determined that the time-reduction loss has occurred can be determined, for example, by the stopping pattern of the special pattern stored in the stopping pattern storage area. If it has been determined that the time-reduction loss has occurred (step 100IWS1124; Y), control is performed to start lighting up the right-hit LED (step 100IWS1125), and control is performed to send a right-hit notification start command to the performance control CPU 120 (step 100IWS1126). The right-hit LED is provided, for example, below the normal pattern display 20. When a time-reduction loss pattern is derived and displayed by step 100IWS1125, lighting up the right-hit LED can be started at the start of the pattern determination period.
[0193] Following step 100IWS1126, it is determined whether the time-saving flag A or the time-saving flag B is set (step 100IWS1127). If neither the time-saving flag A nor the time-saving flag B is set corresponding to the normal state (step 100IWS1127; N), a value corresponding to 20 seconds is set in the symbol determination period timer (step 100IWS1128), and control is performed to send a first symbol determination A designation command or a second symbol determination A designation command that can specify that the symbol determination period is 20 seconds to the performance control CPU 120 (step 100IWS1129). The symbol determination period timer is a timer for measuring the determined display period of the stopped symbol in the first special symbol or the second special symbol. In step 100IWS1129, if the value of the special pattern pointer is a value indicating "first", control is performed to send a first pattern confirmation A designation command, and if the value of the special pattern pointer is a value indicating "second", control is performed to send a second pattern confirmation A designation command.
[0194] When the time-saving flag A or the time-saving flag B is set in response to step 100IWS1127 (step 100IWS1127; Y), a value corresponding to 10 seconds is set in the symbol determination period timer (step 100IWS1130), and control is performed to send a first symbol determination B designation command or a second symbol determination B designation command that can identify that the symbol determination period is 10 seconds to the performance control CPU 120 (step 100IWS1131). In step 100IWS1131, control is performed to send the first symbol determination B designation command when the value of the special symbol pointer is a value indicating "first," and control is performed to send the second symbol determination B designation command when the value of the special symbol pointer is a value indicating "second."
[0195] If it has not been decided that the time reduction will be lost in response to step 100IWS1124 (step 100IWS1124; N), it is determined whether or not the rescue time reduction determination flag is set (step 100IWS1132). If the rescue time reduction determination flag is set (step 100IWS1132; Y), control is performed to start lighting up the right hit LED (step 100IWS1133), and control is performed to send a right hit notification start designation command to the performance control CPU 120 (step 100IWS1134). By step 100IWS1133, if the rescue time reduction will be decided, lighting up of the right hit LED can be started at the start of the pattern determination period.
[0196] Following step 100IWS1134, a value corresponding to 20 seconds is set in the symbol determination period timer (step 100IWS1135), and control is performed to send a first symbol determination A designation command or a second symbol determination A designation command that can identify that the symbol determination period is 20 seconds to the performance control CPU 120 (step 100IWS1136). In step 100IWS1136, control is performed to send the first symbol determination A designation command when the value of the special symbol pointer is a value indicating "first," and control is performed to send the second symbol determination A designation command when the value of the special symbol pointer is a value indicating "second."
[0197] If the rescue time reduction determination flag is not set in response to step 100IWS1132 (step 100IWS1132; N), a value corresponding to 0.5 seconds is set in the symbol determination period timer (step 100IWS1137), and control is performed to send a first symbol determination C designation command or a second symbol determination C designation command that can identify that the symbol determination period is 0.5 seconds to the performance control CPU 120 (step 100IWS1138). In step 100IWS1138, control is performed to send the first symbol determination C designation command if the value of the special symbol pointer is a value indicating "first," and control is performed to send the second symbol determination C designation command if the value of the special symbol pointer is a value indicating "second."
[0198] In this way, after it is possible to send a pattern confirmation command using any of steps 100IWS1129, 100IWS1131, 100IWS1136, and 100IWS1138, the special pattern process code is updated to 02[H] corresponding to the special pattern stop processing P_TSTOP (step 100IWS1139), and then the special pattern change processing P_TSTART is terminated.
[0199] 10-16 and 10-17 are flowcharts showing an example of processing that can be executed as the special symbol stop processing P_TSTOP. The special symbol stop processing P_TSTOP is included in processing that can be called from the special symbol process processing P_TPROC shown in FIG. 6, and can be executed in step S112 when the special symbol process code is 02 [H]. When this processing is executed, the CPU 103 subtracts 1 from the value of the symbol determination period timer (step 100IWS131) and determines whether the value of the symbol determination period timer after the subtraction is 0 (step 100IWS132). If the value of the symbol determination period timer after the subtraction is not 0 (step 100IWS132; N), the special symbol stop processing P_TSTOP is terminated and the CPU 103 waits, corresponding to the fact that the fixed display period of the stopped symbol for the first special symbol or the second special symbol has not yet ended.
[0200] When the value of the symbol determination period timer after subtraction corresponding to step 100IWS132 becomes 0 (step 100IWS132; Y), it is determined whether or not the jackpot flag is set (step 100IWS133). At this time, if the jackpot flag is set (step 100IWS133; Y), the probability variable flag, time-saving flag A to time-saving flag C, probability variable count counter, and time-saving count counter are reset (step 100IWS134). The probability variable count counter is a counter for counting the number of times the variable display is executed during the probability variable state. The time-saving count counter is a counter for counting the number of times the variable display is executed during the time-saving state. Following step 100IWS134, the rescue time-saving count counter is set to 900 (step 100IWS135). As a result, the rescue time-saving counter is set to 900 in response to a jackpot, and if neither a next jackpot nor a missed time-saving period occurs even after 900 variable displays are executed after the jackpot game ends, rescue time-saving will occur and control can be made to the time-saving state. The value of the rescue time-saving counter may be set to 900 during a round of jackpot game, or the value of the rescue time-saving counter may be set to 900 at the start or end of the ending period of the jackpot game. After step 100IWS135, control is performed to start lighting up the right-hit LED (step 100IWS136), and control is performed to send a right-hit notification start command to the performance control CPU 120 (step 100IWS137).
[0201] Following step 100IWS137, control is performed to send a jackpot start command to the performance control CPU 120 (step 100IWS138), and a timer for time before the large prize opening is set (step 100IWS139). The timer for time before the large prize opening is a timer for measuring the time before the large prize opening until the special variable prize ball device 50 is controlled to the open state, as a fanfare time. Following step 100IWS139, the special symbol process code is updated to 08[H] corresponding to the large prize opening pre-opening process P_TINT (step 100IWS140), and then the special symbol stop process P_TSTOP is terminated.
[0202] If the jackpot flag is not set in response to step 100IWS133 (step 100IWS133; N), it is determined whether the time-saving end flag is set (step 100IWS141). If the time-saving end flag is set at this time (step 100IWS141; Y), the time-saving end flag is reset (step 100IWS142), and it is determined whether the time-saving flag C is set (step 100IWS143). If the time-saving flag C is set at this time (step 100IWS143; Y), the value of the rescue time-saving count counter is set to 900 (step 100IWS144). In this example, when rescue time-saving is activated, the time-saving state is controlled to a time-saving count of 900. When the time-shortening state is triggered by this rescue time-shortening, and thereafter 900 variable displays are executed without a jackpot or a time-shortening miss, the rescue time-shortening counter is set to 900 in steps 100IWS143 and 100IWS144. As a result, if 900 variable displays are executed after the time-shortening state due to the rescue time-shortening ends and neither a jackpot nor a time-shortening miss occurs, a second rescue time-shortening is executed, and the time-shortening state can be controlled. If the time-shortening flag C is not set in response to step 100IWS143 (step 100IWS143; N), time-shortening flags A through C are reset after step 100IWS144 (step 100IWS145).
[0203] If the time-saving end flag is not set in response to step 100IWS141 (step 100IWS141; N), it is determined whether the value of the probability variable count counter is 0 (step 100IWS146). At this time, if the value of the probability variable count counter is not 0 (step 100IWS146; N), the value of the probability variable count counter is decremented by 1 (step 100IWS147), and it is determined whether the value of the probability variable count counter after the decrement is 0 (step 100IWS148). Then, if the value of the probability variable count counter after the decrement is 0 (step 100IWS148; Y), the probability variable flag and time-saving flag A are reset, and the probability variable state is terminated (step 100IWS149).
[0204] After steps 100IWS145 and 100IWS149, control is performed to end the lighting of the right-hit LED (step 100IWS150), and control is performed to send a right-hit notification end designation command to the performance control CPU 120 (step 100IWS151). Also, control is performed to send a normal state designation command to the performance control CPU 120 (step 100IWS152). Note that at the start of the variable display that will be the final time-saving variation or the final probability variation or at the start of the pattern determination period, control to transition to the normal state may be performed and the right-hit notification may be ended. Also, it may be configured to end only the probability variation state in response to the variable display that will be the final probability variation, and continue the time-saving state.
[0205] If the value of the probability change counter is 0 in response to step 100IWS146 (step 100IWS146; Y), if the value of the probability change counter after subtraction in response to step 100IWS148 is not 0 (step 100IWS148; N), or if it is determined after step 100IWS152 that the time-saving effect has been lost, it is determined (step 100IWS153).Whether it is determined that the time-saving effect has been lost can be determined, for example, by the stopped pattern of the special pattern stored in the stopped pattern memory area.If it is determined that the time-saving effect has been lost (step 100IWS153; Y), it is determined whether the time-saving flag A or the time-saving flag B is set (step 100IWS154). At this time, corresponding to the normal state, if neither the time-saving flag A nor the time-saving flag B is set (step 100IWS154; N), it is determined whether the special chart display result this time is time-saving miss A (step 100IWS155). If it is time-saving miss A at this time (step 100IWS155; Y), the time-saving count counter is set to 100 (step 100IWS156).
[0206] If it is not a time-saving miss A in response to step 100IWS155 (step 100IWS155; N), it is determined whether the current special chart display result is a time-saving miss B (step 100IWS157). If it is a time-saving miss B at this time (step 100IWS157; Y), the time-saving count counter is set to 50 (step 100IWS158). On the other hand, if it is not a time-saving miss B (step 100IWS157; N), it corresponds to a time-saving miss C, and the time-saving count counter is set to 30 (step 100IWS159).
[0207] In step 100IWS154, if the time-saving flag A or the time-saving flag B is set corresponding to the time-saving state (step 100IWS154; Y), it is determined whether the result of the special chart display this time is a time-saving miss A (step 100IWS160). If it is a time-saving miss A at this time (step 100IWS160; Y), the value of the time-saving count counter is reset to 0 (step 100IWS161). On the other hand, if it is not a time-saving miss A (step 100IWS160; N), it is determined whether the result of the special chart display this time is a time-saving miss B (step 100IWS162). Then, if it is a time-saving miss B (step 100IWS162; Y), the time-saving count counter is set to 200 (step 100IWS163). If it is not the time-saving miss B in step 100IWS162 (step 100IWS162; N), it is the time-saving miss C, and the time-saving number counter is set to 100 (step 100IWS164).
[0208] In this way, after the time-saving count counter is set by any of steps 100IWS156, 100IWS158, 100IWS159, 100IWS161, 100IWS163, and 100IWS164, time-saving flag A is reset (step 100IWS165) and time-saving flag B is set (step 100IWS166), thereby enabling control into the time-saving state. Following step 100IWS166, the value of the rescue time-saving count counter is set to 900 (step 100IWS167). In this way, since the rescue time-saving count counter is set to 900 in response to a missed time-saving count, if 900 variable displays are performed after a missed time-saving count and neither the next jackpot nor a missed time-saving count occurs, the rescue time-saving state is reached and control into the time-saving state is enabled.
[0209] Following step 100IWS167, control is performed to send a time-saving state B designation command to the presentation control CPU 120 (step 100IWS168). Also, control is performed to start external output of a jackpot 2 signal to an external device such as a hall computer (step 100IWS169). Thus, by executing steps 100IWS166 and 100IWS168, when a time-saving failure symbol is derived and displayed, control is performed to switch to the time-saving state at the end of the symbol determination period, and a time-saving state B designation command is sent, making it possible to switch to a background image corresponding to the time-saving state via the time-saving failure. Also, step 100IWS169 starts external output of a jackpot 2 signal at the end of the symbol determination period.
[0210] If it has not been decided that the time-shortening state will be lost in response to step 100IWS153 (step 100IWS153; N), it is determined whether the rescue time-shortening determination flag is set (step 100IWS170). If the rescue time-shortening determination flag is set at this time (step 100IWS170; Y), the rescue time-shortening determination flag is reset (step 100IWS171), and the time-shortening count counter is set to 900 (step 100IWS172). In addition, by setting the time-shortening flag C (step 100IWS173), control to the time-shortening state is enabled. After step 100IWS173, control is performed to send a time-shortening state C designation command to the performance control CPU 120 (step 100IWS174).
[0211] In addition, the system may be configured to control the game to the time-saving state when the rescue time reduction is activated and set the rescue time reduction counter to 900. This allows rescue time reduction to occur continuously, and once a rescue time reduction occurs, the time-saving state can be continued until a jackpot is hit. Alternatively, the rescue time reduction counter may be set to 0 when the rescue time reduction counter is set, and the value of the rescue time reduction counter is incremented by one each time a variable display is executed. When the rescue time reduction counter reaches 900, the rescue time reduction is activated. During the symbol determination period, the image display device 5 may not display the effect symbols, but only the small symbols, so that the small symbols are not obscured by special effects or the like. The number of time reductions may be determined by a random number-based lottery process, and step 100IWS172 may set the time reduction counter to a value corresponding to the number of time reductions determined by the lottery process. For example, the number of time reductions may be determined to be 100 with a 10% probability and 900 with a 90% probability. When the number of time-saving times is determined by lottery processing, the number of time-saving times may be determined using the same random numbers used to determine the type of jackpot and the type of time-saving time, or the number of time-saving times may be determined using a dedicated random number.
[0212] After step 100IWS169 or if the rescue time reduction determination flag is not set in response to step 100IWS170 (step 100IWS170; N), or after step 100IWS174, the special pattern process code is updated to 00[H] corresponding to normal special pattern processing (step 100IWS175), and then the special pattern stop processing P_TSTOP is terminated.
[0213] FIG. 10-18 shows an example of an external output signal that can be output from the pachinko gaming machine 1. The pachinko gaming machine 1 can output various external output signals to an external device, such as a jackpot 1 signal, a jackpot 2 signal, a jackpot 3 signal, a jackpot 4 signal, and a variable stop signal. The jackpot 1 signal is a signal that is output externally during a jackpot game. The jackpot 2 signal is a signal that is output externally during a jackpot game and during a time-saving mode. The jackpot 3 signal is a signal that is output externally during the period when a symbol that has failed the time-saving mode is determined. The jackpot 4 signal is a signal that is output externally during the period when a variable display symbol that has been rescued by time-saving mode is determined. The variable stop signal is a signal that is output externally at the start of the symbol determination period. Step 100IWS169 shown in FIG. 10-17 enables the external output of the jackpot 2 signal to begin at the end of the symbol determination period in response to a case where a symbol that has failed the time-saving mode is derived and displayed. This allows a jackpot 2 signal to be output externally in response to the case where the time-saving state starts based on the derived display of a time-saving miss pattern, unlike the case where the time-saving state starts at the end of a jackpot game.
[0214] The jackpot 3 signal and the jackpot 4 signal may be configured to be output not only during the pattern determination period but also during jackpot play. A dual external output signal may be output in both the case of a time-saving miss and a time-saving rescue mode. The jackpot 3 signal and the jackpot 4 signal may be configured to be output at a timing after the fluctuation stop signal is output during the pattern determination period. The jackpot 3 signal may be configured to be continuously output even during a time-saving state that has been triggered by a time-saving miss. The jackpot 4 signal may be configured to be continuously output even during a time-saving state that has been triggered by a time-saving rescue mode. This makes it possible to appropriately determine the type of time-saving mode even during the time-saving mode.
[0215] FIG. 10-19 is a flowchart showing an example of a process that can be executed as the jackpot end process P_TEND. The jackpot end process P_TEND is included in the process that can be called from the special symbol process process P_TPROC shown in FIG. 6, and can be executed in step S112 when the special symbol process code is 0B[H]. When this process is executed, the CPU 103 determines whether the jackpot end display timer is set (step 100IWS531). If the jackpot end display timer is not set (step 100IWS531; N), the CPU 103 resets the jackpot flag (step 100IWS532) and controls the transmission of a jackpot end designation command (step 100IWS533). Following step 100IWS533, the CPU 103 sets a value corresponding to the jackpot end display time to the jackpot end display timer (step 100IWS534), and then terminates the jackpot end process P_TEND. The jackpot end display time is the display time during which the jackpot end display is performed on the image display device 5.
[0216] If the jackpot end display timer is set in response to step 100IWS531 (step 100IWS531; Y), the value of the jackpot end display timer is subtracted by 1 (step 100IWS535). At this time, it is determined whether the jackpot end display time has elapsed (step 100IWS536). In step 100IWS536, if the value of the jackpot end display timer after subtraction in step 100IWS535 is 0, it is determined that the jackpot end display time has elapsed, and if the value of the jackpot end display timer after subtraction is other than 0, it is determined that the jackpot end display time has not elapsed. If the jackpot end display time has not elapsed in step 100IWS536 (step 100IWS536; N), the jackpot end processing P_TEND is terminated and the process waits. In contrast, if the jackpot end display time has elapsed in step 100IWS536 (step 100IWS536; Y), the time-saving flag A is set (step 100IWS537), enabling control to the time-saving state. Following step 100IWS537, it is determined whether the jackpot that is ending this time is a normal jackpot (step 100IWS538). Whether it is a normal jackpot or not can be determined, for example, by the stopped pattern of the special pattern stored in the stopped pattern memory area. If it is a normal jackpot at this time (step 100IWS538; Y), the time-saving count counter is set to 100 (step 100IWS539), and a time-saving state A designation command is sent to the performance control CPU 120 (step 100IWS540).
[0217] If step 100IWS538 indicates that the jackpot is not a normal jackpot (step 100IWS538; N), the jackpot flag is set (step 100IWS541) in response to a jackpot or sudden jackpot, making it possible to control the jackpot state. Following step 100IWS541, the jackpot count counter is set to 100 (step 100IWS542), and a jackpot state designation command is sent to the performance control CPU 120 (step 100IWS543). After steps 100IWS540 and 100IWS543, the special symbol process code is updated to 00 [H] corresponding to the special symbol normal processing P_TNORMAL (step 100IWS544), and the jackpot end processing P_TEND is terminated.
[0218] FIG. 10-20 shows an example of game state transition control. In the normal state, in response to a probability variable jackpot or sudden probability variable jackpot, control to the probability variable state is possible by steps 100IWS541 and 100IWS542 shown in FIG. 10-19. In the normal state, in response to a normal jackpot, control to the time-saving state is possible by steps 100IWS537 to 100IWS539 shown in FIG. 10-19. This time-saving state is time-saving state A via a jackpot. In the normal state, even if there is no jackpot, control to the time-saving state is possible by step 100IWS166 shown in FIG. 10-17 in response to the derived display of a time-saving failure symbol. This time-saving state is time-saving state B via a time-saving failure. In the normal state, even if there is no jackpot, control to the time-saving state is possible by step 100IWS173 shown in FIG. 10-17 in response to a rescue time-saving function. This time-saving state is time-saving state C via rescue time-saving. Time-saving state C is a controllable time-saving state that corresponds to rescue time-saving when the number of executions of the variable display reaches 900 after RAM clear processing, after a jackpot or a missed time-saving, without the next jackpot or missed time-saving.
[0219] In the case of the probability variable state shown in Figure 10-20, in response to a probability variable jackpot or sudden probability variable jackpot, control can be made to return to the probability variable state by steps 100IWS541 and 100IWS542 shown in Figure 10-19. In the probability variable state, in response to a normal jackpot, control can be made to time-saving state A by steps 100IWS537 to 100IWS539 shown in Figure 10-19. In the probability variable state, steps 100IWS81 to 100IWS83 are not executed by step 100IWS80 shown in Figure 10-13, so the time-saving miss symbol is not derived and displayed. The value of the rescue time-saving count counter is set to 900 by step 100IWS135 when the jackpot flag is set in step 100IWS133 shown in Figure 10-16. In contrast, the value of the probability variable count counter is set to 100 by step 100IWS542 shown in Figure 10-19. Therefore, in the case of the probability variable state, the value of the rescue time reduction count counter will not become 0, so it is controlled so that rescue time reduction does not occur. In the case of the probability variable state, when 100 variable displays are performed without a jackpot occurring, the probability variable state is ended by steps 100IWS146 to 100IWS149 shown in Figure 10-16, and the state is controlled to the normal state.
[0220] In the case of time-saving state A shown in FIG. 10-20, in response to a probability variable jackpot or sudden probability variable jackpot, control to the probability variable state is possible by steps 100IWS541 and 100IWS542 shown in FIG. 10-19. In the case of time-saving state A, in response to a normal jackpot, control to time-saving state A can be performed again by steps 100IWS537 to 100IWS539 shown in FIG. 10-19. In the case of time-saving state A, even if there is no jackpot, control to time-saving state B can be performed by step 100IWS166 shown in FIG. 10-17 in response to the derived display of a time-saving failure symbol. In the case of time-saving state A, when 100 variable displays are performed without a jackpot occurring, time-saving state A is terminated by steps 100IWS66 to 100IWS69 shown in FIG. 10-13 or step 100IWS145 shown in FIG. 10-16, and control to the normal state is performed. The value of the rescue time reduction counter is set to 900 by step 100IWS135 when the jackpot flag is set by step 100IWS133 shown in Figure 10-16. In contrast, the value of the time reduction counter corresponding to time reduction state A is set to 100 by step 100IWS539 shown in Figure 10-19. Therefore, in the case of time reduction state A, the value of the rescue time reduction counter will never become 0, and so it is controlled so that rescue time reduction does not occur.
[0221] In the case of time-saving state B shown in Figure 10-20, in response to a probability variable jackpot or sudden probability variable jackpot, control to the probability variable state is possible by steps 100IWS541 and 100IWS542 shown in Figure 10-19. In the case of time-saving state B, in response to a normal jackpot, control to time-saving state A is possible by steps 100IWS537 to 100IWS539 shown in Figure 10-19. In the case of time-saving state B, even if there is no jackpot, control to time-saving state B again is possible by step 100IWS166 shown in Figure 10-17 in response to the derived display of a time-saving failure symbol. In the case of time-saving state B, when 30, 50, 100, or 200 variable displays are executed without a jackpot occurring, steps 100IWS66 through 100IWS69 shown in FIG. 10-13 or step 100IWS145 shown in FIG. 10-16 are executed to terminate time-saving state B and control to the normal state, and steps 100IWS160 and 100IWS161 shown in FIG. 10-17 are executed to continue time-saving state B until the next jackpot occurs. The number of variable displays that can be executed before time-saving state B ends can be set differently by steps 100IWS154 through 100IWS164 shown in FIG. 10-17 depending on whether the time-saving state is active or the type of time-saving state when a time-saving failure symbol is derived and displayed. In particular, if time-saving failure A occurs during the time-saving state and control is entered into time-saving state B, time-saving state B can continue until the next jackpot occurs. The value of the rescue time reduction counter is set to 900 by step 100IWS135 when the jackpot flag is set by step 100IWS133 shown in FIG. 10-16. In contrast, the value of the time reduction counter corresponding to time reduction state B is set to 30 by step 100IWS159 shown in FIG. 10-17, to 50 by step 100IWS158, to 100 by steps 100IWS156 and 100IWS164, and to 200 by step 100IWS163. In these time reduction states B, the value of the rescue time reduction counter never becomes 0, so it is controlled so that rescue time reduction does not occur.In addition, when the time-saving count counter is reset by step 100IWS161 shown in Figure 10-17, time-saving state B continues until the next jackpot occurs, but the value of the rescue time-saving count counter may be set to 0 before the jackpot occurs, so that rescue time-saving can occur.
[0222] In the case of time-saving state C shown in Figure 10-20, in response to a probability variable jackpot or sudden probability variable jackpot, control to the probability variable state is possible by steps 100IWS541 and 100IWS542 shown in Figure 10-19. In the case of time-saving state C, in response to a normal jackpot, control to time-saving state A is possible by steps 100IWS537 to 100IWS539 shown in Figure 10-19. In the case of time-saving state C, steps 100IWS81 to 100IWS83 are not executed by step 100IWS79 shown in Figure 10-13, so the time-saving missing pattern is not derived and displayed. When the value of the rescue time-saving counter is determined to be 0 by step 100IWS74 shown in FIG. 10-13, a new value is not set in step 100IWS75, steps 100IWS1132 to 100IWS1136 shown in FIG. 10-15, or steps 100IWS170 to 100IWS174 shown in FIG. 10-17. Therefore, when in time-saving state C, the value of the rescue time-saving counter is maintained at 0, and steps 100IWS71 to 100IWS75 are not executed by step 100IWS70 shown in FIG. 10-13, so that no new rescue time-saving is performed. In time-saving state C, when 900 variable displays are performed without a jackpot, time-saving state C is terminated by steps 100IWS66 to 100IWS69 shown in FIG. 10-13 or step 100IWS145 shown in FIG. 10-16, and the normal state is restored. At this time, the value of the rescue time reduction counter is set to 900 by step 100IWS144 shown in Figure 10-16, so if 900 variable displays are performed without a jackpot occurring after the end of time reduction state C, the second rescue time reduction will occur and control will be possible to return to time reduction state C.
[0223] In the case of time-shortening state A, in response to the derived display of a time-shortening failure symbol, the remaining number of variable displays in the current time-shortening state may be compared with the value set in the time-shortening count counter corresponding to the determined time-shortening type, and if the remaining number of variable displays in the current time-shortening state is greater, the current time-shortening state A may be continued as is. In the case of time-shortening state B, in response to a normal jackpot, the remaining number of variable displays in the current time-shortening state may be compared with 100, which is the value set in the time-shortening count counter corresponding to a normal jackpot, and if the remaining number of variable displays in the current time-shortening state is greater, the current time-shortening state B may be continued as is. In the case of time-shortening state C, a derived display of a time-shortening failure symbol may be enabled. In the case of a probability variable state, a lottery process may be used to determine whether or not to end the probability variable state for each variable display, and the probability variable state may be ended based on the determination to end the probability variable state.
[0224] Fig. 10-21 is a flowchart showing the main processing S_MAIN for performance control executed in the characteristic part 04AK. Of the processing shown in Fig. 10-21, the processing of steps S71 to S76 and the processing of steps S77 to S79 are the same as the processing in the basic explanation. In the characteristic part 04AK, after the performance control process processing S_CPROC of step S76 is executed, the performance stage control processing (step 04AKS11), the performance output amount setting processing (step 04AKS12), the performance menu control processing (step 04AKS13), and the terminal communication control processing (step 04AKS14) are executed, and then the performance random number update processing S_RANDOM of step S77 can be executed.
[0225] The performance control CPU 120 executes the performance stage control process of step 04AKS11 to switch between multiple performance stages as multiple performance states in the pachinko gaming machine 1. The performance control CPU 120 executes the performance output amount setting process of step 04AKS12 to change performance settings, including performance output amounts, such as volume and light intensity, in the pachinko gaming machine 1. The performance control CPU 120 executes the performance menu control process of step 04AKS13 to display a menu that displays multiple selectable items and to enable execution of various processes and controls corresponding to the results of item selection. The performance control CPU 120 executes the terminal communication control process of step 04AKS14 to control communication with the terminal device AK200 held by the player using the communication unit 42 and to enable execution of various processes and controls corresponding to actions and behaviors using the terminal device AK200 held by the player.
[0226] The main processing S_MAIN for effect control may include a small symbol process process, for example, as the process of step S79. The small symbol process process enables the image display device 5 to control the variable display of small symbols that are reduced in size from the left, center, and right effect symbols, in synchronization with the variable display of the first and second special symbols, separately from the variable display of the effect symbols. The main processing S_MAIN for effect control may include a fourth symbol process process, for example, as the process of step S79. The fourth symbol process process enables the image display device 5 to control the variable display of the fourth symbol in synchronization with the variable display of the first and second special symbols, separately from the variable display of the effect symbols. A fourth symbol display device may be provided separately from the image display device 5. For example, a fourth symbol display device provided to the left of the image display device 5 may execute the variable display of the fourth symbol when the variable display of the first special symbol is executed. The fourth symbol display provided to the right of the image display device 5 may perform a variable display of the fourth symbol when a variable display of the second special symbol is performed. When a variable display of the fourth symbol is performed, the variable display of the fourth symbol may be performed by alternately turning on and off two LEDs arranged above and below the fourth symbol display. Corresponding to the passage of the special symbol variation time, a fixed small symbol or a fixed fourth symbol may be displayed at the start of the symbol determination period. For example, in the event of a jackpot, the two LEDs arranged above and below the fourth symbol display may be displayed as a fixed fourth symbol, with the two LEDs lit red. In the event of a time-saving miss, the two LEDs arranged above and below the fourth symbol display may be displayed as a time-saving miss symbol for the fourth symbol, with the two LEDs lit blue. In the event of a time-saving miss without miss, the two LEDs lit above and below the fourth symbol display may be displayed as a time-saving miss symbol for the fourth symbol, with the two LEDs lit off. The stopping pattern of the fourth symbol may be configured to be a pattern that allows distinction between the type of jackpot and the type of time-saving feature. The stopping pattern of the fourth symbol may be a common pattern in the case of a jackpot and in the case of a time-saving feature failure.
[0227] 10-22 and 10-23 are flowcharts showing an example of processing that can be executed as the command analysis processing S_COMMAND. The command analysis processing S_COMMAND is included in the processing that can be called from the main processing S_MAIN for performance control shown in FIG. 8, and can be executed in step S75. When this processing is executed, the performance control CPU 120 determines whether or not a received command is stored in the command reception buffer (step 100IWS611). The command reception buffer stores performance control commands received from the main board 11. Whether or not a received command is stored can be determined by comparing the value of the command reception number counter with the read pointer. If the two match, it is determined that a received command is not stored (step 100IWS611; N), and the command analysis processing S_COMMAND is terminated.
[0228] If there is a received command stored corresponding to step 100IWS611 (step 100IWS611; Y), the received command is read from the command receive buffer (step 100IWS612), and the read pointer value is incremented by 2 (step 100IWS613). Each performance control command is 2 bytes, and step 100IWS613 increments the read pointer value by 2 accordingly. Following step 100IWS613, it is determined whether the received performance control command is a variation pattern command (step 100IWS614). If it is a variation pattern command (step 100IWS614; Y), the received variation pattern command is stored in a variation pattern command storage area provided in RAM 122 (step 100IWS615). At the same time, the variation pattern command receive flag is set (step 100IWS616), and the process returns to step 100IWS611.
[0229] If the received effect control command is not a variable pattern command in response to step 100IWS614 (step 100IWS614; N), it is determined whether the received effect control command is a display result designation command (step 100IWS617). If it is a display result designation command (step 100IWS617; Y), the received display result designation command is stored in a display result designation command storage area provided in RAM 122 (step 100IWS618), and then the process returns to step 100IWS611. If the received effect control command is not a display result designation command in response to step 100IWS617 (step 100IWS617; N), it is determined whether the received effect control command is a symbol determination designation command (step 100IWS619). Symbol determination designation commands include a first symbol determination A designation command, a first symbol determination B designation command, a first symbol determination C designation command, a second symbol determination A designation command, a second symbol determination B designation command, and a second symbol determination C designation command. At this time, if it is a symbol confirmation designation command (step 100IWS619; Y), the corresponding confirmation command reception flag is set (step 100IWS620), and then the process returns to step 100IWS611. For example, when a first symbol confirmation A designation command is received, a first confirmation A command reception flag is set, when a first symbol confirmation B designation command is received, a first confirmation B command reception flag is set, when a first symbol confirmation C designation command is received, a first confirmation C command reception flag is set, when a second symbol confirmation A designation command is received, a second confirmation A command reception flag is set, when a second symbol confirmation B designation command is received, a second confirmation B command reception flag is set, and when a second symbol confirmation C designation command is received, a second confirmation C command reception flag is set.
[0230] If the received command is not a symbol determination command (step 100IWS619; N), it is determined whether the received effect control command is a jackpot start command (step 100IWS621). If it is a jackpot start command (step 100IWS621; Y), the jackpot start command reception flag is set (step 100IWS622) and the process returns to step 100IWS611. If the received command is not a jackpot start command (step 100IWS621; N), it is determined whether the received effect control command is a jackpot end command (step 100IWS623). If it is a jackpot end command (step 100IWS623; Y), the jackpot end command reception flag is set (step 100IWS624) and the process returns to step 100IWS611.
[0231] If the command corresponding to step 100IWS623 is not a command specifying the end of the jackpot (step 100IWS623; N), it is determined whether the received effect control command is a command specifying 1 number of rescue time reductions (step 100IWS625). If it is a command specifying 1 number of rescue time reductions (step 100IWS625; Y), the received command specifying 1 number of rescue time reductions is stored in a command storage area for specifying 1 number of rescue time reductions provided in RAM 122 (step 100IWS626), and then the process returns to step 100IWS611. If the command corresponding to step 100IWS625 is not a command specifying 1 number of rescue time reductions (step 100IWS625; N), it is determined whether the received effect control command is a command specifying 2 number of rescue time reductions (step 100IWS627). If the command is a command specifying the number of times to shorten the recovery time by 2 (step 100IWS627; Y), the received command specifying the number of times to shorten the recovery time by 2 is stored in the command storage area for specifying the number of times to shorten the recovery time by 2 provided in RAM 122 (step 100IWS628), and then the process returns to step 100IWS611.
[0232] If the command received in step 100IWS627 is not a command specifying the number of times rescue time reductions 2 (step 100IWS627; N), it is determined whether the received effect control command is a command specifying the number of times rescue time reductions at the time of recovery (step 100IWS629). If it is a command specifying the number of times rescue time reductions at the time of recovery (step 100IWS629; Y), control is performed to display an initial result corresponding to the number of times until rescue time reductions are reached based on the received command specifying the number of times rescue time reductions at the time of recovery (step 100IWS630), and the process returns to step 100IWS611. For example, if the EXT data of the received command specifying the number of times rescue time reductions at the time of recovery is 01 [H], the initial result is displayed as "112," corresponding to the number of times of variable display remaining until rescue time reductions are reached being 100 or less. This indicates that the number of times of variable display remaining until rescue time reductions are reached is 100 or less. When the EXT data of the received rescue time reduction command is 02 [H], the number of remaining variable displays until rescue time reduction is activated is 101 or more and 200 or less, and "223" is displayed as the initial number. This indicates that the number of remaining variable displays until rescue time reduction is activated is 101 or more and 200 or less. When the EXT data of the received rescue time reduction command is 08 [H], the number of remaining variable displays until rescue time reduction is activated is 701 or more and 800 or less, and "889" is displayed as the initial number. This indicates that the number of remaining variable displays until rescue time reduction is activated is 701 or more and 800 or less. Note that the first variable display after power recovery may display a number suggesting the number of remaining variable displays until rescue time reduction is activated, or a combination of symbols suggesting the number of remaining variable displays. In addition, the device may be configured to display a suggestive display at a relatively early stage after power is restored, such as by displaying a display suggesting the number of variable displays remaining until the rescue time is reduced, or by displaying a combination of patterns suggesting the number of variable displays remaining, in response to variable displays within 1 to 100 times after power is restored.
[0233] If the command corresponding to step 100IWS629 is not a command specifying the number of time-saving times for recovery (step 100IWS629; N), it is determined whether the received effect control command is a command specifying the normal state (step 100IWS631). If it is a command specifying the normal state (step 100IWS631; Y), the image display device 5 is controlled to switch to a background image corresponding to the normal state (step 100IWS632), and the process returns to step 100IWS611. It is sufficient if step 100IWS632 can display, for example, a blue background image corresponding to the ocean mode. If the command corresponding to step 100IWS631 is not a command specifying the normal state (step 100IWS631; N), it is determined whether the received effect control command is a command specifying the time-saving state A (step 100IWS633). At this time, if the command is for specifying time-shortening state A (step 100IWS633; Y), the image display device 5 is controlled to switch to a background image corresponding to time-shortening state A (step 100IWS634), and the process returns to step 100IWS611. Step 100IWS634 may be used to display, for example, a yellow background image corresponding to sunset mode, corresponding to time-shortening state A, which is the time-shortening state via a jackpot.
[0234] If the received command corresponding to step 100IWS633 is not a command specifying time-shortening state A (step 100IWS633; N), it is determined whether the received effect control command is a command specifying time-shortening state B (step 100IWS635). If the received command is a command specifying time-shortening state B (step 100IWS635; Y), the image display device 5 is controlled to switch to a background image corresponding to time-shortening state B (step 100IWS636), and the process returns to step 100IWS611. It is sufficient if step 100IWS636 can display, for example, a green background image corresponding to forest mode in response to time-shortening state B, which is the time-shortening state resulting from a time-shortening termination. If the received command corresponding to step 100IWS635 is not a command specifying time-shortening state B (step 100IWS635; N), it is determined whether the received effect control command is a command specifying time-shortening state C (step 100IWS637). At this time, if the command is for specifying time-saving state C (step 100IWS637; Y), the image display device 5 is controlled to switch to a background image corresponding to time-saving state C (step 100IWS638), and the process returns to step 100IWS611. Step 100IWS638 may be able to display, for example, an orange background image corresponding to the tangerine orchard mode, corresponding to time-saving state C, which is the time-saving state via rescue time-saving.
[0235] In this way, the command analysis process S_COMMAND, through steps 100IWS633 to 100IWS638, enables different background images to be displayed depending on whether the time-saving state is the time-saving state via a jackpot, the time-saving state via a time-saving loss, or the time-saving state via a rescue time-saving, even if the time-saving state is the same. Note that a common background image may be displayed regardless of whether the time-saving state is the time-saving state via a jackpot, the time-saving state via a time-saving loss, or the time-saving state via a rescue time-saving. For example, by displaying a common background image in steps 100IWS634, 100IWS636, and 100IWS638, a common background image may be displayed for the time-saving state via a jackpot, the time-saving state via a time-saving loss, and the time-saving state via a rescue time-saving.
[0236] If the command corresponding to step 100IWS637 is not a time-saving state C designation command (step 100IWS637; N), it is determined whether the received effect control command is a probability variable state designation command (step 100IWS639). If it is a probability variable state designation command (step 100IWS639; Y), the image display device 5 is controlled to switch to a background image corresponding to the probability variable state (step 100IWS640), and the process returns to step 100IWS611. Step 100IWS640 may be used to display, for example, a red background image corresponding to the flame mode.
[0237] If the command corresponding to step 100IWS639 is not a command specifying a probability variable state (step 100IWS639; N), it is determined whether the received effect control command is a command specifying the start of a right-hit notification (step 100IWS641). If it is a command specifying the start of a right-hit notification (step 100IWS641; Y), control is performed to start lighting up the right-hit notification LED (step 100IWS642), and the process returns to step 100IWS611. The right-hit notification start command is transmitted at the start of the symbol determination period by steps 100IWS1126 and 100IWS1134 shown in Figure 10-15 when a symbol that fails the time-saving feature is derived and displayed or when a time-saving feature is rescued. This causes the right-hit notification LED to start lighting up at the start of the symbol determination period. If the command received in step 100IWS641 is not a command to specify whether to start a right-hit notification (step 100IWS641; N), the process determines whether the received effect control command is a command to specify whether to end a right-hit notification (step 100IWS643). If the command is a command to specify whether to end a right-hit notification (step 100IWS643; Y), the process controls the right-hit notification LED to stop lighting (step 100IWS644) and returns to step 100IWS611. If the command received in step 100IWS643 is not a command to specify whether to end a right-hit notification (step 100IWS643; N), the process stores the received effect control command and sets a flag corresponding to the received effect control command in response to the reception of another command (step 100IWS645), and returns to step 100IWS611. For example, if a command specifying whether to win a large prize in the large prize slot is received in step 100IWS645, the process sets a large prize slot winning flag indicating that a prize has been won in the large prize slot.
[0238] FIG. 10-24 is a flowchart showing an example of a process that can be executed as the effect symbol variation start process. The effect symbol variation start process is included in the process that can be called from the effect control process S_CPROC shown in FIG. 9(A), and can be executed in step S155 when the effect control process code is 01[H]. When this process is executed, the effect control CPU 120 determines the final stop symbol, etc. (step 04AKS101). At this time, for example, the final stop symbol that will be the display result of the effect symbol may be determined in accordance with the variation pattern command stored in the variation pattern command storage area and the data stored in the display result designation command storage area. The effect control CPU 120 that executes step 04AKS101 may constitute a display result determination means that determines the display result of the variable display. Note that when a pseudo-consecutive combination is specified in the variation pattern command, it is sufficient if a chance eye symbol can also be determined as the temporary stop symbol during the pseudo-consecutive combination. The chance symbol may be a combination of symbols that are one symbol away from the jackpot symbol, such as "223" or "445," but do not constitute a reach. Data indicating the final stopping symbol of the determined effect symbol may be stored in an effect symbol display result storage area. It may be possible to determine whether or not there is a jackpot based on the received variation pattern command, and to determine the final stopping symbol of the effect symbol based solely on the variation pattern command.
[0239] For example, if the received display result designation command indicates a "normal jackpot," a combination of three even-numbered symbols is determined as the final stopping symbol. A combination of even-numbered symbols is also called a normal jackpot symbol. If the received display result designation command indicates a "probable jackpot," a combination of three odd-numbered symbols is determined as the final stopping symbol. A combination of odd-numbered symbols is also called a probable jackpot symbol. If the received display result designation command indicates a "sudden probable jackpot," a combination of symbols that will result in a sudden probable jackpot symbol is determined as the final stopping symbol. The sudden probable jackpot symbol may be a predetermined combination of symbols, such as "135." If the received display result designation command indicates a "miss," a combination of symbols different from that for a jackpot is determined. However, when a reach effect is involved, a combination of effect symbols in which the two symbols on the left and right are aligned is determined. Even if there is a miss, if it is a "time-saving miss," a combination of effect symbols including a special symbol may be determined. The special symbol may be, for example, a star symbol showing the shape of a star. A combination of effect symbols including different special symbols may be determined corresponding to the type of time-saving. For example, a heart-shaped symbol showing the shape of a heart, a diamond-shaped symbol showing the shape of a diamond, or the like may be prepared in advance as multiple types of special symbols corresponding to the type of time-saving.
[0240] In step 04AKS101, for example, a random number for determining the combination of effect symbols that will result in a final stop pattern may be extracted, and the final stop pattern of the effect symbols may be determined using a stop pattern determination table. The stop pattern determination table may be configured to include table data in which data indicating combinations of effect symbols are associated with determination values. The final stop pattern of the effect symbols may be determined by selecting data indicating a combination of effect symbols associated with a determination value that matches the extracted random number. Among the effect symbols, a stop pattern that evokes a jackpot, such as a combination of symbols in which the left, center, and right sides are all the same, is referred to as a jackpot symbol. Among such jackpot symbols, a stop pattern that evokes a probability jackpot, such as a combination of symbols in which the left, center, and right sides are all the same odd-numbered symbols, is referred to as a probability jackpot symbol. Also, the stopping symbols that usually evoke a jackpot, such as a combination of symbols with the same even number on the left, center, and right, are called regular jackpot symbols. The stopping symbols that usually evoke a loss are called loss symbols.
[0241] After step 04AKS101, it is determined whether or not there is a super reach, which executes a reach effect that results in a super reach (step 04AKS102). For example, if a reach effect that results in a super reach α or a super reach β is executed in accordance with the variation pattern specified by the variation pattern command, it may be determined that there is a super reach. In this case, in accordance with the existence of a super reach (step 04AKS102; Yes), a reach-preview effect pattern is determined (step 04AKS103), and a super reach effect pattern is determined (step 04AKS104). The reach-preview effect pattern is an effect pattern that specifies the effect mode of the pre-notification effect executed as the reach-preview effect to one of a plurality of pre-prepared modes. The reach-preview effect is an effect that can be executed after the variable display of the effect pattern has entered a reach mode. The super reach effect pattern is an effect pattern that specifies the effect mode of the reach effect to one of a plurality of pre-prepared modes when a reach effect that results in a super reach is executed. If there is no super reach corresponding to step 04AKS102 (step 04AKS102; No), or after step 04AKS104, a reach pre-notification performance pattern is determined (step 04AKS105). The reach pre-notification performance pattern is a performance pattern that specifies the performance mode of the notice performance executed as a reach pre-notification performance to one of a plurality of modes prepared in advance. The reach pre-notification performance is a notice performance that can be executed when the variable display of the performance pattern does not become a reach mode, or before the variable display of the performance pattern becomes a reach mode.
[0242] Following step 04AKS105, it is determined whether the remaining number of variable display times until the rescue time reduction is activated is a specific number, such as 100, 200, 300, 400, 500, 600, 700, or 800 (step 04AKS106). In step 04AKS106, if a rescue time reduction number 2 designation command is received, it is determined that the variable display number is one of these. At this time, if the remaining number of variable display times until the rescue time reduction is activated is a specific number (step 04AKS106; Yes), a process table including a promotional effect corresponding to that variable display number is selected (step 04AKS107). For example, if the EXT data of the received rescue time reduction number 2 designation command is 01 [H], a process table including a promotional effect corresponding to 100 remaining number of variable display times until the rescue time reduction is activated is selected. When the EXT data of the received rescue time reduction number 2 designation command is 08 [H], a process table including a provocative effect corresponding to the remaining number of variable displays until the rescue time reduction is reached of 800 is selected.
[0243] If the number of times is not a specific number in response to step 04AKS106 (step 04AKS106; No), it is determined whether the remaining number of variable displays until the rescue time reduction is activated is 10 or less (step 04AKS108). In step 04AKS108, if the value of the EXT data of the received rescue time reduction number 1 designation command is 10 or less, it is determined that the number is 10 or less. If the value is 10 or less (step 04AKS108; Yes), a process table including a countdown effect corresponding to the remaining number of variable displays until the rescue time reduction is activated is selected (step 04AKS109). For example, if the EXT data of the received rescue time reduction number 1 designation command is 0A [H], a process table including a countdown effect corresponding to the remaining number of variable displays until the rescue time reduction is activated is selected. If the EXT data of the received rescue time reduction number 1 designation command is 01 [H], a process table including a countdown effect corresponding to the remaining number of variable displays until the rescue time reduction is activated is selected. If the number of times is not 10 or less in response to step 04AKS108 (step 04AKS108; No), a process table according to each determination result is selected (step 04AKS110).
[0244] In addition, the EXT data of the background designation command specifying the background image may be set to a value corresponding to the remaining number of variable display times until the rescue time reduction is reached and transmitted. In this case, the effect control CPU 120 may determine the remaining number of variable display times based on the EXT data of the received background designation command and execute a provocative effect or a countdown effect. When it is determined that the remaining number of variable display times is 10 or less based on a rescue time reduction number 1 designation command or the like, it may be configured not to execute a preview effect, or to execute only preview effects with high expectations. In a configuration capable of executing a pre-read preview effect, when it is determined that the remaining number of variable display times is 10 or less based on a rescue time reduction number 1 designation command or the like, it may be configured not to execute a pre-read preview effect, or to execute only preview effects with high expectations. When the variable display times for the rescue time reduction are reached, a variable display may be executed using a variation pattern specifying a reach effect with a short special chart variation time.
[0245] After steps 04AKS107, 04AKS109, and 04AKS110, in the selected process table, a process timer corresponding to process data #1, which is the first process data, is started (step 04AKS111). Also, the effect device is controlled according to the contents of process data #1 (step 04AKS112). Next, a value corresponding to the change time, which is the special symbol change time specified by the change pattern command, is set in the change time timer (step 04AKS113). After that, the effect control process code is updated to 02 [H], which corresponds to the effect symbol change processing (step 04AKS114), and the effect symbol change start processing is terminated.
[0246] FIG. 10-25 is an explanatory diagram of a process table. The process table is a table in which process data that can be referenced when the performance control CPU 120 executes control of the performance device is set. The performance control CPU 120 can control the performance device, including performance components such as the image display device 5, according to the process data set in the process table. FIG. 10-25(A) shows an example configuration 04AKT10 of the process table. FIG. 10-25(B) shows an example execution 04AKC10 of performance device control using the process table.
[0247] The process table of the configuration example 04AKT10 includes multiple process data, such as process data #1, which is the first process data, process data #2, ..., and process data #n, which is the nth process data. Here, n may be any integer. Each process data may include a performance control process timer setting value, display control data, audio control data, lamp control data, detection control data, and other performance control data. The process data is control data that enables control of various performances using various performance devices, such as the image display device 5, speakers 8L and 8R, performance light sources such as game effect lamps 9 and decorative LEDs, push buttons 31B, lever controllers 31C, direction selection keys 31D, movable body 32, vibration motors 32B and 32C, communication unit 42, air blower unit 43, and combinations of all or part of these. The performance control data, such as display control data, included in each process data is also referred to as performance control execution data. For example, process data #1 can be configured as a combination of performance control process timer setting value #1 and performance control execution data #1. Process data #2 can be configured as a combination of performance control process timer setting value #2 and performance control execution data #2. Process data #n can be configured as a combination of performance control process timer setting value #n and performance control execution data #n. The process table only needs to be able to set the content of performance control and switching timing in chronological order by arranging the process data.
[0248] The performance control process timer setting value is a value that can be set as the initial control value of the process timer provided in RAM 122, and enables the execution period of performance control using performance control execution data to be set. The performance control CPU 120 sets the process timer with the performance control process timer setting value obtained from the process table, then subtracts and updates the process timer each time a timer interrupt occurs, performing performance control using the performance control execution data until a timeout occurs. This enables various performances, including variable display of performance symbols, to be executed in the performance mode corresponding to the performance control execution data during the execution period corresponding to the performance control process timer setting value. Note that process data indicating the content of performance control, switching timing, etc., may be set when a condition corresponding to a predetermined control content or processing content is met, such as when a predetermined performance control command is received from the main board 11 or when a predetermined process is executed in the performance control CPU 120 to control the performance operation.
[0249] The display control data includes data indicating the display mode of the effect image on the display screen of the image display device 5, such as data indicating the variable mode of each effect symbol during the variable display of the effect symbol. In other words, the display control data is data that can specify the display content of the effect image on the display screen of the image display device 5. The display of the effect image is also called effect display. The audio control data includes data indicating the audio output mode from the speakers 8L and 8R, such as data indicating the output mode of sound effects linked to the variable display of the effect symbols. In other words, the audio control data is data that can specify the audio output content from the speakers 8L and 8R. The lamp control data includes data indicating the lighting mode of light-emitting elements, such as the game effect lamp 9 and decorative LEDs, linked to the variable display of the effect symbols. In other words, the lamp control data is data that can specify the lighting mode of the light-emitting elements. The detection control data includes data indicating effect control for detecting player actions and movements, such as pressing the push button 31B, such as the effective detection period for effective detection and the control content corresponding to the detection. In other words, the operation detection control data is data that can specify effect control corresponding to the detection of a player action and movement. Note that a process table may contain only some effect control data corresponding to the effect control content using each process table. The multiple types of process data included in a process table may each contain different types of effect control data corresponding to the effect control content executed at each timing. In other words, some process data may contain all of the display control data, audio control data, lamp control data, and detection control data, while other process data may contain only some of these. The effect control data for an effect device that is not the target of control corresponding to the effect control process timer setting value may be set to dummy data that does not specify control.Furthermore, any other performance control data may be included, such as movable body control data indicating the operating mode of movable body 32, which is a prop for the performance, vibration control data indicating the on period and driving mode of vibration motors 32B and 32C, and air blowing control data indicating the output mode of air for the performance by air blowing unit 43.
[0250] For example, multiple process tables may be prepared in advance corresponding to multiple variation patterns and stored in the ROM 121. Furthermore, multiple process tables with different presentation modes may be prepared in advance for the same variation pattern corresponding to multiple presentation stages resulting in multiple presentation states in the pachinko gaming machine 1. Additionally, multiple process tables may be prepared in advance corresponding to multiple preview presentations, such as pre-reach and post-reach preview presentations. A process table used in the case of a variation pattern involving a reach presentation may be set with process data indicating that the left symbol is displayed as a stop symbol when a predetermined time has elapsed since the start of the variable display, and that the right symbol is displayed as a stop symbol when a further predetermined time has elapsed. The setting of the presentation symbols to be displayed as a stop symbol may be generated by synthesizing an image for displaying a presentation symbol corresponding to the stop symbol determined in step 04AKS101 shown in FIG. 10-24 and the temporary stop symbol in the pseudo-consecutive or sliding presentation.
[0251] Using such a process table, it is possible to execute control of the effect device as in execution example 04AKC10. The effect control CPU 120 reads process data #1, which is the first process data, in step 04AKS112 shown in FIG. 10-24, and uses the display control data #1, audio control data #1, lamp control data #1, detection control data #1, and other optional effect control data contained therein to control the effect device, including the effect components. For example, it outputs a command based on the display control data to the display control unit 123 for displaying an effect image corresponding to a variation pattern on the image display device 5. It also outputs a control signal based on the audio control data to the audio control board 13 for outputting audio from the speakers 8L and 8R. It also outputs a control signal based on the lamp control data to the lamp control board 14 for turning on or off light-emitting elements such as the game effect lamp 9. Additionally, based on the detection control data, detection signals may be acquired from a group of effect detection sensors, including the push sensor 35B and lever sensor 35C, and effect control may be performed in response to the detection results of the player's actions or movements. A control signal based on the airflow control data may be output to the airflow unit 43. A control signal may be output to the communication unit 42 or a communication signal may be acquired from the communication unit 42 based on the communication control data. A drive signal based on the vibration control data may be output to the vibration motors 32B and 32C. Thereafter, each time the process timer value is decremented, a determination is made as to whether a timeout has occurred. If a timeout has occurred, effect control is performed using the process data arranged in the next order in the process table. In this way, the effect control CPU 120 proceeds with effect control using the effect device according to the contents of process data #1 through #n contained in the process data. In the process table, a combination of effect control process timer setting value #n+1 and an end code is arranged next to process data #n, which is the nth process data. The end code may be any control code that specifies the end of performance control using the process table.The performance control process timer setting value #n+1 may be any timer setting value that corresponds to the end waiting period for waiting for the end of performance control using the process table.
[0252] 10-26 and 10-27 are flowcharts showing an example of a process that can be executed as a process during a change in a performance symbol. The process during a change in a performance symbol is included in the process that can be called from the performance control process S_CPROC shown in FIG. 9(A), and can be executed in step S155 when the performance control process code is 02[H]. When this process is executed, the performance control CPU 120 subtracts 1 from the value of the process timer (step 100IWS841) and subtracts 1 from the value of the change time timer (step 100IWS842). At this time, it determines whether the process timer has timed out (step 100IWS843). If the process timer has timed out (step 100IWS843; Y), the process timer is set to the performance control process timer setting value included in the next process data arranged in the process table, thereby starting the next process timer (step 100IWS844). The performance control device is controlled according to the content of the next process data by performance control using the performance control execution data included in the process data corresponding to the performance control process timer setting value used in step 100IWS844 (step 100IWS845). In this way, when the process timer times out, the process data is switched.
[0253] If the process timer has not timed out in step 100IWS843 (step 100IWS843; N), or after step 100IWS845, it is determined whether a first-pattern confirmation A-designation command or a second-pattern confirmation A-designation command has been received (step 100IWS846). In step 100IWS846, if the first-pattern confirmation A-designation command reception flag or the second-pattern confirmation A-designation command reception flag is set in the command analysis process, it is determined that the command has been received. If the first-pattern confirmation A-designation command or the second-pattern confirmation A-designation command has been received (step 100IWS846; Y), a process table corresponding to the stage transition effect and right-hit notification is selected (step 100IWS847). The stage transition effect is an effect that notifies the player that a transition will be made to a performance stage corresponding to a time-saving state among multiple performance stages that result in multiple performance states. Following step 100IWS847, the effect control process timer setting value #1 is obtained from process data #1, which is the first process data in the selected process table, and set in the process timer, starting the process timer (step 100IWS848). Furthermore, the effect device is controlled according to the contents of process data #1, which is the first process data (step 100IWS849). Here, process data #1 includes display control data #1, audio control data #1, lamp control data #1, and detection control data #1. The effect device includes, as effect components, the image display device 5, speakers 8L and 8R, a game effect lamp 9, and other effect light emitters. Following step 100IWS849, a value corresponding to 20 seconds is set in the fixed effect period timer (step 100IWS850). The fixed effect period timer is a timer used by the effect control CPU 120, which serves as the effect control means, to measure the pattern determination period. In addition, step 100IWS847 may be capable of selecting a process table corresponding to the stage transition effect for time-saving failure and the right-hit notification when the time-saving failure occurs during normal mode, and may be capable of selecting a process table corresponding to the stage transition effect for time-saving failure and the right-hit notification when the time-saving failure occurs.Whether or not a rescue time reduction has occurred and a first pattern confirmation A designation command or a second pattern confirmation A designation command has been received can be determined, for example, by determining whether or not the EXT data of the received rescue time reduction number 1 designation command is 00[H].
[0254] If a first-pattern confirmation A command or a second-pattern confirmation A command is not received in response to step 100IWS846 (step 100IWS846; N), it is determined whether a first-pattern confirmation B command or a second-pattern confirmation B command has been received (step 100IWS851). In step 100IWS851, if the first-pattern confirmation B command reception flag or the second-pattern confirmation B command reception flag is set in the command analysis process, it is determined that the command has been received. If a first-pattern confirmation B command or a second-pattern confirmation B command has been received (step 100IWS851; Y), a process table corresponding to the continuation effect is selected (step 100IWS852). The continuation effect is an effect that notifies the user that the time-saving state will continue. Following step 100IWS852, the effect control process timer setting value #1 is obtained from process data #1, which is the first process data of the selected process table, and set in the process timer, thereby starting the process timer (step 100IWS853). Furthermore, the effect device is controlled in accordance with the contents of process data #1, which is the first process data (step 100IWS854). Here, process data #1 includes display control data #1, audio control data #1, lamp control data #1, and detection control data #1. The effect device includes, as effect components, an image display device 5, speakers 8L and 8R, a game effect lamp 9, and other effect light emitters. Following step 100IWS854, a value corresponding to 10 seconds is set in the fixed effect period timer (step 100IWS855).
[0255] If the first symbol determination B designation command or the second symbol determination B designation command is not received in response to step 100IWS851 (step 100IWS851; N), it is determined whether the first symbol determination C designation command or the second symbol determination C designation command has been received (step 100IWS856). In step 100IWS856, if the first determination C command reception flag or the second determination C command reception flag is set in the command analysis process, it is determined that the command has been received. If the first symbol determination C designation command or the second symbol determination C designation command is not received (step 100IWS856; N), it is determined whether the fluctuation time timer has timed out (step 100IWS857). If the fluctuation time timer has not timed out (step 100IWS857; N), the processing during the performance symbol fluctuation is terminated. When a first symbol confirmation C designation command or a second symbol confirmation C designation command is received in response to step 100IWS856 (step 100IWS856; Y), or when the variable time timer has timed out in response to step 100IWS857 (step 100IWS857; Y), a process table corresponding to the normal symbol confirmation display is selected (step 100IWS858). Then, the effect control process timer setting value #1 is obtained from process data #1, which becomes the first process data of the selected process table, and set in the process timer, thereby starting the process timer (step 100IWS859). Furthermore, the effect device is controlled according to the contents of process data #1, which becomes the first process data (step 100IWS860). Here, process data #1 includes display control data #1, audio control data #1, lamp control data #1, and detection control data #1. The effect device includes, as effect components, an image display device 5, speakers 8L and 8R, a game effect lamp 9, and other effect light sources. Following step 100IWS860, a value corresponding to 0.5 seconds is set in the determined effect period timer (step 100IWS861).
[0256] After steps 100IWS850, 100IWS855, and 100IWS861, the performance control process code is updated to 03 [H] corresponding to the performance symbol variation stop processing (step 100IWS862), and then the performance symbol variation processing is terminated. Note that if the variation time timer times out in step 100IWS857, it is possible to proceed to step 100IWS858 and subsequent steps and start the symbol determination period, but normally, if the symbol determination designation command is not missed, it is sufficient that the determination in step 100IWS857 is not performed.
[0257] FIG. 10-28 is a flowchart showing an example of a process that can be executed as the effect pattern change stop process. The effect pattern change stop process is included in the processes that can be called from the effect control process S_CPROC shown in FIG. 9(A) and can be executed in step S155 when the effect control process code is 03[H]. When this process is executed, the effect control CPU 120 subtracts 1 from the value of the fixed effect period timer (step 100IWS871) and determines whether the value of the fixed effect period timer after subtraction has timed out (step 100IWS872). If the value of the fixed effect period timer after subtraction has not timed out (step 100IWS872; N), the process timer is subtracted by 1 (step 100IWS873) and the effect device is controlled according to the contents of process data #n, which becomes the nth process data (step 100IWS874). Here, process data #n includes display control data #n, audio control data #n, lamp control data #n, and detection control data #n. The performance device includes, as performance components, an image display device 5, speakers 8L and 8R, a game effect lamp 9, and other performance light emitters.
[0258] After step 100IWS874, it is determined whether the process timer has timed out (step 100IWS875). If the process timer has timed out (step 100IWS875; Y), the process data is switched (step 100IWS876). Furthermore, the performance control process timer setting value is obtained from the switched process data and set in the process timer, thereby starting the process timer (step 100IWS877). If the process timer has not timed out in response to step 100IWS875 (step 100IWS875; N), or after step 100IWS877, it is determined whether the fixed display of the stopped performance pattern is in progress (step 100IWS878). If the fixed display of the stopped performance pattern is in progress (step 100IWS878; Y), the performance pattern variation stop processing is terminated. On the other hand, if the fixed display of the effect pattern is not in progress (step 100IWS878; N), control is performed to stop the display of the determined stop pattern (step 100IWS879). The stopped pattern of the effect pattern may be a losing pattern without time reduction, a losing pattern with time reduction, or a jackpot pattern. Following step 100IWS879, it is determined whether the stopped display of the effect pattern is a jackpot pattern (step 100IWS880). If it is not a jackpot pattern (step 100IWS880; N), the effect pattern change stop processing is terminated. On the other hand, if it is a jackpot pattern (step 100IWS880; Y), the jackpot stop flag is set (step 100IWS881), and then the effect pattern change stop processing is terminated. The jackpot stop flag is a flag that indicates the fixed display of the jackpot pattern.
[0259] In step 100IWS872, when the value of the fixed effect period timer after subtraction times out in response to the passage of the pattern fixed period (step 100IWS872; Y), it is determined whether or not the jackpot stop flag is set (step 100IWS882). If the jackpot stop flag is set at this time (step 100IWS882; Y), it is determined whether or not a jackpot start designation command has been received (step 100IWS883). Whether or not a jackpot start designation command has been received may be determined, for example, in response to whether or not a jackpot start designation command reception flag has been set. If a jackpot start designation command has not been received in step 100IWS883 (step 100IWS883; N), the effect pattern change stop processing is terminated.
[0260] If a jackpot start command is received in step 100IWS883 (step 100IWS883; Y), the jackpot stop flag is reset (step 100IWS884). Next, a process table corresponding to the jackpot effects, including stage transition effects and right-hit notification, is selected (step 100IWS885). The stage transition effect here may be an effect that notifies the player of a transition to a performance stage correspon...
Claims
[Claim 1] A gaming machine capable of playing games, a detection means for detecting an action using a terminal device possessed by a player; a display means capable of displaying a performance image; A performance execution means capable of executing a performance, The performance execution means a first effect by displaying a first promotion image on the display means can be executed as an effect different from the variable display in response to detection of a first action using the terminal device at a first timing involving execution of a first promotion effect in which a first promotion image is displayed; a second performance by displaying a second promotion image on the display means in response to detection of a second action using the terminal device at a second timing that involves execution of a second promotion performance in which a second promotion image is displayed; When the first promotion effect is executed, the first promotion image can be continuously displayed together with the execution of the first effect for a predetermined period after the action using the terminal device is detected, Even when the second promotion effect is being executed, the effect setting can be changed in response to detection of an action using the terminal device. A gaming machine characterized by:
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