gaming machines
The gaming machine improves marketability by incorporating a movable body with light-emitting means and performance execution to enhance player engagement and surprise elements in variable displays.
Patent Information
- Application Number
- JP2024203766
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-11-22
- Publication Date
- 2025-11-12
- Estimated Expiration
- 2041-03-23
AI Technical Summary
Existing gaming machines lack marketability due to limited engagement and surprise elements in their variable displays and control mechanisms.
A gaming machine that incorporates a movable body capable of moving multiple times during a variable display period, with light-emitting means and performance execution to enhance player engagement, along with special effects and variable display patterns to increase marketability.
The solution enhances player engagement and marketability by providing surprise elements and increased interest in the game through variable display patterns and special effects, drawing attention to the game's advantageous states.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine that performs variable display and can be controlled to an advantageous state that is advantageous to a player. [Background technology]
[0002] Some gaming machines, such as pachinko machines and slot machines, are capable of executing effects using movable objects. For example, some gaming machines of this type are capable of executing effects similar to effects in which a movable object as a structure is moved by displaying a pseudo-movable object in a moving manner (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2019-92949 Summary of the Invention [Problem to be solved by the invention]
[0004] There was room for improving the marketability of gaming machines having the functions and configurations of Patent Document 1.
[0005] The present invention has been made in consideration of the above-mentioned circumstances, and has as its object to provide a gaming machine with improved marketability. [Means for solving the problem]
[0006] (A) A gaming machine that can perform variable display and control to an advantageous state that is advantageous to the player, a movable body that can move a predetermined number of times during one variable display period; a display means capable of moving and displaying a pseudo movable body display from a first display position to a second display position different from the first display position a specific number of times, which is greater than the predetermined number of times, during one variable display period; a light emitting means provided on the movable body; a brightness setting means for setting the brightness of the light emitting means; A performance execution means capable of executing a performance, When a predetermined condition is met, the movable body can be moved at a predetermined moving speed, The performance execution means A special effect can be executed to notify the player that the game will be controlled to the advantageous state. A specific effect can be executed before the special effect is executed, The display means The pseudo-movable object display can be moved and displayed in the specific effect and the special effect, When the pseudo-movable object display is moved and displayed in the specific performance, the pseudo-movable object display can be moved and displayed from the first display position to the second display position, and then hidden without being moved and displayed from the second display position to the first display position, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including the second display position, When the pseudo-movable object display is moved and displayed in the special effect, the pseudo-movable object display can be moved and displayed from the first display position to the second display position, and then moved and displayed from the second display position to the first display position, and then hidden; The pseudo movable object display can be displayed moving at a speed faster than the predetermined moving speed, the effect execution means causes the light emitting means to emit light when the pseudo-movable object display is moved from the first display position to the second display position during the special effect; The pseudo movable body display includes a display unit that displays a display corresponding to the light emitted by the light emitting means, The display mode of the display unit does not change in response to a setting operation regarding the brightness of the light-emitting means by the brightness setting means. It is characterized by: Furthermore, in order to achieve the above object, the gaming machine according to the present invention is a gaming machine that performs variable display and can be controlled to a favorable state advantageous to the player, and includes special state control means that can control to a special state in which variable display is more likely to be executed than in a normal state, variable display pattern determination means that can determine a variable display pattern, notification means that can execute multiple types of notification including a value notification that notifies the result of the value acquired by the player, display means that can move and display the pseudo-movable body display from a first display position to a second display position different from the first display position, and a display means that can move from the first position to a second display position different from the first position. The device includes a movable body that can move to a second position and a performance execution means that can execute a performance, the special state control means can control the special state until a first number of variable displays are executed after the advantageous state ends, the notification means executes the value notification during variable display where the number of executions of variable display during the special state is the first number, the advantageous state includes a first type advantageous state and a second type advantageous state, and the variable display pattern determination means determines a value using specific determination data when the number of executions of variable display during the special state is the first number. and when the number of times that the variable display is executed in the special state is less than the first number of times, a variable display pattern can be determined using normal determination data, and the normal determination data is data that enables one variable display pattern to be determined from a plurality of types of variable display patterns including a specific variable display pattern and a special variable display pattern, corresponding to the variable display that triggers control to the first type advantageous state, and enables one variable display pattern to be determined from a plurality of types of variable display patterns including the specific variable display pattern and a predetermined variable display pattern different from the special variable display pattern, corresponding to the variable display that triggers control to the second type advantageous state, and the specific determination data is data that determines the specific variable display pattern in both the case of the variable display that triggers control to the first type advantageous state and the case of the variable display that triggers control to the second type advantageous state, and determines a notification variable display pattern that can execute the value notification by the notification means, corresponding to a variable display that does not trigger control to the advantageous state, and the specific variable display pattern isThe variable display pattern has a shorter variable display period than the notification variable display pattern (here, the first type advantageous state may be, for example, a jackpot game state in which the maximum number of times the large prize opening port is opened is "02". The second type advantageous state may be, for example, a jackpot game state in which the maximum number of times the large prize opening port is opened is "04". The specific determination data may be, for example, table data of a variation pattern determination table designated when variation pattern types CB1-8, CB1-9, CB4-1, CB4-2 are selected. The normal determination data may be, for example, table data of a variation pattern determination table designated when variation pattern types CB2-1, CB3-2 to CB3-5 are selected. The first type variable display pattern may be, for example, variation patterns PB3-1, PB3-2, etc. The second type variable display pattern may be, for example, variation patterns PB3-2 to PB3-8, etc. The type-common variable display pattern may be, for example, variable pattern PB3-2. The notification variable display pattern may be, for example, variable pattern PB1-8, PB1-9. The variable display period may be short, for example, in the case of variable pattern PB3-2 compared to variable patterns PB1-8, PB1-9 in variable display control example AKC32), and the performance execution means is capable of executing a pseudo-movable body display performance in which the pseudo-movable body display is moved and displayed from the first display position to the second display position, and a movable body performance in which the movable body is moved from the first position to the second position, and the rate at which the advantageous state is controlled is higher when the performance execution means executes the movable body performance and the pseudo-movable body display performance within a predetermined period than when the performance execution means executes the pseudo-movable body display performance without executing the movable body performance within the predetermined period. This configuration prevents an increase in data volume, increases the sense of surprise when the variable display results in a specific result, and improves the interest in the game related to the variable display. It also draws the player's attention to the execution of the movable body presentation and the pseudo-movable body display presentation, thereby improving the marketability of the gaming machine. [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] 10 is a flowchart showing a game control main process. [Figure 4] 10 is a flowchart showing a timer interrupt process for game control. [Figure 5] 10 is a flowchart showing a special symbol process. [Figure 6] A figure showing an example of determining the special chart display result. [Figure 7] 10 is a flowchart showing a main processing for performance control. [Figure 8] 10 is a flowchart showing the performance control process. [Figure 9-1] 10 is a flowchart showing normal processing of special symbols. [Figure 9-2] A diagram showing an example of determining the type of jackpot. [Figure 9-3] 10 is a flowchart showing a variation pattern setting process. [Figure 9-4] FIG. 10 is a diagram showing an example of the configuration of a miss fluctuation pattern. [Figure 9-5] A diagram showing an example of the configuration of a jackpot fluctuation pattern. [Figure 9-6] FIG. 10 is a diagram showing a reference table for when the winner is lost. [Figure 9-7] FIG. 10 is a diagram showing a reference table for when the winner is lost. [Figure 9-8] A diagram showing a reference table at the time of a jackpot. [Figure 9-9] A figure showing a variation pattern type selection table. [Figure 9-10] A figure showing a variation pattern type selection table. [Figure 9-11] A figure showing a variation pattern type selection table. [Figure 9-12] A figure showing a variation pattern type selection table. [Figure 9-13] A figure showing the determination ratio of fluctuation patterns corresponding to fluctuation pattern types. [Figure 9-14] A figure showing the determination ratio of fluctuation patterns corresponding to fluctuation pattern types. [Figure 9-15] A figure showing the determination ratio of fluctuation patterns corresponding to fluctuation pattern types. [Figure 9-16] A figure showing the determination ratio of fluctuation patterns corresponding to fluctuation pattern types. [Figure 9-17] A figure showing an example of setting a performance pattern designation command. [Figure 9-18] 10 is a flowchart showing a special symbol variation process. [Figure 9-19] A figure showing a special period effect setting table. [Figure 9-20] 10 is a flowchart showing a special symbol stopping process. [Figure 9-21] A diagram showing an example of settings at the start of a jackpot. [Figure 9-22] A flowchart showing the jackpot end processing. [Figure 9-23] A diagram showing an example of settings at the end of a jackpot. [Figure 9-24] A diagram showing an example of settings at the end of a jackpot. [Figure 9-25] A diagram showing an example of settings at the end of a jackpot. [Figure 9-26] This is a flowchart showing the process of starting the change in the performance pattern. [Figure 9-27] This is a flowchart showing the processing during the change of the performance pattern. [Figure 9-28] FIG. 10 is a diagram illustrating an example of control of a performance state. [Figure 9-29] FIG. 10 is a diagram illustrating an example of control of a performance state. [Figure 9-30] A figure showing an example of variable display control, an example of jackpot control, and an example of jackpot presentation control. [Figure 9-31] FIG. 10 is a diagram illustrating an example of variable display control. [Figure 9-32] FIG. 10 is a diagram illustrating an example of variable display control. [Figure 9-33] FIG. 10 is a diagram illustrating an example of variable display control. [Figure 9-34] FIG. 10 is a diagram illustrating an example of control of a performance state. [Figure 9-35]FIG. 10 is a diagram illustrating an example of control of a performance state. [Figure 9-36] FIG. 10 is a diagram showing an example of performance execution. [Figure 10] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 11] FIG. 2 is a rear perspective view of the pachinko gaming machine according to this embodiment. [Figure 12] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 13] 10 is a flowchart showing an example of a game control main process. [Figure 14] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 15] 10 is a flowchart illustrating an example of a special symbol process. [Figure 16] FIG. 10 is an explanatory diagram showing a display result determination table. [Figure 17] This is a diagram showing the numerical range of a jackpot and the numerical range of a miss with time reduction in the variable display of the first special chart in normal state or time reduction state. [Figure 18] 10 is a flowchart showing an example of a performance control main process. [Figure 19] 10 is a flowchart showing an example of a performance control process. [Figure 20-1] FIG. 10 is a front view showing a pachinko gaming machine as a characteristic part 241SG. [Figure 20-2] This is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine as a characteristic part 241SG. [Figure 20-3] 10A and 10B are diagrams illustrating examples of performance control commands. [Figure 20-4] FIG. 2 is an explanatory diagram showing each random number. [Figure 20-5] 1A is an explanatory diagram showing a display result determination table 1, and FIG. 1B is an explanatory diagram showing a display result determination table 2. FIG. [Figure 20-6] (A) is a diagram showing an example of the configuration of a jackpot type determination table, and (B) is a diagram showing the contents of various jackpots. [Figure 20-7]FIG. 10 is a diagram illustrating a variation pattern. [Figure 20-8] 10A and 10B are explanatory diagrams showing the relationship between variable display results and variation patterns. [Figure 20-9] This is a diagram showing the execution periods of various effects in normal reaches and super reaches. [Figure 20-10] This is a diagram to explain the content and configuration of various effects in super reach. [Figure 20-11] This is a diagram showing the expected probability of a jackpot depending on the execution status of development effects A and B. [Figure 20-12] FIG. 1 is an explanatory diagram showing an outline of the development process for a pachinko gaming machine. [Figure 20-13] 10A is a diagram showing the movement of the mounted movable body, and FIG. 10B is a diagram explaining the state in which the mounted movable body is lifted. [Figure 20-14] 10A is a diagram showing the movement display mode of the first pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the first non-mounted movable body. [Figure 20-15] 10A is a diagram showing the movement display mode of the second pseudo movable body display, and FIG. 10B is a diagram showing the movement mode of the second non-mounted movable body. [Figure 20-16] 10A is a diagram showing the movable range of the mounted movable body, FIG. 10B is a diagram showing the movement display area of the first pseudo movable body display, and FIG. 10C is a diagram showing the movement display area of the second pseudo movable body display. [Figure 20-17] 10A is a diagram showing a specific movement display area of the first pseudo movable object display, and FIG. 10B is a diagram showing a specific movement display area of the second pseudo movable object display. [Figure 20-18] 10 is a flowchart showing a variable display start setting process. [Figure 20-19] 10 is a flowchart showing a preview performance type determination process. [Figure 20-20] 10A is a diagram showing a table for determining the type of preview performance A, and FIG. 10B is a diagram showing a table for determining the type of preview performance B. [Figure 20-21] 10A is a flowchart showing the process of determining the type of advanced performance A, and FIG. 10B is a diagram showing a table for determining the type of advanced performance A. [Figure 20-22]10A is a flowchart showing the process of determining the type of development suggestion effect, and FIG. 10B is a diagram showing a table for determining the type of development suggestion effect. [Figure 20-23] 10A is a flowchart showing the process of determining the type of advanced performance B, and FIG. 10B is a diagram showing a table for determining the type of advanced performance B. [Figure 20-24] 10A is a flowchart showing the process of determining the type of final effect, and FIG. 10B is a diagram showing a table for determining the type of final effect. [Figure 20-25] (A) to (H) are diagrams showing examples of the performance operations of Super Reach β, mainly in normal reaches. [Figure 20-26] (A) to (J) are diagrams showing examples of performance actions mainly in weak super reaches. [Figure 20-27] (A) to (F) are diagrams showing examples of the performance actions in the weak super reach. [Figure 20-28] (A) to (D) are diagrams showing examples of performance actions mainly in strong super reaches. [Figure 20-29] (E) to (J) are diagrams showing examples of the presentation operation of the strong super reach presentation. [Figure 20-30] (A) to (F) are diagrams showing examples of the performance operation after the jackpot confirmation notification. [Figure 20-31] 10(A) to 10(D) are diagrams showing details of the movement display of the first pseudo movable object display. [Figure 20-32] 10 is a diagram showing the relationship between the light-emitting display unit and the mounted movable body LED. FIG. [Figure 20-33] 10A to 10F are diagrams showing examples of the performance of the preview performance B in the super reach γ. [Figure 20-34] 10A to 10F are diagrams showing examples of the performance of the preview performance B in the super reach γ. [Figure 20-35] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 20-36] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 20-37] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 20-38] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 20-39] FIG. 10 is an explanatory diagram for comparing the pseudo movable body display with the mounted movable body. [Figure 20-40] FIG. 10 is an explanatory diagram for comparing the first pseudo movable body display and the second pseudo movable body display. [Figure 20-41] 10(A) to 10(D) are diagrams showing a first modification of the characteristic portion 241SG. [Figure 20-42] 10(A) to 10(H) are diagrams showing a second modification of the characteristic portion 241SG. [Figure 20-43] 10(A) to 10(C) are diagrams showing a third modification of the characteristic portion 241SG. 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" or lighting patterns such as "-." 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 types of 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 is finally stopped and displayed in a variable display is also called the final stop symbol or the confirmed symbol. The symbol that is finally stopped 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.
[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" or lighting patterns such as "-." Normal symbols may include patterns in which some or all of the multiple LEDs are lit, or patterns 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.
[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, for example, an LCD (liquid crystal display device), an organic EL (electroluminescence), a projector, or a screen. Alternatively, the image display device 5 may be configured using a mechanism capable of forming any image. 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 is 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. The synchronized execution of the special symbol game and the variable display of effect symbols are collectively referred to simply as "variable display." Synchronization of variable display may be achieved as long as the timing at which the symbol change begins and the timing at which the change ends and the symbol is finally displayed are consistent for different types of symbols. The final stop symbol in the variable display of effect symbols is also referred to as the fixed effect symbol, fixed decorative symbol, or fixed 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 for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display currently being executed. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display. The display area for displaying the pending display is also referred to as a pending display area. The display area for displaying the active display is also referred to as an active display area. The number of pending variable displays 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. A first pending indicator 25A and a second pending indicator 25B, each including multiple LEDs, are provided above the first special symbol display device 4A and the second special symbol display device 4B shown in FIG. 1. The first pending indicator 25A displays the first number of pending memories by the number of lit LEDs. The second reserved display 25B displays the second reserved memory number by the number of lit LEDs.A normal symbol reserved display 25C, which is composed of multiple LEDs, is provided above the normal symbol display 20 shown in Figure 1.The normal symbol reserved display 25C displays the normal symbol reserved memory number by the number of lit LEDs.The normal symbol reserved memory number is the reserved memory number corresponding to the normal symbol game.
[0017] Below the image display device 5 are provided a prize ball device 6A and a variable prize ball device 6B. The prize ball device 6A forms a first start prize opening, which is always kept open and allows game balls to enter, for example, by a predetermined ball receiving member. When a game ball enters the first start prize opening, a predetermined number of prize balls, for example, three, are paid out, thereby establishing the first start condition for executing the first special game. The variable prize ball device 6B forms a second start prize opening, which can be switched between a closed state and an open state by a normal electric device solenoid 81 (see FIG. 2), as a normal electric device. The variable prize 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 positioned vertically, thereby closing the second start prize opening and preventing game balls from entering. When the variable prize ball device 6B is in the closed state, this also refers to the second start prize opening being closed. When the normal electric accessory solenoid 81 is turned on, the movable wing of the variable prize ball device 6B is tilted to an open state, allowing game balls to enter the second start prize opening. The open state of the variable prize ball device 6B also means that the second start prize opening is open. When a game ball enters the second start prize opening, a predetermined number of prize balls, such as three, are paid out, and the second start condition for executing the second special game is met. The variable prize ball device 6B is not limited to those equipped with an electric tulip-shaped accessory, as long as it can be changed between a closed state and an open state.
[0018] 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 21A shown in FIG. 2. A gaming ball entering the second start entry port is detected by the second start entry port switch 21B shown in FIG. 2. Based on the occurrence of a first start entry, the first reserved memory number can be added or updated, and the first special symbol game can be executed by the first special symbol display device 4A to variably display a special symbol. Based on the occurrence of a second start entry, the second reserved memory number can be added or updated, and the second special symbol game can be executed by the second special symbol display device 4B to variably display a special symbol.
[0019] 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.
[0020] 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.
[0021] 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.
[0022] 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.
[0023] 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. When a game ball passes 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.
[0024] 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.
[0025] 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.
[0026] 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.
[0027] 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.
[0028] 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.
[0029] (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," an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time. At this time, the second starting winning port is opened.
[0030] 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."
[0031] 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.
[0032] 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.
[0033] 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.
[0034] 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.
[0035] 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.
[0036] The time-saving state, which increases the fluctuation efficiency of special symbols, especially the second special symbol, is considered a special state advantageous to players, 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 of the display result being 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 increases the fluctuation efficiency of special symbols and is a state in which a "jackpot" is more likely to occur, making it a special state advantageous to players, distinct from the jackpot gaming state. The time-saving state and probability variable state continue until one of the predetermined termination conditions is met, 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-off" state. A count-off time-saving state is also referred to as a "count-off" time-saving state. A count-off probability variable state is also referred to as a "count-off" probability variable state.
[0037] 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.
[0038] 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.
[0039] 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."
[0040] 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.
[0041] (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.
[0042] 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.
[0043] 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.
[0044] When the display result of the special game is a "jackpot," a predetermined jackpot combination is displayed as a static display on the screen of the image display device 5. As an example, the same display patterns, such as a display pattern showing the number "7," are displayed statically on a predetermined active line in the "left," "center," and "right" display pattern 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 game state ends, odd-numbered display patterns, such as a display pattern 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 game state ends, even-numbered display patterns, such as a display pattern showing the number "6," may be displayed statically. A "non-probability jackpot" is also called a "normal jackpot." In this case, odd-numbered display patterns are also called probability variable patterns. Even-numbered display patterns are also called non-probability variable patterns or normal patterns. After a non-variable symbol has reached a reach state, an advancement effect may be executed that ultimately results in a "variable big win."
[0045] When the display result of the special game is a "small win," a fixed effect pattern that is a predetermined small win combination is stopped and displayed as the display result of the effect pattern 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 and displayed on a predetermined effective line in the "left," "center," and "right" effect pattern display areas 5L, 5C, and 5R. When the display result of the special game is a "big win" and when it is a "small win," a common fixed effect pattern may be displayed stopped and displayed.
[0046] When the display result of the special game is a "miss," there are cases where the display result is a static display without the variable display of the effect symbols becoming a reach state. In this case, the display result of the effect symbols is a static display of the confirmed effect symbols of a non-reach combination. A display result in which the confirmed effect symbols of a non-reach combination are stopped without becoming a reach state is also called a non-reach miss. When the display result of the special game is a "miss," there are cases where the variable display of the effect symbols 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 symbols is a static display of the confirmed effect symbols of a reach combination that is not a big win combination or a small win combination. A display result in which the confirmed effect symbols of a reach combination are stopped after becoming a reach state is also called a reach miss.
[0047] 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 that is different from the normal mode.
[0048] 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.
[0049] 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.
[0050] 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.
[0051] (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.
[0052] 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.
[0053] The game control microcomputer 100 provided on the main board 11 is, for example, a one-chip microcomputer and can be configured to include 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 configured to be external to the game control microcomputer 100, or may be configured to 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.
[0054] In the game control microcomputer 100, the ROM 101 is a nonvolatile 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 settings, judgments, and decisions. The RAM 102 is a temporary storage device that provides a work area used for game control and a stack for saving data. The RAM 102 may serve as a backup RAM that stores data so that some or all of the memory contents can be restored within a predetermined period even if power supply to the pachinko gaming machine 1 is interrupted. The RAM 102 is also referred to as a read / write memory (RWM). 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 controls the progress of the game on the pachinko gaming machine 1 by executing processes corresponding to the programs stored in the ROM 101. The random number circuit 104 counts updatable numerical data indicating various random number values used to control the progress of a game. Random numbers used to control 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. The I / O 105 includes input ports to which various signals are input and output ports to which various signals are output. The various signals input to the input ports 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 I / O105 may include signals to control the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first reserve display device 25A, the second reserve display device 25B, the normal pattern reserve display device 25C, etc., and solenoid drive signals to drive the normal electric device solenoid 81, the large prize opening solenoid 82, the specific area solenoid 83, etc.
[0055] 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.
[0056] 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.
[0057] 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.
[0058] 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.
[0059] The random number circuit 124 counts updatable numerical data indicating various random numbers used to control the execution of various effects. Random numbers used to control the execution of effects are also referred to as performance random numbers. Performance random numbers may be updated by software, such as a computer program, executed by the performance control CPU 120. 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.
[0060] 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.
[0061] 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.
[0062] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0063] (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 the game control main process.
[0064] FIG. 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11. When the game control main process shown in FIG. 3 starts, the CPU 103 first disables interrupts (step S1). As a result, no other processes are executed until interrupts are enabled. Next, the CPU 103 sets the internal device register (step S2). The internal device register is set by, for example, using an internal device register setting table to store the internal device register setting value at a specified internal device address. The internal device register may be provided corresponding to various circuits or electronic components, such as a PTC (Programmable Timer Counter) as a timer counter, a random number circuit 104, an input port of the I / O 105, a serial communication circuit, or an RWM access control circuit. Additionally, the CPU 103 may initialize a stack pointer or set an interrupt vector.
[0065] Next, an RWM check process (step S3) is executed to determine whether a predetermined recovery condition is met (step S4). The recovery condition can be met when the clear signal corresponding to the operation of the clear switch 92 is in the OFF state, backup data is present, and the stored contents of the RAM 102 serving as the backup RAM are normal. When the power of 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 game control microcomputer 100. If such an ON clear signal is input, it is determined in step S4 that the recovery condition is not met. The backup data may be stored in the RAM 102 serving as the backup RAM for game control. The RWM check process in step S3 includes a checksum calculation process. The checksum data obtained as a result of the process is compared with the stored data in the checksum buffer. If the two data match, it is determined that the stored contents of the RAM 102 are normal. In step S4, 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 in the RWM check process in step S3.
[0066] If the recovery condition is met (Step S4; Yes), recovery settings are made. Recovery settings include specifying a backup command transmission table (Step S5) and a backup setting table (Step S6). The backup command transmission table includes table data for sending a power outage recovery designation command to the performance control board 12, which designates that recovery has been performed using backup data. The backup setting table includes table data used for initializing the work area when recovery has been performed using backup data. To specify a table, a value corresponding to the top address of the table stored in ROM 101 is stored in a general-purpose pointer or table pointer. The same applies to other tables.
[0067] If the recovery condition is not met (Step S4; No), initialization settings are made. The initialization settings include an RWM initial setting process (Step S7), specification of an initialization command transmission table (Step S8), and specification of the initialization setting table (Step S9). The RWM initial setting process includes a process of initializing the work area by storing clear data in a predetermined area in RAM 102 that serves as the work area. The initialization command transmission table includes table data for transmitting a power-on specification command to the performance control board 12, which specifies that initialization has been performed when the power is turned on. The initialization setting table includes table data used for initializing the work area when initialization has been performed when the power is turned on. For example, the initialization setting table includes table data for setting the count value of a specific count counter to a specific count initial value. The initialization setting table also includes table data for setting the stored value of a specific count command buffer to a specific count command upper limit value. The specific number of times is the number of times the variable display is executed, which becomes the time-saving condition for transitioning the game state from the normal state to the time-saving state when a period of time has continued during which the game state is not controlled to the jackpot game state or the time-saving state.
[0068] Thereafter, command set processing (step S10) and data set processing (step S11) are executed. The command set processing includes processing for sending performance control commands to the performance control board 12 by storing command data specified in the command transmission table in a serial communication data register. The data set processing includes processing for storing a specified value at an address indicated by the table data using a data setting table specified by a pointer, and processing for clearing the memory contents of the address indicated by the table data.
[0069] Then, after executing wait processing (step S12), specific number of times command sending processing (step S13) is executed. Wait processing waits until a predetermined period of time has elapsed, thereby ensuring that sub-boards such as performance control board 12 can be started up. Specific number of times command processing is processing for sending a performance control command that specifies the count value of a specific number of times counter to performance control board 12 when power is turned on. The specific number of times counter is provided at a predetermined address in RAM 102, and it is sufficient if it can count the number of times remaining until the number of times the variable display is executed reaches a specific number that corresponds to the time-saving condition.
[0070] Following the specific number of command transmission processing in step S13, interrupt initialization (step S14) is performed, setting the PTC counter output value so that a periodic timer interrupt occurs at predetermined intervals, such as every 4 milliseconds, and then entering loop processing. In this loop processing, interrupt prohibition (step S15), random number update processing for determining initial values (step S16), and interrupt permission (step S17) are repeatedly executed. Thereafter, each time an interrupt request signal is sent from the PTC to the CPU 103, the CPU 103 becomes able to execute timer interrupt processing. This allows the CPU 103 to execute timer interrupt processing at predetermined intervals, such as every 4 milliseconds.
[0071] Fig. 4(A) is a flowchart showing an example of a game control timer interrupt process. The CPU 103 can execute the game control timer interrupt process by receiving an interrupt request signal from the PTC and accepting the interrupt request. The game control timer interrupt process shown in Fig. 4(A) includes a power-off process (step S21), a switch process (step S22), a main-side error process (step S23), a game random number update process (step S24), a special symbol process process (step S25), a normal symbol process process (step S26), an information output process (step S27), a prize ball process (step S28), and a main-side display control process (step S29).
[0072] The power-off process in step S21 includes checking the power-off signal transmitted from the power supply board 17 to determine whether a power-off has occurred. When a power-off occurs, a checksum calculation process is executed, the checksum data is stored in the checksum buffer, and then settings for power-off, such as prohibiting RWM access, are implemented. The switch process in step S22 includes determining whether detection signals are received from various switches input via the switch circuit 110, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23. The results of the detection signal reception are stored in the switch-on buffer. The main-side error process in step S23 includes diagnosing an abnormality in the pachinko gaming machine 1 and issuing a warning, if necessary, based on the diagnosis results. The gaming random number update process in step S24 includes updating at least a portion of the gaming random numbers used on the main board 11 side by software.
[0073] Figure 4(B) shows an example of a gaming random number. The gaming random numbers include a random number MR1 for determining a special symbol, a random number MR2 for selecting a winning symbol, a random number MR3 for determining the MR2 initial value, a random number MR4 for selecting a variation pattern type, a random number MR5 for determining a variation pattern, a random number MR6 for determining whether a normal symbol is a winning symbol, and a random number MR7 for determining the MR6 initial value. The random number MR1 for determining a special symbol is used to determine the display result of a special symbol, such as whether the display result of the special symbol is a "jackpot" or a "small jackpot." The random number MR2 for selecting a 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 MR3 for determining the MR2 initial value is used to create the initial value of the random number MR2. The random number MR4 for selecting the variation pattern type is used to select the variation pattern type of the special pattern. The random number MR5 for determining the variation pattern is used to determine the variation pattern corresponding to the variation pattern type. The random number MR6 for determining whether the normal pattern is a hit is used to determine the display result of the normal pattern, that is, whether or not the display result of the normal pattern is a "normal hit." The random number MR7 for determining the MR6 initial value is used to create the initial value of the random number MR6. The random number MR3 for determining the MR2 initial value and the random number MR7 for determining the MR6 initial value only need to be updatable in the game random number update process of step S24, as well as in the initial value determination random number update process of step S16 shown in Figure 3.
[0074] The variation pattern is determined using the value of the variation pattern determination random number MR5 from one or more variation patterns included in the variation pattern type selected based on the value of the variation pattern type selection random number MR4, and the pattern to be used in this variable display is determined. The variation pattern specifies various variable setting items including the special pattern variation time, which is the execution time of the special pattern game, the mode of variable display of the effect pattern, and the performance content during the variable display of the effect pattern. The special pattern variation time also serves as the execution time for the variable display of the effect pattern. The mode of variable display of the effect pattern includes the presence or absence of a reach. The performance content during the variable display of the effect pattern includes the type of reach performance. The variation pattern is also called a variable display pattern. The variation pattern type is a group containing one or more variation patterns previously classified based on, for example, the performance mode during the variable display of the effect pattern.
[0075] The special symbol process in step S25 shown in FIG. 4(A) 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 game state and small jackpot game state, and controlling the game state. The normal symbol process in step S26 includes processes related to the variable display of normal symbols and controlling the state 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 of the variable winning ball device 6B based on a "normal symbol win." The information output process in step S27 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 in step S28 includes a prize ball command output counter increment process and a prize ball control process. The prize ball command output counter increment 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 main side display control process in step S29 includes a display setting for a first special symbol and a display setting for a second special symbol. The display setting for the first special symbol is a setting for controlling the display of the first special symbol on the first special symbol display device 4A so that it can be updated by executing the special symbol control process. The display setting for the second special symbol is a setting for controlling the display of the second special symbol on the second special symbol display device 4B so that it can be updated by executing the special symbol control process.
[0076] FIG. 5A is a flowchart illustrating an example of the special symbol process executed in step S25 of FIG. 4A. In the special symbol process, the CPU 103 first executes a start winning determination process (step S101). The start winning determination process includes detecting the occurrence of a start winning, storing pending information in a predetermined area of the RAM 102, and updating the number of pending memories. When a start winning is detected and the number of pending memories is less than the upper limit, a random number value is extracted to determine the display result, winning type, variation pattern, etc. The extracted random number value is stored as pending information. Furthermore, a process for predicting the display result and variation pattern may be executed based on the extracted random number value. After the pending information is stored and the number of pending memories is updated, a command is set to transmit a performance control command to the performance control board 12 specifying the determination results, such as the occurrence of a start winning, the number of pending memories, and the predictive determination. Based on this command setting, the performance control command at the time of a start winning is transmitted from the main board 11 to the performance control board 12.
[0077] After executing the start winning determination process of step S101, the CPU 103 reads out the special symbol process code stored in a predetermined address of the RAM 102 (step S102). The special symbol process code can be updated to any of 00[H] to 0B[H] and is also called the special symbol process code. [H] indicates a hexadecimal number. The CPU 103 selects and executes the process corresponding to the read value of the special symbol process code (step S103). This makes it possible to control the progress of the game regarding the variable display of the special symbol.
[0078] 5(B) shows an example of a process that can be executed in response to a special symbol process code in the special symbol process process. The special symbol process process includes a special symbol normal process corresponding to the special symbol process code 00 [H], a special symbol change process corresponding to the special symbol process code 01 [H], a special symbol stop process corresponding to the special symbol process code 02 [H], a small win opening pre-processing corresponding to the special symbol process code 03 [H], a small win opening process corresponding to the special symbol process code 04 [H], and a special symbol process code 05 [H]. It includes the corresponding post-opening processing of the small win, waiting processing for the small win discharge ball corresponding to the special chart process code 06 [H], small win end processing corresponding to the special chart process code 07 [H], pre-opening processing of the large prize opening corresponding to the special chart process code 08 [H], processing during opening of the large prize opening corresponding to the special chart process code 09 [H], post-opening processing of the large prize opening corresponding to the special chart process code 0A [H], and big win end processing corresponding to the special chart process code 0B [H].
[0079] The normal special symbol processing includes a process capable of determining whether to start the first special symbol game or the second special symbol game based on the presence or absence of stored reserved information. The normal special symbol processing includes a process capable of determining whether the display result of the special symbol is a "big win" or a "small win," and whether to set a "time reduction" based on the value of the random number MR1 for determining the special symbol. The normal special symbol processing includes a process for determining the fixed special symbol to be displayed in a static state in the variable special symbol display in response to the determination of the display result. The normal special symbol processing includes a process for determining the variable pattern. Thus, in the normal special symbol processing, when the variable special symbol display is started, various determinations and decisions (pre-determinations) regarding the variable display are made before the display result is derived and displayed, and the special symbol process code is updated to 01[H].
[0080] When making various judgments and decisions based on random number values, the CPU 103 reads and references various tables from ROM 101. The same applies to other judgments and decisions using random number values on the main board 11. Even when random number values are not used, necessary tables may be read and referenced from ROM 101 to make various judgments, decisions, settings, etc. The performance control board 12 may read and reference various tables from ROM 121 to make various judgments, decisions, settings, etc.
[0081] In the normal special symbol processing, a control of special symbol 2 priority consumption may be performed, in which a special symbol game using the second special symbol is executed in priority over a special symbol game using the first special symbol. Alternatively, in the normal special symbol processing, a control of winning order consumption may be performed, in which the conditions for starting a special symbol game are established in the winning order corresponding to the order in which game balls enter the first start winning slot and the second start winning slot.
[0082] The special symbol variation process includes measuring the elapsed time since the special symbol began to vary on the first special symbol display device 4A or the second special symbol display device 4B and determining whether the special symbol variation time corresponding to the variation pattern has elapsed. When the special symbol variation time has elapsed, a symbol stop time for the fixed special symbol to be displayed is set, the count values of various counters are updated, and the special symbol process code is updated to 02 [H]. The special symbol stop process includes measuring the elapsed time since the special symbol stopped varying on the first special symbol display device 4A or the second special symbol display device 4B and determining whether the symbol stop time set in the special symbol variation process has elapsed. When the symbol stop time has elapsed, the special symbol 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 "big win," the special symbol process code is updated to 08 [H]. If the display result of the variable display is "small win," the special symbol process code is updated to 03 [H]. If the display result of the variable display is "time-saving" or "miss," the special chart process code is cleared and updated to the initial value of 00 [H]. Also, if the display result of the variable display is "jackpot," a setting corresponding to the start of a jackpot gaming state is made. If the display result of the variable display is "small hit," a setting corresponding to the start of a small hit gaming state is made. If the display result of the variable display is "time-saving," a setting is made to control the gaming state to a time-saving state.
[0083] The pre-small win opening process sets the large prize opening to an open state in the small win game state based on the display result of the variable display being "small win," and updates the special symbol process code to 04 [H]. The small win opening process includes a process of measuring the elapsed time since the large prize opening was opened in the small win game state and determining whether the small win opening time has elapsed. If the small win opening time has elapsed, the special symbol process code is updated to 05 [H] along with a setting to close the large prize opening. The post-small win opening process detects a win in the large prize opening in the small win game state, and after a predetermined time has elapsed, the special symbol process code is updated to 06 [H]. The small win discharge ball standby process includes a process of setting a large prize opening discharge ball error, determining whether the V prize area 51 has been passed, and determining whether the discharge of the large prize opening has been completed. When it is determined that the large prize opening has been discharged, the special prize process code is updated to 07 [H] along with the setting before the small prize ended. The small prize end processing includes a process for determining whether or not the V prize area 51 has been passed using the specific area passing flag. When a game ball has passed through the V prize area 51, the specific area passing flag is set to the designated value 01 [H] corresponding to the on state. When the specific area passing flag is on, the special prize process code is updated to 08 [H] along with the start setting of the large prize. When the specific area flag is off, the special prize process code is cleared along with the end setting of the small prize and updated to the initial value 00 [H].
[0084] The pre-opening process for the large prize opening performs settings to control the large prize opening in an open state, such as updating the large prize opening count counter and setting the large prize opening when it is opened, including the operation settings of the large prize opening, and updates the special prize process code to 09[H]. The open-opening process for the large prize opening measures the elapsed time since the large prize opening was opened during a jackpot game and detects whether the large prize opening has won. If the maximum number of prizes in the large prize opening is reached or the jackpot opening time has elapsed, the process closes the large prize opening and updates the special prize process code to 0A[H]. The post-opening process for the large prize opening performs a large prize opening ball mismatch error setting, determines the end of the time since the large prize opening was opened, and if it is determined that the opening has ended, determines the count value of the large prize opening count counter. If the count value of the large prize opening count counter is less than the maximum number of times the large prize opening has been opened, the special prize process code is updated to 08[H], allowing the next round to begin. When the count value of the large prize opening count counter is the maximum number of large prize opening counts, the special chart process code is updated to 0B [H] along with the settings at the end of the opening, including the setting of the jackpot end presentation time. The jackpot end processing includes a process to determine whether the jackpot end presentation time has elapsed. When the jackpot end presentation time has elapsed, the special chart process code is cleared and updated to the initial value of 00 [H] along with the jackpot end settings, including the game state setting at the end of the jackpot.
[0085] The normal special symbol processing of the special symbol process includes a special symbol jackpot determination process and a special symbol small jackpot determination process. The normal special symbol processing may also include a special symbol time-saving determination process. In these determination processes, a special symbol determination value check is performed using the value of the special symbol determination random number MR1 read from the special symbol determination buffer to determine which determination range the value falls within. For example, if the value of the special symbol determination random number MR1 falls within the jackpot determination range, the special symbol jackpot determination process determines that the display result of the special symbol is a "jackpot." Furthermore, if the value of the special symbol determination random number MR1 falls within the small jackpot determination range, the special symbol small jackpot determination process determines that the display result of the special symbol is a "small jackpot." If the value of the special symbol determination random number MR1 falls within the time-saving determination range, the special symbol time-saving determination process may determine that the display result of the special symbol is a "time-saving" result.
[0086] 6 shows an example of determining the special symbol display result, which is the display result of the special symbol. The start-port winning designation value is set to "1" in the case of a first start winning caused by a gaming ball entering the first start winning port, and is set to "2" in the case of a second start winning caused by a gaming ball entering the second start winning port. That is, when the start-port winning designation value is "1," a first special symbol game is executed, which is a special symbol game using the first special symbol in the first special symbol display device 4A. On the other hand, when the start-port winning designation value is "2," a second special symbol game is executed, which is a special symbol game using the second special symbol in the second special symbol display device 4B. In the special symbol jackpot determination process, special symbol small jackpot determination process, and special symbol time-saving determination process, an MR1 determination value is set to be compared with the value of the random number MR1 so that the special symbol display result is determined to be either a "jackpot," a "small jackpot," a "time-saving," or a "miss" depending on whether the start-port prize-winning designation value is "1" or "2." The MR1 determination value assigned when the special symbol display result is "jackpot" is also referred to as the jackpot determination value. The MR1 determination value assigned when the special symbol display result is "small jackpot" is also referred to as the small jackpot determination value. The MR1 determination value assigned when the special symbol display result is "time-saving" is also referred to as the time-saving determination value. The jackpot probability based on the setting of the jackpot determination value indicates the percentage of jackpots that will be achieved through the special symbol game. The small jackpot probability based on the setting of the small jackpot determination value indicates the percentage of small jackpots that will be achieved through the special symbol game. The time-saving probability based on the setting of the time-saving determination value indicates the percentage at which base control can be changed through the special symbol game.
[0087] (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.
[0088] FIG. 7 is a flowchart showing the performance control main process executed by the performance control CPU 120 in the performance control board 12. When the performance control main process shown in FIG. 7 starts, the performance control CPU 120 first executes an initialization process (step S71). The initialization process includes clearing RAM 122, setting various initial values, and setting registers for the timer circuit mounted on the performance control board 12. At this time, an initial operation control process (step S72) is executed. The initial operation control process includes control for initializing the operation of the movable body 32, such as control for driving the movable body 32 to return it to its initial position and control for performing predetermined operation checks. Then, it is determined whether the 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 milliseconds, elapses based on the register setting for the timer circuit. If the timer interrupt flag is off (step S73; No), step S73 is repeated and the CPU waits.
[0089] If the timer interrupt flag is on (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process (step S75) is executed. The command analysis process includes, for example, reading various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command reception buffer, followed by setting and control processes corresponding to the read performance control commands. For example, the read performance control command may be stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that which performance control command was received or the content specified by the performance control command can be confirmed by a performance control process or the like. If the performance control command specifies a game state, the display control unit 123 may be instructed to display a background corresponding to that game state.
[0090] After the command analysis process is executed, a performance control process (step S76) is executed. The performance control process includes control of the operation of various performance devices, such as the display of performance images on the screen of the image display device 5, the sound output from the speakers 8L and 8R, the lighting of decorative light-emitting elements such as the game effect lamp 9 and decorative LEDs, and the driving of the movable body 32. The control content of performance operations using the various performance devices is judged, determined, and set based on the performance control commands transmitted from the main board 11. Following the performance control process, a performance random number update process (step S77) is executed. The performance random number update process updates at least a portion of the performance random numbers used on the performance control board 12 side by software. Then, the process returns to step S73. Other processes may be executed before returning to step S73.
[0091] Fig. 8(A) is a flowchart showing an example of the processing executed in step S76 shown in Fig. 7 as the performance control process. In the performance control process, the performance control CPU 120 first executes a look-ahead performance setting process (step S151). The look-ahead performance setting process includes, for example, processing such as judgment, decision, and setting regarding the execution of a look-ahead preview performance based on a performance control command sent from the main board 11 at the time of the start winning. It also includes processing for displaying a hold display based on the number of hold memories specified from the performance control command.
[0092] After executing the look-ahead effect setting process, the effect control CPU 120 reads out the effect process code stored in a predetermined address in the RAM 122 (step S152). The effect process code can be updated to any of 00[H] to 0A[H] and is also called the effect control process code. The effect control CPU 120 selects and executes the process corresponding to the read value of the effect process code (step S153). This makes it possible to control the execution of effects, including the variable display of effect symbols.
[0093] 8(B) shows an example of a process that can be executed in accordance with the effect process code in the effect control process process. The effect control process process includes, as processes that can be executed in accordance with the effect process code, a variation pattern command waiting process corresponding to the effect process code of 00 [H], a variation start process corresponding to the effect process code of 01 [H], a variation process during the effect process code of 02 [H], a variation stop process corresponding to the effect process code of 03 [H], a small win display process corresponding to the effect process code of 04 [H], a small win opening process corresponding to the effect process code of 05 [H], a small win end effect process corresponding to the effect process code of 06 [H], a big win display process corresponding to the effect process code of 07 [H], a round process corresponding to the effect process code of 08 [H], a round post process corresponding to the effect process code of 09 [H], and a big win end effect process corresponding to the effect process code of 0A [H].
[0094] The variation pattern command reception waiting process includes a process that can determine whether a variation pattern designation command transmitted from the game control microcomputer 100 on the main board 11 has been received. For example, reception can be determined by whether the variation pattern designation command reception flag set in the command analysis process is on. If it is determined that a variation pattern designation command has been received, the presentation process code is updated to 01 [H]. If it is determined that a variation pattern designation command has not been received, demo display control is performed. The presentation pattern change start process includes a process that controls the start of a variation effect corresponding to the special game. For example, in response to the received variation pattern command, a presentation pattern for the variation effect is selected, the timing value of the presentation process timer that measures the presentation execution time is started to be updated, and the presentation process code is updated to 02 [H]. The presentation pattern change in progress process includes a process that controls the switching timing of each presentation element that makes up the presentation pattern and can determine whether the presentation execution time has elapsed based on the timing value of the presentation process timer. When it is determined that the effect execution time has elapsed, the effect process code is updated to 03 [H]. The effect pattern change stop process controls the end of the effect during change based on the establishment of the end condition for the effect during change, such as the effect execution time having elapsed or the effect pattern confirmation command having been received, and includes processing for controlling the display so that the effect result corresponding to the confirmed special pattern can be displayed. Then, the effect 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 "big hit," the effect process code is updated to 07 [H]. If the display result of the variable display is "small hit," the effect process code is updated to 04 [H]. If the display result of the variable display is "time reduction" or "miss," the effect process code is cleared and updated to the initial value of 00 [H].
[0095] The small win display process includes a setting process for performing a small win fanfare effect when a small win occurs. The small win fanfare effect includes a small win display in which an effect image announcing the occurrence of a small win is displayed on the screen of the image display device 5, and can be executed until the small win fanfare effect time has elapsed. When the small win fanfare effect time has elapsed, the small win fanfare effect is terminated and the effect process code is updated to 05[H]. The small win opening process performs settings for performing a small win opening effect in response to the opening of the large prize opening during a small win game state, and updates the effect process code to 06[H]. The small win end effect process includes a process for controlling the display of an effect image announcing the end of the small win game state on the screen of the image display device 5. Furthermore, during a small win game state, if a game ball is detected by the specific area switch 24 and it is determined that a V win has occurred, the execution of a V win effect announcing the occurrence of a V win is controlled. If a V win occurs during a small win game state, the presentation process code is updated to 07 [H]. If a V win does not occur during a small win game state, the presentation process code is cleared and updated to the initial value 00 [H].
[0096] The jackpot display process includes a setting process for performing a fanfare effect when a jackpot occurs. The fanfare effect includes a jackpot display in which an effect image announcing the occurrence of a jackpot is displayed on the screen of the image display device 5, and can be executed until the fanfare effect time has elapsed. When the fanfare effect time has elapsed, the fanfare effect is terminated and the effect process code is updated to 08[H]. The round processing includes display settings during a round in the jackpot gaming state. When the round end condition is met, if the final round has not ended, the effect process code is updated to 09[H]. If the final round has ended, the effect process code is updated to 0A[H]. The round post-processing includes display settings between rounds in the jackpot gaming state. Then, when the round start condition is met, the effect process code is updated to 08[H]. The jackpot end effect includes a process for controlling the display of an effect image announcing the end of the jackpot gaming state on the screen of the image display device 5. After that, when the notification time for the end of the jackpot has elapsed, the presentation process code is cleared and updated to the initial value 00[H].
[0097] (Variation of the basic explanation) The pachinko gaming machine 1 is not limited to the configuration, functions, processing, and operation described in the basic description, and various modifications and applications are possible. For example, the pachinko gaming machine 1 does not need to have all of the technical features described in the above embodiment, but may have some of the configuration described in the above embodiment so as to solve at least one problem in the prior art. When a subordinate concept is described in the above embodiment, an invention of a generic concept using a related or similar concept, or an invention of a generic concept using a common property, is included in the present invention, and may have some of the structure or characteristics described in the above embodiment so as to solve at least one problem in the prior art.
[0098] The pachinko game machine 1 may be a payout type game machine that pays out a predetermined number of game media as a prize based on the occurrence of a win, or it may be an enclosed type game machine that encloses game media and awards points based on the occurrence of a win.
[0099] 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.
[0100] 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.
[0101] 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.
[0102] 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.
[0103] 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.
[0104] 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.
[0105] (Explanation of feature 23AK) The pachinko gaming machine 1 in the characteristic part 23AK is controlled so that the display result of the special symbol is either a "miss" or a "jackpot," but is not a "small hit" or a "time-saving" state. Furthermore, based on the establishment of a predetermined probability variable control condition, the gaming state is controlled to enter a probability variable state after the end of the jackpot gaming state. The probability variable state is controlled to continue until a predetermined probability variable end condition is established, such as the execution of a predetermined number of variable displays or the start of the next jackpot gaming state.
[0106] During a jackpot gaming state, the special variable winning ball device 50's special prize entrance, which serves as the large winning opening, is opened, and the game ball passes through the V winning area 51 and is detected by the specific area switch 24, which establishes a probability variable control condition for entering the probability variable state after the jackpot gaming state ends. In other words, the location where the specific area switch 24 is installed is set as a specific area, and the probability variable control condition can be established based on the game ball passing through this specific area.
[0107] Based on the establishment of such probability variable control conditions, after the jackpot gaming state ends, the state is controlled to a high probability, high base state. In the high probability, high base state, the probability of being controlled to a jackpot gaming state is higher than in the normal state due to the probability variable control, and the high base control makes it easier to execute variable displays than in the normal state. Based on the non-establishment of the probability variable control conditions, after the jackpot gaming state ends, the state is controlled to a low probability, high base state. In the low probability, high base state, the probability of being controlled to a jackpot gaming state is the same as in the normal state, and the high base control makes it easier to execute variable displays than in the normal state.
[0108] FIG. 9-1 is a flowchart showing an example of normal special symbol processing. In normal special symbol processing, CPU 103 determines whether the total reserved memory count is "0" or not (step AKS101). The total reserved memory count is the sum of the first reserved memory count and the second reserved memory count, and indicates the number of reserved information stored for variable displays that have not yet started. In step AKS101, for example, if the count value of the total reserved memory counter is "0", it is determined that the total reserved memory count is "0". The total reserved memory counter is provided at a predetermined address in RAM 102, and may be any counter that is capable of counting the total reserved memory count.
[0109] If the total reserved memory number is other than "0" in response to step AKS101 (step AKS101; No), the total reserved memory number is updated by subtracting 1 (step AKS102). At this time, data indicating a start port winning designation value may be set. For example, if the second reserved memory number is other than "0", the start port winning designation value is set to "2", and the second reserved memory number is updated by subtracting 1. In contrast, if the second reserved memory number is "0", the start port winning designation value is set to "1", and the first reserved memory number is updated by subtracting 1. If the total reserved memory number is other than "0" in step AKS101, at least one of the first reserved memory number and the second reserved memory number is other than "0". When setting the data indicating the start port winning designation value, it is sufficient to first determine whether the second reserved memory number is other than "0", so that the special game using the second special symbol can be executed with priority over the special game using the first special symbol.
[0110] Following step AKS102, a special symbol determination control table is specified (step AKS103). The special symbol determination control table stores various information used to control determination of special symbols. For example, the special symbol determination control table specifies addresses of a special symbol determination buffer, a winning symbol buffer, a special symbol buffer, and the like. The special symbol determination buffer stores data indicating a random number MR1 for special symbol determination among game random numbers extracted based on the occurrence of a start winning by the start winning determination process in step S101 of the special symbol process processing shown in FIG. 5(A). The winning symbol buffer stores data indicating a random number MR2 for selecting a winning symbol among game random numbers extracted based on the occurrence of a start winning. The special symbol buffer stores data indicating a confirmed special symbol. The confirmed special symbol is the display result of the special symbol in the special symbol game.
[0111] The special symbol determination control table may include a first special symbol determination control table corresponding to the first special symbol and a second special symbol determination control table corresponding to the second special symbol. In step AKS103, after specifying the second special symbol determination control table, it may be determined whether the start gate winning designation value is "1." If the start gate winning designation value is "1," the first special symbol determination control table may be re-designated. The second special symbol determination control table can be designated by storing a value corresponding to the top address of the second special symbol determination control table in an HL register that serves as a pointer. When re-designating the first special symbol determination control table, the value of the pointer is overwritten by storing a value corresponding to the top address of the first special symbol determination control table in an HL register that serves as a pointer. In this way, by specifying the second special symbol determination control table and then resetting the first special symbol determination control table when the starting gate winning determination value is "1", if the second special symbol determination control table is used more frequently than the first special symbol determination control table, it is possible to reduce the program capacity of the storage instructions used for table setting and improve the marketability of the pachinko gaming machine 1. Furthermore, if the second special symbol determination control table is used more frequently than the first special symbol determination control table, it is possible to simplify the processing by the branch instructions, making it easier to check at the design stage and improve the marketability of the pachinko gaming machine 1.
[0112] Following step AKS103, the memory contents of the special symbol buffer are shifted (step AKS104). The special symbol buffer may include a special symbol determination buffer, a winning symbol buffer, a variation pattern type selection buffer, a variation pattern buffer, etc., and may be any random number storage buffer that stores data indicating a gaming random number extracted based on the occurrence of a starting winning. In step AKS104, for example, after setting the transfer destination address, the transfer source address, and the number of transfers, the memory contents of each storage area of the special symbol buffer may be transferred and shifted one unit at a time to the previous storage area by executing a block transfer command.
[0113] Following step AKS104, the value of the random number MR1 for determining the special symbol is read (step AKS105). After that, a special symbol jackpot determination (step AKS106) and special symbol information setting (step AKS107) are performed. In this embodiment, the display result of the special symbol in the special symbol game is determined to be either a "jackpot" or a "miss," and is not determined to be a "small hit" or a "time reduction."
[0114] The special symbol jackpot determination in step AKS106 compares the value of the random number MR1 for special symbol determination read in step AKS105 with the jackpot determination value to determine whether the special symbol display result is a "jackpot." The determination of whether the special symbol display result is a "jackpot" determines whether to control the game to a jackpot game state as an advantageous state. Then, when the special symbol jackpot determination determines that the special symbol display result is a "jackpot," the jackpot designated value 01 [H] is set to the hit flag. Note that the hit flag is set to its initial value 00 [H] when the normal special symbol processing is executed.
[0115] The special symbol information setting in step AKS107 includes setting the jackpot type and the jackpot symbol when the special symbol display result is a "jackpot," and setting the losing symbol when the special symbol display result is a "miss." Data indicating the jackpot type is stored in a jackpot type buffer. Data indicating a confirmed special symbol, such as a jackpot symbol or a losing symbol, is stored in a special symbol buffer. The special symbol buffer includes a first special symbol buffer corresponding to the first special symbol and a second special symbol buffer corresponding to the second special symbol. In step AKS107, the address of the first special symbol buffer or the second special symbol buffer can be identified by referencing the special symbol determination control table specified in step AKS103.
[0116] After step AKS107, post-determination data setting (step AKS108) and variable pattern setting processing (step AKS109) are executed, and then the normal special symbol processing is terminated. The post-determination data setting in step AKS108 includes specifying a post-determination work setting table and executing data set processing. When specifying the post-determination work setting table, the address of the post-determination work setting table corresponding to the first special symbol or the second special symbol can be identified by referring to the special symbol determination control table specified in step AKS103. The data set processing in step AKS109 may include a data clearing process for clearing the special symbol determination buffer and the winning symbol buffer and initializing the stored values.
[0117] If the total number of reserved memories is "0" in response to step AKS101 (step AKS101; Yes), it is determined whether the demo display flag is on (step AKS110). The demo display flag is a flag indicating that a demonstration display is being executed. If the demo display flag is on (step AKS110; Yes), the normal special symbol processing ends. On the other hand, if the demo display flag is off (step AKS110; No), the demo display flag is set to the on state (step AKS111), and after setting up the transmission of standby commands (step AKS112), the normal special symbol processing ends. The transmission setting in step AKS112 includes specifying a standby command transmission table and command set processing. The standby command transmission table only needs to include table data for transmitting background specification commands and customer waiting demo commands.
[0118] Figure 9-2 shows an example of jackpot type determination, AKD01. In the normal special symbol processing shown in Figure 9-1, when the special symbol information setting in step AKS107 indicates a "jackpot" in the special symbol display, the jackpot type is determined using a random number value for determining the jackpot type. For example, when the hit flag is set to 01 [H], indicating a jackpot designated value, data indicating the random number value for determining the jackpot type is read, and a jackpot type determination table is selected corresponding to the start-up entry designated value, the probability variable flag, and the time-saving flag. The jackpot type determination table may be prepared in advance for cases where the start-up entry designated value is "1" or "2," where the probability variable flag is on or off, where the time-saving flag is on or off, and so on. The probability variable flag is set to the on state corresponding to a high probability state as the probability variable state, and the time-saving flag is set to the on state corresponding to a high base state as the time-saving state. The jackpot type determination table is composed of table data including judgment value data. The judgment value data in the jackpot type determination table indicates an allocation judgment value for each possible jackpot type, and multiple allocation judgment values corresponding to multiple jackpot types can be set. In the special symbol information setting in step AKS107, if the special symbol display result is "jackpot," the jackpot type may be determined using a random number for determining the jackpot type, and a random number MR2 for selecting a winning symbol may be used to select a special symbol that will become the jackpot symbol. For example, a loop process may be executed in which the value of the random number for determining the jackpot type is sequentially compared with multiple allocation judgment values indicated in the judgment value data, and if the value of the random number is equal to or less than the allocation judgment value, the jackpot type corresponding to that allocation judgment value is determined. Alternatively, the jackpot type may be determined and the jackpot symbol selected using the random number MR2 for selecting a winning symbol.
[0119] In the jackpot gaming state, there are multiple jackpot types that have common or different settings for the upper limit time during which the distribution member, which serves as the V entry opening / closing member, keeps the V entry area 51 open during the execution of a specific round. As an example, the multiple jackpot types can be classified into a "normal" jackpot type and a "probability variable" jackpot type. Of these, when the jackpot type is "normal," the upper limit time during which the V entry area 51 is kept open is set to 50 milliseconds (ms). In contrast, when the jackpot type is "probability variable," the upper limit time during which the V entry area 51 is kept open is set to 29,500 ms. Therefore, when the jackpot type is "normal," the possibility of a gaming ball passing through (entering) the V entry area 51 is low, and the probability variable control condition for entering the probability variable state after the jackpot gaming state ends is unlikely to be met. On the other hand, when the jackpot type is "probably variable," there is a high possibility that the game ball will pass through (enter) the V winning area 51, and the probably variable control conditions for entering the probably variable state after the jackpot game state ends are likely to be met.
[0120] In this embodiment, when the jackpot type is "normal," jackpot types NA01 to NA11 are included, and when the jackpot type is "probable variable," jackpot types KA01 to KA15 are included. In determination example AKD01, when the start-port winning designation value is "1" or "2," one of multiple jackpot types can be determined at a predetermined rate depending on whether or not there is probable variable control in the probable variable state, and whether or not there is high base control in the time-saving state. Here, when high base control is not performed ("no"), the jackpot type is determined at a different rate depending on whether or not there is probable variable control. In contrast, when high base control is performed ("yes"), the jackpot type is determined at a common rate depending on whether or not there is probable variable control. Furthermore, when the start-port winning designation value is "1" or "2," some or all of the jackpot types can be determined to be different.
[0121] In the determination example AKD01, when the probability variable control and high base control are both "none", if the starting port winning designation value is "1", it can be determined to be either the jackpot type NA01 to NA04 or the jackpot type KA01 to KA06, while if the starting port winning designation value is "2", it can be determined to be either the jackpot type NA05 to NA07 or the jackpot type KA07 to KA10. Therefore, when the probability variable control and high base control are both "none", if the starting port winning designation value is "1" or "2", all different jackpot types can be determined. Also, when the probability variable control is "yes" and the high base control is "no", if the starting port winning designation value is "1", it can be determined to be one of the jackpot types NA02, NA04, and KA02, KA04 to KA06, while if the starting port winning designation value is "2", it can be determined to be one of the jackpot types NA05 to NA07, and KA07 to KA10. Therefore, when the probability variable control is "yes" and the high base control is "no", if the starting port winning designation value is "1" or "2", it can be determined to be a completely different jackpot type. Alternatively, when the high base control is "enabled," if the starting port winning designation value is "1," it can be determined to be one of the jackpot types NA08, KA11, and KA15, while if the starting port winning designation value is "2," it can be determined to be one of the jackpot types NA09 to NA11 and KA12 to KA15. In this way, when the high base control is "enabled," it can be determined to be the common jackpot type KA15 when the starting port winning designation value is "1" and when it is "2." Therefore, when the high base control is "enabled," it can be determined to be a partially different jackpot type when the starting port winning designation value is "1" and when it is "2."
[0122] In the example AKD01, when the starting gate winning designation value is "1," regardless of whether or not there is a probability variable or high base control, the jackpot type is determined to be within "normal" at a 100 / 200 determination rate, or 50% determination rate, and the jackpot type is determined to be within "probability variable" at a 100 / 200 determination rate, or 50% determination rate. Also, when the starting gate winning designation value is "2," regardless of whether or not there is a probability variable or high base control, the jackpot type is determined to be within "normal" at a 12 / 200 determination rate, or 6% determination rate, and the jackpot type is determined to be within "probability variable" at a 188 / 200 determination rate, or 94% determination rate. Thus, when the starting gate winning designation value is "2," the jackpot type is determined to be within "probability variable" at a higher rate than when the starting gate winning designation value is "1." Therefore, in a special symbol game using the second special symbol, when the special symbol display result is "jackpot" and the game state is controlled to a jackpot game state, the game state after the jackpot game state ends can be controlled to a probability variable state with a higher probability than in a special symbol game using the first special symbol, when the special symbol display result is "jackpot" and the game state is controlled to a jackpot game state.
[0123] The jackpot type determination table has multiple divisions in the order of a first division with a determination rate of 11 / 200, a second division with 44 / 200, a third division with 11 / 200, and a fourth division with 34 / 200, corresponding to the determinable jackpot types included in "normal" when the starting port winning designation value is "1", regardless of the presence or absence of special probability control or high base control, and multiple divisions in the order of a fifth division with a determination rate of 12 / 200, a sixth division with 7 / 200, a seventh division with 12 / 200, an eighth division with 19 / 200, a ninth division with 15 / 200, and a tenth division with 35 / 200, corresponding to the determinable jackpot types included in "special probability", in which determination value data indicating multiple allocation determination values is set. In addition, when the starting port winning designation value is "2", the jackpot type determination table has multiple divisions in the order of a first division with a determination rate of 2 / 200, a second division with 2 / 200, a third division with 2 / 200, a fourth division with 2 / 200, a fifth division with 1 / 200, a sixth division with 1 / 200, and a seventh division with 2 / 200, corresponding to the determinable jackpot types included in "normal", regardless of whether or not there is a special probability control or a high base control, and judgment value data indicating multiple allocation judgment values is set so that the table has multiple divisions in the order of an eighth division with a determination rate of 62 / 200, a ninth division with 50 / 200, a tenth division with 62 / 200, and an eleventh division with 14 / 200, corresponding to the determinable jackpot types included in "special probability".
[0124] The jackpot type determination table has multiple divisions with common determination rates corresponding to the cases where the starting port winning designation value is "1" and "2," regardless of whether or not the probability variable control or high base control is in effect, while judgment value data indicating multiple allocation judgment values is set so that the allocation of each division to the determined jackpot type differs depending on whether or not the probability variable control or high base control is in effect. Because such determination rates have multiple divisions in common, it is possible to easily design a table used to determine the jackpot type, thereby improving the marketability of the pachinko gaming machine 1. Furthermore, because the allocation of each division to the determined jackpot type differs, it is possible to flexibly design the determination rate of the jackpot type, thereby improving the marketability of the pachinko gaming machine 1.
[0125] In the determination example AKD01, when the starting port winning designation value is "1", the probability variable control and the high base control are both "none", so the first division with a determination rate of 11 / 200 is assigned to the jackpot type NA01, the second division with a determination rate of 44 / 200 is assigned to the jackpot type NA02, the third division with a determination rate of 11 / 200 is assigned to the jackpot type NA03, and the fourth division with a determination rate of 34 / 200 is assigned to the jackpot type NA04. The determination rate is set to The judgment value data is set so that the fifth division with a determination rate of 12 / 200 is assigned to jackpot type KA01, the sixth division with a determination rate of 7 / 200 is assigned to jackpot type KA02, the seventh division with a determination rate of 12 / 200 is assigned to jackpot type KA03, the eighth division with a determination rate of 19 / 200 is assigned to jackpot type KA04, the ninth division with a determination rate of 15 / 200 is assigned to jackpot type KA05, and the tenth division with a determination rate of 35 / 200 is assigned to jackpot type KA06. Furthermore, when the starting port winning designation value is "1", and the probability variable control is "enabled" and the high base control is "disabled", the judgment value data is set so that the first division with a determination rate of 11 / 200 and the second division with a determination rate of 44 / 200 are assigned to the jackpot type NA02, the third division with a determination rate of 11 / 200 and the fourth division with a determination rate of 34 / 200 are assigned to the jackpot type NA04, the fifth division with a determination rate of 12 / 200 and the sixth division with a determination rate of 7 / 200 are assigned to the jackpot type KA02, the seventh division with a determination rate of 12 / 200 and the eighth division with a determination rate of 19 / 200 are assigned to the jackpot type KA04, the ninth division with a determination rate of 15 / 200 is assigned to the jackpot type KA05, and the tenth division with a determination rate of 35 / 200 is assigned to the jackpot type KA06.When the starting port winning designation value is "1", and high base control is "on" regardless of whether or not there is a probability hit control, the judgment value data is set so that the first division with a determination rate of 11 / 200, the second division with a determination rate of 44 / 200, the third division with a determination rate of 11 / 200, and the fourth division with a determination rate of 34 / 200 are assigned to the jackpot type NA08, the fifth division with a determination rate of 12 / 200, the sixth division with a determination rate of 7 / 200, the seventh division with a determination rate of 12 / 200, and the eighth division with a determination rate of 19 / 200 are assigned to the jackpot type KA11, and the ninth division with a determination rate of 15 / 200 and the tenth division with a determination rate of 35 / 200 are assigned to the jackpot type KA15.
[0126] In the determination example AKD01, when the starting port winning designation value is "2", because both the probability variable control and the high base control are "none", the first division with a determination rate of 2 / 200 and the second division with a determination rate of 2 / 200 are assigned to the jackpot type NA05, the third division with a determination rate of 2 / 200 and the fourth division with a determination rate of 2 / 200 are assigned to the jackpot type NA06, the fifth division with a determination rate of 1 / 200 and the sixth division with a determination rate of 1 / 200 are assigned to the jackpot type NA07, and the sixth division with a determination rate of 1 / 200 and the sixth division with a determination rate of 1 / 200 are assigned to the jackpot type NA09. The judgment value data is set so that the seventh division with a determination rate of 2 / 200 is assigned to the jackpot type NA07, the eighth division with a determination rate of 62 / 200 is assigned to the jackpot type KA07, the ninth division with a determination rate of 50 / 200 is assigned to the jackpot type KA08, the tenth division with a determination rate of 62 / 200 is assigned to the jackpot type KA09, and the eleventh division with a determination rate of 14 / 200 is assigned to the jackpot type KA10. Also, when the starting port winning designation value is "2", the judgment value data is set so that each division of the determination rate when the probability variable control is "yes" and the high base control is "no" is assigned to the same jackpot type as each division of the determination rate when both the probability variable control and the high base control are "no". When the starting entrance prize designation value is "2", regardless of the presence or absence of the probability variation control, the high base control is "yes", so the first division with a determination rate of 2 / 200 and the second division with a determination rate of 2 / 200 are assigned to the jackpot type NA09, the third division with a determination rate of 2 / 200 and the fourth division with a determination rate of 2 / 200 are assigned to the jackpot type NA10, the fifth division with a determination rate of 1 / 200, the sixth division with a determination rate of 1 / 200 and the sixth division with a determination rate of 2 / 200 are assigned to the jackpot type NA11, The judgment value data is set so that the 7th division is assigned to jackpot type NA11, the 8th division with a determination ratio of 62 / 200 is assigned to jackpot type KA12, the 9th division with a determination ratio of 50 / 200 is assigned to jackpot type KA13, the 10th division with a determination ratio of 62 / 200 is assigned to jackpot type KA14, and the 11th division with a determination ratio of 14 / 200 is assigned to jackpot type KA15.
[0127] FIG. 9-3 is a flowchart showing an example of the process executed in step AKS109 of FIG. 9-1 as a variation pattern setting process. In the variation pattern setting process, the CPU 103 determines whether the special symbol display result is a "jackpot" (step AKS221). For example, the hit flag is read, and if the read value is 01 [H], which is the jackpot designated value, it is determined that the special symbol display result is a "jackpot." If the special symbol display result is a "miss" and not a "jackpot" (step AKS221; No), the start-up hole winning designated value is read (step AKS222). Accordingly, a presentation state selection designated value is read (step AKS223). The presentation state selection designated value is a value stored in the presentation state selection buffer, and can be set to, for example, any value from 00 [H] to 0D [H]. When the jackpot game state ends, a value corresponding to the jackpot type can be set as the presentation state selection designated value. When the variable display ends, the presentation state selection designation value can be updated in response to the establishment of a preset update condition. When the game state is in the normal state, the presentation state selection designation value is set to 00 [H].
[0128] After step AKS223, a loss-time fluctuation pattern type selection table is designated (step AKS224). The loss-time fluctuation pattern type selection table is a table used to select a fluctuation pattern type when the special chart display result is a "loss", and it is sufficient if it is possible to designate a different table based on the starting gate winning designation value read out by step AKS222 and the performance state selection designation value read out by step AKS223. Furthermore, when the special chart display result is a "loss", it is sufficient if a plurality of selectable fluctuation pattern type selection tables corresponding to the first reserved memory number and the second reserved memory number are prepared in advance.
[0129] When the special chart display result is "jackpot" in response to step AKS221 (step AKS221; Yes), a jackpot type designation value is read (step AKS225). Accordingly, a presentation state selection designation value is read (step AKS226). Then, a jackpot fluctuation pattern type selection table is designated (step AKS227). The jackpot fluctuation pattern type selection table is a table used to select a fluctuation pattern type when the special chart display result is "jackpot", and it is sufficient if it is possible to designate a table corresponding to the jackpot type read by step AKS225 and the presentation state selection designation value read by step AKS226.
[0130] After steps AKS224 and AKS227, the value of the random number MR4 for selecting a variation pattern type is read (step AKS228). Data indicating the value of the random number MR4 for selecting a variation pattern type may be stored in a variation pattern type selection buffer included in a storage area assigned buffer number "0" in the special symbol corresponding buffer. Next, a variation pattern type is selected based on the value of the random number MR4 for selecting a variation pattern type (step AKS229). Next, a variation pattern determination table is specified (step AKS230). In step AKS230, it is sufficient that a different variation pattern determination table can be specified corresponding to the variation pattern type selected in step AKS229. Then, the value of the random number MR5 for determining a variation pattern is read (step AKS231). Data indicating the value of the random number MR5 for determining a variation pattern may be stored in a variation pattern determination buffer included in a storage area assigned buffer number "0" in the special symbol corresponding buffer. Furthermore, a variation pattern is determined based on the value of the random number MR5 for determining a variation pattern (step AKS232).
[0131] Following step AKS232, a command transmission setting at the start of fluctuation is performed (step AKS233). The command transmission setting at the start of fluctuation may include specifying a fluctuation command transmission table and executing a command set process. The fluctuation command transmission table includes table data for transmitting a performance control command at the start of fluctuation in response to the start of fluctuation of the special symbol in the special symbol game. For example, the fluctuation command transmission table specified for the first special symbol game includes table data for transmitting a performance symbol designation command, a first fluctuation start designation command, and a fluctuation pattern designation command, in addition to table top data indicating the number of processes. In contrast, the fluctuation command transmission table specified for the second special symbol game includes table data for transmitting a performance symbol designation command, a second fluctuation start designation command, and a fluctuation pattern designation command, in addition to table top data specifying the number of processes.
[0132] After step AKS233, the special symbol fluctuation time is set (step AKS236). The special symbol fluctuation time indicates the variable display time as the special symbol fluctuation time. To set the special symbol fluctuation time, a special symbol fluctuation time table is specified. The special symbol fluctuation time table contains table data for setting time data indicating variable display times such as the special symbol fluctuation time in accordance with the result of determining the fluctuation pattern. In step AKS236, the specified special symbol fluctuation time table is referenced and a time data expansion process is executed, whereby time data corresponding to the result of determining the fluctuation pattern is stored in the HL register. The time data thus acquired can be set as the variable time data as the timer initial value in the special symbol process timer.
[0133] Following step AKS236, data after the variation pattern is set (step AKS237), and then the variation pattern setting process is terminated. In order to set the data after the variation pattern is set, a data table after the variation pattern is specified. The data table after the variation pattern is set includes table data for updating the special pattern process code to 01 [H], which is a value corresponding to the special pattern variation process. The data table after the variation pattern is set also includes table data for updating the stored value of the special pattern variation display buffer to 01 [H]. The special pattern variation display buffer stores values specifying the display pattern during the variation of the first special pattern and the second special pattern, and includes a first special pattern variation display buffer corresponding to the first special pattern, and a second special pattern variation display buffer corresponding to the second special pattern. In step AKS237, by referencing the specified post-variation pattern setting data table and executing data set processing, the stored value of the first special symbol variation display buffer is updated to 01 [H] when the first special symbol game is started, and the stored value of the second special symbol variation display buffer is updated to 01 [H] when the second special symbol game is started. Also, the random number value buffer in which the random numbers used for determining the variation pattern etc. are stored may be cleared to initialize the stored values.
[0134] Figure 9-4 shows an example of the configuration of a miss fluctuation pattern. A miss fluctuation pattern is a fluctuation pattern that can be determined when the special symbol display result is a "miss." The multiple fluctuation patterns each differ in the special symbol fluctuation time and the variable display mode of the performance symbol. The miss fluctuation pattern includes a reach fluctuation pattern in which the variable display of the performance symbol becomes a reach mode, and a non-reach fluctuation pattern in which the variable display of the performance symbol does not become a reach mode. In the configuration example shown in Figure 9-4, fluctuation patterns PA1-1 to PA1-6 and fluctuation patterns PB1-1 to PB1-9 are included in the non-reach fluctuation pattern, and fluctuation patterns PA2-1 to PA2-7 and fluctuation patterns PB2-1 to PB2-3 are included in the reach fluctuation pattern. The reach fluctuation pattern includes a normal reach fluctuation pattern in which a normal reach reach performance is executed, and a super reach fluctuation pattern in which a super reach reach performance is executed. In the configuration example shown in Figure 9-4, fluctuation patterns PA2-1 to PA2-3 are included in normal reach fluctuation patterns, while fluctuation patterns PA2-4 to PA2-7 and fluctuation patterns PB2-2 and PB2-3 are included in super reach fluctuation patterns. Normal reach fluctuation patterns include fluctuation patterns with different presentation modes such as reach effects, such as normal reach NOA, normal reach NOB, and normal reach NOC. Super reach fluctuation patterns include fluctuation patterns with different presentation modes such as reach effects, such as super reach SPA, super reach SPB, super reach SPC, super reach SPD, super reach SPE, and super reach SPF. In addition to normal reach fluctuation patterns and super reach fluctuation patterns, reach fluctuation patterns also include high-speed reach fluctuation patterns in which the display results stop after a reach state is reached in a short time. For example, fluctuation pattern PB2-1 shown in Figure 9-4 has a short special chart fluctuation time of 3500 milliseconds and is a high-speed reach fluctuation pattern that results in a high-speed reach SRA presentation mode.
[0135] FIG. 9-5 shows an example of a jackpot variation pattern. The jackpot variation pattern is a variation pattern that can be determined when the special chart display result is "jackpot." The variable display of the presentation symbols according to the jackpot variation pattern is such that, after the reach state is reached, the final presentation symbol of the jackpot combination is stopped and displayed. The jackpot variation pattern includes a variation pattern in which the reach presentation of a normal reach is executed and a variation pattern in which the reach presentation of a super reach is executed, similar to the reach variation pattern in the miss variation pattern. In the example shown in FIG. 9-5, the variation patterns PA3-1 to PA3-3 are included in the variation pattern in which the reach presentation of a normal reach is executed, and the variation patterns PA3-4 to PA3-10 and the variation patterns PB3-3 to PB3-11 are included in the variation pattern in which the reach presentation of a super reach is executed. In addition to the variation patterns in which the reach presentation of a normal reach and the reach presentation of a super reach are executed, the jackpot variation pattern also includes a variation pattern in which the final presentation symbol of the jackpot combination is stopped and displayed in a short period of time. For example, the variation pattern PB3-1 shown in Figure 9-5 has an extremely short special chart variation time of 2500 milliseconds, and is a variation pattern that results in a high-speed SQA performance mode in which the display result stops without executing a reach performance.Furthermore, the variation pattern PB3-2 has a short special chart variation time of 4500 milliseconds, and is a high-speed reach performance pattern that results in a high-speed reach SRA performance mode in which the display result stops after a reach performance mode is achieved in a short time.
[0136] Figure 9-6(A) shows a setting example AKA01 of the loss reference table. The loss reference table is a table referenced when specifying a loss fluctuation pattern type selection table in step AKS224 of the fluctuation pattern setting process shown in Figure 9-3. Multiple tables corresponding to the performance state selection designated value may be prepared in advance as loss reference tables. In setting example AKA01, one of the reference tables TS01 to TS09 is referenced as the loss reference table in response to the performance state selection designated value being 00 [H] and 06 [H] to 0E [H]. Each of the reference tables TS01 to TS09 is composed of table data that allows one of multiple pre-prepared tables to be designated as the loss fluctuation pattern type selection table in response to the start entry winning designated value, the first reserved memory number, and the second reserved memory number.
[0137] FIG. 9-6(B) shows an example of the configuration of reference table TS01. Reference table TS01 is referenced when the performance state selection designation value is 00 [H]. When the start gate winning designation value is "1," reference table TS01 allows table TA10 to be designated as the loss-time fluctuation pattern type selection table when the first reserved memory number is "0," table TA11 to be designated as the loss-time fluctuation pattern type selection table when the first reserved memory number is "1," table TA12 to be designated as the loss-time fluctuation pattern type selection table when the first reserved memory number is "2," and table TA13 to be designated as the loss-time fluctuation pattern type selection table when the start gate winning designation value is "2." Furthermore, when the start gate winning designation value is "2," reference table TS01 allows table TA20 to be designated as the loss-time fluctuation pattern type selection table when the first reserved memory number is "0" and the second reserved memory number is "0" to "3," and table TA21 to be designated as the loss-time fluctuation pattern type selection table when the first reserved memory number is "1" to "4" and the second reserved memory number is "0" to "3." In step AKS102 of the normal processing of the special symbol shown in FIG. 9-1, if the second reserved memory number is other than "0", the start port winning designation value is set to "2", and the second reserved memory number is updated by subtracting 1. In contrast, if the second reserved memory number is "0", the start port winning designation value is set to "1", and the first reserved memory number is updated by subtracting 1. The upper limit of the first reserved memory number and the second reserved memory number is "4". Therefore, when the start port winning designation value is "1" in step AKS224 of the variable pattern setting processing, the first reserved memory number is either "0" to "3", and the second reserved memory number is "0". In addition, when the start port winning designation value is "2" in step AKS224 of the variable pattern setting processing, the first reserved memory number is either "0" to "4", and the second reserved memory number is either "0" to "3".
[0138] FIG. 9-6(C) shows an example of the configuration of reference table TS02. Reference table TS02 is referenced when the performance state selection designation value is 06[H] or 0E[H]. When the start port winning designation value is "1," reference table TS02 allows table TB10 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "3." Also, when the start port winning designation value is "2," reference table TS02 allows table TB20 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "4" and the second reserved memory number of "0," and table TB21 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "4" and the second reserved memory number of "1" to "3."
[0139] FIG. 9-6(D) shows an example of the configuration of reference table TS03. Reference table TS03 is referenced when the performance state selection designation value is 07 [H]. When the start port winning designation value is "1," reference table TS03 allows table TB10 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "3." Also, when the start port winning designation value is "2," reference table TS03 allows table TB22 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "4" and the second reserved memory number of "0," and table TB23 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "4" and the second reserved memory number of "1" to "3."
[0140] FIG. 9-6(E) shows an example of the configuration of reference table TS04. Reference table TS04 is referenced when the performance state selection designation value is 08 [H]. When the start port winning designation value is "1," reference table TS04 allows table TB10 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "3." Furthermore, when the start port winning designation value is "2," reference table TS04 allows table TB24 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "4" and the second reserved memory number of "0," and table TB25 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "4" and the second reserved memory number of "1" to "3."
[0141] Figure 9-7(A) shows an example of the configuration of the reference table TS05. The reference table TS05 is referenced when the performance state selection designation value is 09 [H]. The reference table TS05 allows the common table TB11 to be designated as the loss-time variation pattern type selection table when the start port winning designation value is "1" or "2", regardless of the first reserved memory number or second reserved memory number.
[0142] FIG. 9-7(B) shows an example of the configuration of reference table TS06. Reference table TS06 is referenced when the performance state selection designation value is 0A[H]. When the start port winning designation value is "1," reference table TS06 allows table TB12 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "3." Furthermore, when the start port winning designation value is "2," reference table TS06 allows table TB26 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "4" and the second reserved memory number of "0," and table TB27 to be designated as the loss-time fluctuation pattern type selection table in correspondence with the first reserved memory number of "0" to "4" and the second reserved memory number of "1" to "3."
[0143] Figure 9-7(C) shows an example of the configuration of reference table TS07. Reference table TS07 is referenced when the performance status selection designation value is 0B[H]. Reference table TS07 allows a common table TB13 to be designated as the loss-time fluctuation pattern type selection table when the start port winning designation value is "1" or "2", regardless of the first or second reserved memory count. Figure 9-7(D) shows an example of the configuration of reference table TS08. Reference table TS08 is referenced when the performance status selection designation value is 0C[H]. Reference table TS08 allows a common table TB14 to be designated as the loss-time fluctuation pattern type selection table when the start port winning designation value is "1" or "2", regardless of the first or second reserved memory count. Figure 9-7(E) shows an example of the configuration of reference table TS09. Reference table TS09 is referenced when the performance status selection designation value is 0D[H]. The reference table TS09 allows a common table TB15 to be designated as a table for selecting a variation pattern type at the time of a miss, regardless of the first reserved memory number or the second reserved memory number, when the starting port winning designation value is "1" or "2".
[0144] Figure 9-8 shows an example of the configuration of the jackpot reference table TS21. The jackpot reference table TS21 is a table that is referenced when specifying a jackpot fluctuation pattern type selection table in step AKS227 of the fluctuation pattern setting process shown in Figure 9-3. The jackpot reference table TS21 is composed of table data that allows one of multiple pre-prepared tables to be specified as the jackpot fluctuation pattern type selection table in accordance with the presentation state selection designation value and the jackpot type.
[0145] When the presentation state selection designation value is 00 [H], the jackpot reference table TS21 can specify table TA30 corresponding to the jackpot types NA01, NA02, NA05, KA01, KA02, KA07, selection table TA31 corresponding to the jackpot types NA03, NA04, NA06, KA03, KA04, KA05, KA08, and table TA32 corresponding to the jackpot types NA07, KA06, KA09, KA10, as the jackpot fluctuation pattern type selection table. When the presentation state selection designation value is 00 [H], the game state is a low-probability low-base state corresponding to the normal state, and the probability variable control in the probability variable state as a high-probability state and the high-base control in the time-saving state as a high-base state are not performed. In the jackpot type determination example AKD01 shown in Figure 9-2, when the probability variable control and high base control are "none", it can be determined to be one of the jackpot types NA01 to NA06 and the jackpot types KA01 to KA10, and it cannot be determined to be any other jackpot type. Therefore, the jackpot reference table TS21 shows a table that can be specified as a jackpot fluctuation pattern type selection table corresponding to the jackpot type that can be determined when the presentation state selection designated value is 00 [H]. Even when the presentation state selection designated value is other than 00 [H], a table that can be specified as a jackpot fluctuation pattern type selection table is shown corresponding to the jackpot type that can be determined when that presentation state selection designated value is that.
[0146] When the presentation state selection designation value is 06 [H] or 0E [H], the jackpot reference table TS21 allows table TB30 to be designated as the jackpot fluctuation pattern type selection table corresponding to the jackpot types NA08 to NA11 or KA11 to KA15. Also, when the presentation state selection designation value is 07 [H], the jackpot reference table TS21 allows table TB31 to be designated as the jackpot fluctuation pattern type selection table corresponding to the jackpot types NA08, NA09, KA11, KA12, table TB32 to be designated as the jackpot type NA10, KA13, table TB33 to be designated as the jackpot type NA11, KA14, and table TB34 to be designated as the jackpot fluctuation pattern type selection table. Alternatively, when the presentation state selection designation value is 08 [H], the jackpot reference table TS21 allows table TB35 to be designated as the jackpot fluctuation pattern type selection table corresponding to jackpot types NA08, NA09, KA11, KA12, table TB36 to be designated as the jackpot type NA10, KA13, table TB37 to be designated as the jackpot type NA11, KA14, and table TB38 to be designated as the jackpot type fluctuation pattern type selection table.
[0147] When the presentation state selection designation value is 09 [H], 0B [H], 0C [H], or 0D [H], the jackpot reference table TS21 allows table TB40 to be designated as the jackpot fluctuation pattern type selection table corresponding to the jackpot types NA08 to NA11 or jackpot types KA11 to KA14, and table TB41 to be designated as the jackpot fluctuation pattern type selection table corresponding to the jackpot type KA15. Also, when the presentation state selection designation value is 0A [H], the jackpot reference table TS21 allows table TB42 to be designated as the jackpot fluctuation pattern type selection table corresponding to the jackpot types NA08, NA09, KA11, and KA12, table TB43 to be designated as the jackpot types NA10 and KA13, table TB44 to be designated as the jackpot types NA11 and KA14, and table TB45 to be designated as the jackpot fluctuation pattern type selection table corresponding to the jackpot type KA15. In addition, the period during which the performance state selection designation value can be set to any of 06 [H] to 0E [H] is included in the period during which high base control is performed in the time-saving state as a high base state. In the jackpot type determination example AKD01 shown in Figure 9-2, when high base control is "enabled", it can be determined to be either of the jackpot types NA08 to NA11 or the jackpot types KA11 to KA15, and cannot be determined to any other jackpot type. Therefore, the jackpot reference table TS21 indicates a table that can be specified as a jackpot fluctuation pattern type selection table corresponding to the jackpot type that can be determined when the performance state selection designation value is any of 06 [H] to 0E [H].
[0148] 9-9 and 9-10 show examples of the configuration of tables that can be specified as loss-time fluctuation pattern type selection tables. Tables that can be specified as loss-time fluctuation pattern type selection tables include tables TA10 to TA13, tables TA20, TA21, tables TB10 to TB15, and tables TB20 to TB27. Each table that can be specified as a loss-time fluctuation pattern type selection table is composed of table data that includes judgment value data that indicates the allocation judgment value for each selectable fluctuation pattern type.
[0149] Table TA10 shown in Figure 9-9(A) can be specified by referring to the reference table TS01 shown in Figure 9-6(B). Table TA10 is configured with judgment value data in which a classification judgment value is set so that one of the fluctuation pattern types CA1-1, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. Table TA11 shown in Figure 9-9(B) can be specified by referring to the reference table TS01 shown in Figure 9-6(B). Table TA11 is configured with judgment value data in which a classification judgment value is set so that one of the fluctuation pattern types CA1-2, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. Table TA12 shown in Figure 9-9(C) can be specified by referring to the reference table TS01 shown in Figure 9-6(B). Table TA12 is composed of judgment value data in which a classification judgment value is set so that one of the fluctuation pattern types CA1-3, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. Table TA13 shown in Figure 9-9(D) can be specified by referring to the reference table TS01 shown in Figure 9-6(B). Table TA13 is composed of judgment value data in which a classification judgment value is set so that one of the fluctuation pattern types CA1-4, CA1-5, CA2-1, CA2-2, and CA2-3 can be selected. Table TA20 shown in Figure 9-9(E) can be specified by referring to the reference table TS01 shown in Figure 9-6(B). Table TA20 is composed of judgment value data in which a classification judgment value is set so that only fluctuation pattern type CA1-1 can be selected. Table TA21 shown in Figure 9-9(F) can be specified by referring to the reference table TS01 shown in Figure 9-6(B). Table TA21 is configured with judgment value data in which allocation judgment values are set so that only fluctuation pattern types CA1-3 can be selected.
[0150] Table TB10 shown in Figure 9-10(A) can be specified when the reference table TS02 shown in Figure 9-6(C) or the reference table TS03 shown in Figure 9-6(D) is referenced. Table TB10 is configured with judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CB1-1 can be selected. Table TB11 shown in Figure 9-10(B) can be specified when the reference table TS05 shown in Figure 9-7(A) is referenced. Table TB11 is configured with judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CB1-5 can be selected. Table TB12 shown in Figure 9-10(C) can be specified when the reference table TS06 shown in Figure 9-7(B) is referenced. Table TB12 is configured with judgment value data in which a distribution judgment value is set so that only the fluctuation pattern type CB1-1 can be selected. Table TB13 shown in Figure 9-10(D) can be specified when the reference table TS07 shown in Figure 9-7(C) is referenced. Table TB13 is configured with judgment value data in which a distribution judgment value is set so that only fluctuation pattern types CB1-7 can be selected. Table TB14 shown in Figure 9-10(E) can be specified when the reference table TS08 shown in Figure 9-7(D) is referenced. Table TB14 is configured with judgment value data in which a distribution judgment value is set so that only fluctuation pattern types CB1-8 can be selected. Table TB15 shown in Figure 9-10(F) can be specified when the reference table TS09 shown in Figure 9-7(E) is referenced. Table TB15 is configured with judgment value data in which a distribution judgment value is set so that only fluctuation pattern types CB1-9 can be selected.
[0151] Table TB20 shown in Figure 9-10(G) can be specified when the reference table TS02 shown in Figure 9-6(C) is referenced. Table TB20 is configured with judgment value data in which a distribution judgment value is set so that only fluctuation pattern type CB1-2 can be selected. Table TB21 shown in Figure 9-10(H) can be specified when the reference table TS02 shown in Figure 9-6(C) is referenced. Table TB21 is configured with judgment value data in which a distribution judgment value is set so that only fluctuation pattern type CB1-3 can be selected. Table TB22 shown in Figure 9-10(I) can be specified when the reference table TS03 shown in Figure 9-6(D) is referenced. Table TB22 is configured with judgment value data in which a distribution judgment value is set so that one of fluctuation pattern types CB1-2, CB1-4, and CB2-1 can be selected. Table TB23 shown in Figure 9-10(J) can be specified by referring to reference table TS03 shown in Figure 9-6(D). Table TB23 is composed of judgment value data in which a classification judgment value is set so that one of the fluctuation pattern types CB1-3, CB1-4, and CB2-1 can be selected. Table TB24 shown in Figure 9-10(K) can be specified by referring to reference table TS04 shown in Figure 9-6(E). Table TB24 is composed of judgment value data in which a classification judgment value is set so that one of the fluctuation pattern types CB1-2, CB1-4, and CB2-1 can be selected. Table TB25 shown in Figure 9-10(L) can be specified by referring to reference table TS04 shown in Figure 9-6(E). Table TB25 is composed of judgment value data in which a classification judgment value is set so that one of the fluctuation pattern types CB1-3, CB1-4, and CB2-1 can be selected. The table TB26 shown in FIG. 9-10(M) can be specified when the reference table TS06 shown in FIG. 9-7(B) is referenced.Table TB26 is composed of judgment value data in which a distribution judgment value is set so that one of the fluctuation pattern types CB1-2, CB1-6, and CB2-2 can be selected. Table TB27 shown in Figure 9-10(N) can be specified when referring to the reference table TS06 shown in Figure 9-7(B). Table TB27 is composed of judgment value data in which a distribution judgment value is set so that one of the fluctuation pattern types CB1-3, CB1-6, and CB2-2 can be selected.
[0152] 9-11 and 9-12 show examples of the configuration of tables that can be specified as jackpot fluctuation pattern type selection tables. Tables that can be specified as jackpot fluctuation pattern type selection tables include tables TA30 to TA32, tables TB30 to TB38, and tables TB40 to TB45. Each table that can be specified as a jackpot fluctuation pattern type selection table is composed of table data that includes judgment value data that indicates the allocation judgment value for each selectable fluctuation pattern type.
[0153] Each of the tables from table TA30 shown in FIG. 9-11(A) to table TA32 shown in FIG. 9-11(C) can be specified corresponding to the jackpot type when the performance state selection designation value is 00[H] by referring to the jackpot reference table TS21 shown in FIG. 9-8. Table TA30 is configured with judgment value data in which an allocation judgment value is set so that any one of the fluctuation pattern types CA3-1 to CA3-3 can be selected. Table TA31 is configured with judgment value data in which an allocation judgment value is set so that any one of the fluctuation pattern types CA3-1 to CA3-4 can be selected. Table TA32 is configured with judgment value data in which an allocation judgment value is set so that any one of the fluctuation pattern types CA3-2 to CA3-4 can be selected.
[0154] Table TB30 shown in FIG. 9-11(D) can be specified to correspond to any jackpot type when the display state selection designation value is 06[H] or 0E[H] by referring to the jackpot reference table TS21 shown in FIG. 9-8. Table TB30 is configured with judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-1 can be selected. Each of tables from table TB31 shown in FIG. 9-11(E) to table TB34 shown in FIG. 9-11(H) can be specified to correspond to a jackpot type when the display state selection designation value is 07[H] by referring to the jackpot reference table TS21 shown in FIG. 9-8. Table TB31 is configured with judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-2 can be selected. Table TB32 is configured with judgment value data in which the allocation judgment value is set so that only the fluctuation pattern type CB3-3 can be selected. Table TB33 is composed of judgment value data in which an allocation judgment value is set so that only fluctuation pattern type CB3-4 can be selected. Table TB34 is composed of judgment value data in which an allocation judgment value is set so that only fluctuation pattern type CB3-5 can be selected. Each of tables from table TB35 shown in Figure 9-11(I) to table TB38 shown in Figure 9-11(L) can be specified corresponding to the jackpot type when the performance state selection designation value is 08[H] by referring to the jackpot reference table TS21 shown in Figure 9-8. Table TB35 is composed of judgment value data in which an allocation judgment value is set so that only fluctuation pattern type CB3-2 can be selected. Table TB36 is composed of judgment value data in which an allocation judgment value is set so that only fluctuation pattern type CB3-3 can be selected. Table TB37 is composed of judgment value data in which an allocation judgment value is set so that only fluctuation pattern type CB3-4 can be selected. Table TB38 is composed of judgment value data in which allocation judgment values are set so that only fluctuation pattern types CB3-5 can be selected.
[0155] Table TB40 shown in FIG. 9-12(A) and table TB41 shown in FIG. 9-12(B) can be specified to correspond to the jackpot type when the display state selection designation value is 09[H], 0B[H], 0C[H], or 0D[H] by referring to the jackpot reference table TS21 shown in FIG. 9-8. Table TB40 is configured with judgment value data in which an allocation judgment value is set so that only the fluctuation pattern type CB4-1 can be selected. Table TB41 is configured with judgment value data in which an allocation judgment value is set so that only the fluctuation pattern type CB4-2 can be selected. Each of tables from table TB42 shown in FIG. 9-12(C) to table TB45 shown in FIG. 9-12(F) can be specified to correspond to the jackpot type when the display state selection designation value is 0A[H] by referring to the jackpot reference table TS21 shown in FIG. 9-8. Table TB42 is composed of judgment value data in which a distribution judgment value is set so that only fluctuation pattern type CB4-3 can be selected. Table TB43 is composed of judgment value data in which a distribution judgment value is set so that only fluctuation pattern type CB4-4 can be selected. Table TB44 is composed of judgment value data in which a distribution judgment value is set so that only fluctuation pattern type CB4-5 can be selected. Table TB46 is composed of judgment value data in which a distribution judgment value is set so that only fluctuation pattern type CB4-6 can be selected.
[0156] Figures 9-13 to 9-16 show the determination ratio of the fluctuation pattern corresponding to the fluctuation pattern type. In the fluctuation pattern setting process shown in Figure 9-3, one fluctuation pattern is determined in step AKS232 based on the fluctuation pattern determination table specified in step AKS230 in accordance with the fluctuation pattern type selected in step AKS229. The fluctuation pattern determination table is composed of table data including determination value data indicating the allocation determination value for each determinable fluctuation pattern.
[0157] For the fluctuation pattern type CA1-1 shown in Figure 9-13(A), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA1-1, PA1-5, and PA1-6. For the fluctuation pattern type CA1-2 shown in Figure 9-13(B), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can only be determined to be fluctuation pattern PA1-2. For the fluctuation pattern type CA1-3 shown in Figure 9-13(C), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can only be determined to be fluctuation pattern PA1-3. For the fluctuation pattern type CA1-4 shown in Figure 9-13(D), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can only be determined to be fluctuation pattern PA1-4. The fluctuation pattern type CA1-5 shown in Figure 9-13 (E) is set with a distribution judgment value by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA1-5 and PA1-6.
[0158] The fluctuation pattern type CA2-1 shown in Figure 9-13(F) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA2-1 to PA2-3. The fluctuation pattern type CA2-2 shown in Figure 9-13(G) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA2-4 and PA2-5. The fluctuation pattern type CA2-3 shown in Figure 9-13(H) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA2-6 and PA2-7.
[0159] For the fluctuation pattern type CA3-1 shown in Figure 9-13(I), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA3-1 to PA3-3. For the fluctuation pattern type CA3-2 shown in Figure 9-13(J), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA3-4 to PA3-7. For the fluctuation pattern type CA3-3 shown in Figure 9-13(K), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can only be determined to be fluctuation pattern PA3-8. For the fluctuation pattern type CA3-4 shown in Figure 9-13(L), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PA3-9 and PA3-10.
[0160] The fluctuation pattern type CB1-1 shown in Figure 9-14(A) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can only be determined as fluctuation pattern PB1-1. The fluctuation pattern type CB1-2 shown in Figure 9-14(B) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can only be determined as fluctuation pattern PB1-2. The fluctuation pattern type CB1-3 shown in Figure 9-14(C) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can only be determined as fluctuation pattern PB1-3. The fluctuation pattern type CB1-4 shown in Figure 9-14(D) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can only be determined as either fluctuation pattern PB1-4 or PB1-5. The fluctuation pattern type CB1-5 shown in Figure 9-14(E) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can only be determined as fluctuation pattern PB1-6. For the fluctuation pattern type CB1-6 shown in Figure 9-14(F), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be either one of the fluctuation patterns PB1-4 or PB1-5. For the fluctuation pattern type CB1-7 shown in Figure 9-14(G), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can only be determined to be fluctuation pattern PB1-7. For the fluctuation pattern type CB1-8 shown in Figure 9-14(H), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can only be determined to be fluctuation pattern PB1-8. For the fluctuation pattern type CB1-9 shown in Figure 9-14(I), the allocation judgment value is set by the judgment value data of the fluctuation pattern determination table so that it can only be determined to be fluctuation pattern PB1-9. The distribution judgment value is set by the judgment value data of the fluctuation pattern determination table so that the fluctuation pattern type CB2-1 shown in Figure 9-14(J) and the fluctuation pattern type CB2-2 shown in Figure 9-14(K) can be determined to be one of the fluctuation patterns PB2-1 to PB2-3.
[0161] The fluctuation pattern type CB3-1 shown in Figure 9-15(A) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be only fluctuation pattern PB3-1. The fluctuation pattern type CB3-2 shown in Figure 9-15(B) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be either fluctuation pattern PB3-1 or PB3-2. The fluctuation pattern type CB3-3 shown in Figure 9-15(C) and the fluctuation pattern type CB3-4 shown in Figure 9-15(D) have a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be either fluctuation pattern from fluctuation patterns PB3-2 to PB3-8. The fluctuation pattern type CB3-5 shown in Figure 9-15(E) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be either fluctuation pattern from fluctuation patterns PB3-9 to PB3-11.
[0162] The fluctuation pattern type CB4-1 shown in Figure 9-16(A) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined only to fluctuation pattern PB3-2. The fluctuation pattern type CB4-2 shown in Figure 9-16(B) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined only to fluctuation pattern PB3-9. The fluctuation pattern type CB4-3 shown in Figure 9-16(C) has a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of fluctuation patterns PB3-1 and PB3-2. The fluctuation pattern type CB4-4 shown in Figure 9-16(D) and the fluctuation pattern type CB4-5 shown in Figure 9-16(E) have a distribution judgment value set by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of fluctuation patterns PB3-2 to PB3-8. The fluctuation pattern type CB4-6 shown in FIG. 9-16(F) is set with a distribution judgment value by the judgment value data of the fluctuation pattern determination table so that it can be determined to be one of the fluctuation patterns PB3-9 to PB3-11.
[0163] FIG. 9-17 shows an example of a setting of a symbol designation command AKB01. In the variation pattern setting process shown in FIG. 9-3, the transmission setting of the variation start command by step AKS233 controls the transmission of a symbol designation command. For example, when the special symbol display result is "jackpot," the transmission of a symbol designation command corresponding to the determination result of the jackpot type is enabled. For example, in correspondence with the jackpot types NA01 to NA11, which are included in the "normal" jackpot type, the symbol designation command is set to one of the commands 8C01[H], 8C02[H], 8C0B[H], and 8C0C[H]. In correspondence with the jackpot types KA01 to KA15, which are included in the "probable variable" jackpot type, the symbol designation command is set to one of the commands 8C04[H] to 8C0A[H]. The performance control board 12 can determine the performance patterns that constitute the confirmed performance pattern based on the performance pattern designation command sent from the main board 11.
[0164] FIG. 9-18 is a flowchart showing an example of special symbol variation processing. In the special symbol variation processing, CPU 103 determines whether the count value of the special symbol process timer is "0" (step AKS121). In this special symbol process timer, the fluctuation time data corresponding to the result of the determination of the fluctuation pattern is set as the timer initial value in step AKS236 of the fluctuation pattern setting processing shown in FIG. 9-3. If the count value of the special symbol process timer is other than "0" (step AKS121; No), the count value of the special symbol process timer is updated by subtracting 1 (step AKS122), and the special symbol variation processing ends.
[0165] If the count value of the special symbol process timer is "0" in response to step AKS121 (step AKS121; Yes), the special symbol process code is updated to 02 [H], a value corresponding to the special symbol stop process (step AKS123). A special symbol stop time is also set (step AKS124). In step AKS124, time data corresponding to a predetermined special symbol stop time, such as 500 milliseconds, may be set as the special symbol stop time data and the timer initial value in the special symbol process timer. Setting the special symbol stop time may be accompanied by a setting for transmitting a performance symbol determination command. Then, it is determined whether the count value of the probability change counter is "0" (step AKS125). When the jackpot gaming state ends, the probability change counter is set to a predetermined probability change counter initial value corresponding to the establishment of the probability change control condition. If the probability change control condition is not established, the count value of the probability change counter remains at "0."
[0166] If the count value of the probability variable counter is other than "0" in response to step AKS125 (step AKS125; No), the count value of the probability variable counter is updated by subtracting 1 (step ASK126). Then, it is determined whether the count value of the probability variable counter after the update has become "0" (step AKS127). If the count value after the update is "0" (step AKS127; Yes), data setting at the time of probability variable end is performed (step AKS128). Data setting at the time of probability variable end includes specifying a data table at the time of probability variable end and executing data set processing. The data table at the time of probability variable end only needs to include clear data for clearing the probability variable flag. As a result, the probability variable flag is cleared to the OFF state, and probability variable control in the probability variable state as a high probability state ends.
[0167] If the count value of the probability variable counter is "0" in response to step AKS125 (step AKS125; Yes), if the updated count value is other than "0" in response to step AKS127 (step AKS127; No), or after step AKS128, it is determined whether the count value of the time-saving counter is "0" (step AKS129). When the jackpot game state ends, the time-saving counter is set to a time-saving counter initial value that is predetermined in accordance with the jackpot type.
[0168] If the count value of the time-saving counter is other than "0" in response to step AKS129 (step AKS129; No), the count value of the time-saving counter is updated by subtracting 1 (step AKS130). Then, it is determined whether the count value of the time-saving counter after the update is "0" (step AKS131). If the count value after the update is "0" (step AKS131; Yes), time-saving end data setting is performed (step AKS132). Time-saving end data setting includes specifying a time-saving end data table and executing data set processing. The time-saving end data table only needs to include clear data for clearing the time-saving flag. As a result, the time-saving flag is cleared to the OFF state, and high base control in the time-saving state as the high base state ends.
[0169] If the count value of the time-saving counter is "0" in response to step AKS129 (step AKS129; Yes), if the updated count value is other than "0" in response to step AKS131 (step AKS131; No), or after step AKS132, it is determined whether the special period effect designation value is 00 [H] (step AKS133). The special period effect designation value is a value stored in the special period effect buffer, and can be set to, for example, any value between 00 [H] and 0E [H]. When the jackpot gaming state ends, a value corresponding to the type of jackpot or whether or not a V win has occurred can be set as the special period effect designation value. When the gaming state is normal, the special period effect designation value is set to 00 [H].
[0170] If the special period effect designation value is 00 [H] in response to step AKS133 (step AKS133; Yes), the special symbol variation process ends. On the other hand, if the special period effect designation value is other than 00 [H] (step AKS133; No), the special period effect update setting is performed (step AKS134), and the special symbol variation process ends. In step AKS134, a special period effect setting table is specified to perform the special period effect update setting. The special period effect setting table includes table data for updating the effect state designation value based on the number of times the variable display is executed.
[0171] FIG. 9-19 shows an example of the configuration of the special period effect setting table AKT01. In the special symbol variation process shown in FIG. 9-18, the special period effect update setting in step AKS134 can refer to the special period effect setting table AKT01 and update the effect state selection designation value. The special period effect setting table AKT01 is composed of table data for setting the effect state selection designation value and the background designation command in association with the time-saving counter determination value for each special period effect designation value. The time-saving counter determination value for each special period effect designation value is compared with the count value of the time-saving counter. If it matches any of the determination values, the effect state selection designation value associated with that determination value is stored in the effect state selection buffer, and command data indicating the background designation command associated with that determination value is stored in the background designation command buffer or the like.
[0172] For example, when the special period effect designation value is 05 [H], if the count value of the time-saving counter matches the time-saving counter determination value of "63," the effect state selection designation value is updated to 03 [H], and command data indicating command 9503 [H] is stored as the background designation command. Similarly, if the count value of the time-saving counter matches the time-saving counter determination value of "62," the effect state selection designation value is updated to 07 [H], and command data indicating command 9506 [H] is stored as the background designation command. If the count value of the time-saving counter matches the time-saving counter determination value of "1," the effect state selection designation value is updated to 0C [H], and command data indicating command 9506 [H] is stored as the background designation command. If the count value of the time-saving counter matches the time-saving counter determination value of "0," the effect state selection designation value is updated to 00 [H], and command data indicating command 9500 [H] is stored as the background designation command. When the count value of the time-saving counter becomes "0," the special period effect designation value is cleared and the value is initialized to 00 [H]. This allows the control of the effect state corresponding to the special period to end in response to the end of the time-saving control in the time-saving state as the high base state.
[0173] FIG. 9-20 is a flowchart showing an example of special symbol stop processing. In the special symbol stop processing, CPU 103 determines whether the count value of the special symbol process timer is "0" (step AKS141). The special symbol process timer here is a timer initial value set corresponding to the special symbol stop time in step AKS124 of the special symbol change processing shown in FIG. 9-18. If the count value of the special symbol process timer is other than "0" (step AKS141; No), the count value of the special symbol process timer is updated by subtracting 1 (step AKS142), and the special symbol change processing ends. This causes the system to wait until the special symbol stop time has elapsed.
[0174] If the count value of the special symbol process timer is "0" corresponding to step AKS141 (step AKS141; Yes), it is determined whether the special symbol display result is a "jackpot" (step AKS143). If the special symbol display result is a "jackpot" (step AKS143; Yes), the special symbol process code is updated to 08 [H], which is a value corresponding to the processing before the opening of the large prize opening (step AKS144). In addition, the jackpot type designation value is read (step AKS145). At this time, the jackpot start performance initial value corresponding to the reading result of the jackpot type designation value is set as the initial value in the special symbol process timer (step AKS146). Thereafter, the sending setting of the jackpot start designation command is performed (step AKS147), and the data before the initial opening of the large prize opening is set (step AKS148), and the special symbol stop processing is completed. The data setting before the first opening of the large prize opening includes specifying a data table before the first opening of the large prize opening and executing data set processing. The data table before the first opening of the large prize opening includes clear data for clearing various data included in the targets to be cleared before the first opening of the large prize opening. The targets to be cleared before the first opening of the large prize opening include a hit flag, a time-saving flag, a time-saving counter, a probability variable flag, a probability variable counter, a performance state selection buffer, and a special period performance buffer. Of these, clearing the time-saving flag and the time-saving counter ends the time-saving control in the time-saving state as a high base state. Also, clearing the probability variable flag and the probability variable counter ends the probability variable control in the probability variable state as a high probability state.
[0175] If the special symbol display result in step AKS143 is a "miss" and not a "jackpot" (step AKS143; No), the special symbol process code is cleared and the stored value is initialized to 00 [H] (step AKS149). Furthermore, post-miss stop data setting is performed (step AKS150), and the special symbol stop processing ends. Post-miss stop data setting includes specifying a post-miss stop data table and executing a data setting process. The post-miss stop data table contains clear data for clearing various data included in the post-miss stop setting clear target. The post-miss stop setting clear target may include the demo display flag and the start gate winning designation value. The corresponding storage areas are cleared by the data set processing included in the post-miss stop data setting, and each stored value is initialized to a value corresponding to "0." Clearing the demo display flag allows for standby command transmission settings to be performed during normal special symbol processing. In addition, in response to the end of the special game, the starting gate winning designation value, which can identify whether it is the first special game or the second special game, is cleared and initialized to 00 [H], which corresponds to "0".
[0176] Figure 9-21 shows an example of a jackpot start setting, AKB02. In the special symbol stop process, the maximum number of times a jackpot opening occurs, a jackpot start command, a jackpot start presentation time, and a jackpot start presentation pattern can be set based on the jackpot type designation value read in step AKS145 and the data setting before the first opening of the jackpot opening in step AKS148. The jackpot start command is set in the transmission setting in step AKS147. The data table before the first opening of the jackpot opening is composed of table data for setting the maximum number of times a jackpot opening occurs, a jackpot start command, a jackpot start presentation time, and a jackpot start presentation pattern in association with the jackpot type identified from the jackpot type designation value. The data indicating the maximum number of times a jackpot opening occurs, set by the data setting before the first opening of the jackpot opening, is stored in the maximum number of times a jackpot opening occurs buffer. The time data corresponding to the jackpot start presentation time set by the data setting before the initial opening of the large prize entrance is set as the timer initial value in the special symbol process timer. The jackpot start presentation pattern may be set by the presentation control CPU 120 of the presentation control board 12, for example, based on a combination of a presentation symbol designation command and a jackpot start designation command sent from the main board 11.
[0177] The maximum number of times the large prize opening slot can be opened corresponds to the upper limit of the number of rounds that can be played in a jackpot game state. In the jackpot start setting example AKB02, the maximum number of times the large prize opening slot can be opened can be set to one of "02," "03," "04," "07," or "10" depending on the type of jackpot. Therefore, the upper limit of the number of rounds in a jackpot game state is set to one of 2 rounds, 3 rounds, 4 rounds, 7 rounds, or 10 rounds. When the upper limit of the number of rounds is a 2-round jackpot game state, it is also called a 2-round jackpot. When the upper limit of the number of rounds is a 3-round jackpot game state, it is also called a 3-round jackpot. When the upper limit of the number of rounds is a 4-round jackpot game state, it is also called a 4-round jackpot. When the upper limit of the number of rounds is a 7-round jackpot game state, it is also called a 7-round jackpot. When the upper limit of the number of rounds is a 10-round jackpot game state, it is also called a 10-round jackpot.
[0178] In the jackpot start setting example AKB02, the jackpot start presentation time can be set to any of 100 milliseconds, 7500 milliseconds, 8000 milliseconds, or 14000 milliseconds. For example, the jackpot start presentation time can be set to 100 milliseconds in correspondence with the jackpot types NA08 to NA11 and the jackpot types KA11 to KA14. In the jackpot type determination example AKD01 shown in Figure 9-2, when high base control is "enabled," it can be determined to be either the jackpot type NA08 to NA11 or the jackpot type KA11 to KA15. On the other hand, when high base control is "disabled," the jackpot type NA08 to NA11 or the jackpot type KA11 to KA14 is not determined. Therefore, the jackpot start presentation time can be set to a shorter time when the special chart display result is "jackpot" during the period when high base control is being performed in the time-saving state as a high base state, than when the special chart display result is "jackpot" during the period when high base control is not being performed in a low base state. Alternatively, the jackpot start presentation time can be set to 14,000 milliseconds in response to the jackpot type KA15, and the jackpot start time can be set to a time shorter than 14,000 milliseconds in response to jackpot types other than KA15. In the jackpot type determination example AKD01 shown in Figure 9-2, when high base control is "enabled," the jackpot type KA15 can be determined at a predetermined rate, and when high base control is "disabled," the jackpot type KA15 is not determined. Therefore, the jackpot start presentation time can be set to a longer time when the special chart display result is a "jackpot" during a period when high base control is being performed in a time-saving state in a high base state, than when the special chart display result is a "jackpot" during a period when high base control is not being performed in a low base state.
[0179] FIG. 9-22 is a flowchart showing an example of jackpot end processing. In jackpot end processing, CPU 103 determines whether the count value of the special symbol process timer is "0" or not (step AKS161). The special symbol process timer here is set to a timer initial value corresponding to the jackpot end presentation time in the post-opening processing of the large prize opening selected by the special symbol process processing. If the count value of the special symbol process timer is other than "0" (step AKS161; No), the count value of the special symbol process timer is updated by subtracting 1 (step AKS162), and the processing ends. This causes the process to wait until the jackpot end presentation time has elapsed.
[0180] If the count value of the special symbol process timer is "0" in response to step AKS161 (step AKS161; Yes), the special symbol process code is cleared and updated to the initial value 00 [H] (step AKS163). In addition, the jackpot type designation value is read (step AKS164), and the specific area passing flag is confirmed (step AKS165). The specific area passing flag is set to the ON state when the gaming ball that has passed through the V winning area 51 is detected by the specific area switch 24 in response to the execution of a round in the jackpot gaming state. In contrast, if the gaming ball does not pass through the V winning area 51 and is not detected by the specific area switch 24, the specific area passing flag is maintained in the OFF state.
[0181] After step AKS165, the process ends with the following steps: setting the state at the end of the jackpot (step AKS166), setting a command transmission at the end of the jackpot (step AKS167), and setting data at the end of the jackpot (AKS168). The state setting at the end of the jackpot includes settings related to the game state and presentation state after the end of the jackpot game state, and may include setting the time-saving flag and time-saving counter initial value, the probability variable flag and probability variable counter initial value, and the special period presentation designation value and presentation state selection designation value, depending on the type of jackpot and whether or not a V prize has been awarded. The command transmission setting at the end of the jackpot may include specifying a command table at the end of the jackpot and executing command set processing. The command table at the end of the jackpot includes table data for transmitting presentation control commands at the end of the jackpot in response to the end of the jackpot game state. For example, the presentation control command at the end of the jackpot may include a jackpot end designation command and a background designation command. The data setting at the end of a jackpot may include the specification of a data table at the end of a jackpot and the execution of data set processing. The data table at the end of a jackpot includes clear data for clearing various data included in the targets for clearing at the end of a jackpot. The targets for clearing at the end of a jackpot may include the demo display flag, variable command designation buffer, maximum number of times the large prize opening port is opened buffer, start port winning designation value, etc. The storage areas corresponding to these are cleared by the data set processing included in the data setting at the end of a jackpot, and each stored value, etc. is initialized to a value corresponding to "0."
[0182] Figure 9-23 shows a jackpot end setting example AKB11. When the jackpot end game state ends, the jackpot end setting example AKB11 allows the time-saving counter initial value, jackpot end presentation time, and presentation state selection value to be set according to the type of jackpot. The time-saving counter initial value can be set by setting the jackpot end state in step AKS166 of the jackpot end processing. The jackpot end presentation time and presentation state selection value only need to be set in conjunction with the update of the special symbol process code in the post-opening processing of the large prize opening selected by the special symbol process processing.
[0183] The initial value of the time-saving counter corresponds to the upper limit of the number of variable displays that can be executed in the time-saving state as a high base state. In the example AKB11 of settings at the end of a jackpot, the initial value of the time-saving counter can be set to one of "8," "70," "100," "570," or "10,000" depending on the type of jackpot. Therefore, the upper limit of the number of variable displays that can be executed in the time-saving state as a high base state is set to one of 8, 70, 100, 570, or 10,000.
[0184] The initial value of the probability variable counter can be set to "70" when the specific area passing flag is on in response to a V win. On the other hand, when the specific area passing flag is off in response to no V win, the initial value of the probability variable counter is set to "0." Therefore, the upper limit number of times that variable display can be executed in the probability variable state as a high probability state is set to 70 times based on the establishment of the probability variable control condition due to the occurrence of a V win in the jackpot game state.
[0185] The upper limit of the number of variable displays that can be executed in the time-saving state (high base state) may be set to the same number as the upper limit of the number of variable displays that can be executed in the high-probability state (high-base state). For example, if the initial value of the time-saving counter is set to "8," the upper limit of the number of variable displays that can be executed in the time-saving state is 8, which is less than the upper limit of the number of variable displays that can be executed in the high-probability state (70). In contrast, if the initial value of the time-saving counter is set to either "570" or "10,000," the upper limit of the number of variable displays that can be executed in the time-saving state is 570 or 10,000, which is greater than the upper limit of the number of variable displays that can be executed in the high-probability state (70). On the other hand, if the initial value of the time-saving counter is set to "70," the upper limit of the number of variable displays that can be executed in the time-saving state is the same as the upper limit of the number of variable displays that can be executed in the high-probability state (70).
[0186] The initial value of the probability variable counter, "70," which can be set in response to the control of the probability variable state is also included in the initial value of the time-saving counter, which can be set in response to the control of the time-saving state, and is the first number of times that variable display can be executed in the first state. When such initial values of the probability variable counter and time-saving counter are set to "70," the high-probability, high-base state, in which high-base control is executed along with probability variable control, becomes the first state that can be controlled until the first number of variable displays are executed after the end of the advantageous jackpot gaming state. In the jackpot end setting example AKB11, when a V win occurs in a jackpot gaming state corresponding to one of the jackpot types NA05 to NA07 or KA02, KA04 to KA15, the initial values of the probability variable counter and time-saving counter are set to "70," and the game is controlled to the high-probability, high-base state, which is the first state, after the end of the jackpot gaming state. However, in a jackpot game state where the jackpot type corresponds to any of the jackpot types NA05 to NA07 included in "normal", the operation of the distribution member which serves as the V prize entry opening / closing member is controlled so that the game ball is less likely to pass through the V prize entry area 51.
[0187] The "10000" included in the time-saving counter initial value, which can be set in response to the control of the time-saving state, is the second number of times that variable display can be executed in the second state. Therefore, when the probability variable counter initial value is "0" and the time-saving counter initial value is set to "10000," the low-probability, high-base state, in which high-base control is performed without probability variable control, becomes the second state that can be controlled until variable display is executed more than the first number of times after the end of the advantageous jackpot gaming state. In the jackpot end setting example AKB11, if there is no V prize in the jackpot gaming state corresponding to one of the jackpot types NA09 to NA11, the time-saving counter initial value is set to "10000," and after the jackpot gaming state ends, the game is controlled to the low-probability, high-base state as the second state. Here, since the jackpot types NA09 to NA11 are included in the "normal" jackpot type, the gaming ball is unlikely to pass through the V prize area 51 during the jackpot gaming state, and the probability variable counter initial value is likely to be "0."
[0188] In the jackpot end setting example AKB11, the jackpot end presentation time can be set to either 3500 milliseconds, 9500 milliseconds, or 48000 milliseconds, depending on the jackpot type. For example, the jackpot end presentation time can be set to 3500 milliseconds in accordance with the jackpot types NA08 to NA11 and the jackpot types KA11 to KA15. In the jackpot type determination example AKD01 shown in Figure 9-2, when high base control is "enabled," either the jackpot type NA08 to NA11 or the jackpot type KA11 to KA15 can be determined. On the other hand, when high base control is "disabled," the jackpot type NA08 to NA11 or the jackpot type KA11 to KA14 is not determined. Therefore, the jackpot end presentation time can be set to a shorter time when the special chart display result is a "jackpot" during a period when high base control is being performed in a time-saving state in a high base state, than when the special chart display result is a "jackpot" during a period when high base control is not being performed in a low base state.
[0189] In the jackpot end setting example AKB11, the presentation state selection designated value can be set to either 02 [H] or 06 [H] depending on the jackpot type. For example, the presentation state selection designated value can be set to 06 [H] depending on the jackpot types NA08 to NA11 and KA11 to KA15. In contrast, the presentation state selection designated value can be set to 02 [H] or 06 [H] depending on the jackpot types NA01 to NA07 and KA01 to KA10. In the jackpot type determination example AKD01 shown in Figure 9-2, when high base control is "enabled," either the jackpot type NA08 to NA11 or the jackpot type KA11 to KA15 can be determined. On the other hand, when high base control is "disabled," the jackpot type NA08 to NA11 or the jackpot type KA11 to KA14 is not determined. Therefore, when the special chart display result is a "jackpot" during a period in a low base state in which high base control is not being performed, the presentation state selection designation value corresponding to the end of the jackpot game state may be set to the same value as when the special chart display result is a "jackpot" during a period in which high base control is being performed in a time-saving state in a high base state, or it may be set to a different value.
[0190] Figure 9-24 shows a jackpot end setting example AKB12. The jackpot end setting example AKB12 allows the jackpot end command, special period effect value, and post-jackpot background designation to be set in accordance with the jackpot types NA01 to NA11 whose jackpot type is included in "normal" when the jackpot game state ends. The jackpot end command can be set by the jackpot end command transmission setting in step AKS167 of the jackpot end processing shown in Figure 9-22. The special period effect designation value can be set by the jackpot end state setting in step AKS166 of the jackpot end processing. The post-jackpot background designation can be set by the jackpot end data setting in step AKS168 of the jackpot end processing, and command data indicating the background designation command is stored in a background designation command buffer or the like. In addition, the command sending setting at the end of the jackpot in step AKS167 of the jackpot end processing may be set to enable sending of a background designation command corresponding to the background designation after the jackpot.
[0191] For example, when there is no V winning in the jackpot gaming state corresponding to the jackpot type NA01, command A300 [H] is sent as the jackpot end designation command, the special period effect designation value is set to 01 [H], and command data indicating command 9502 [H] is stored as the background designation command for the post-jackpot background designation. In contrast, when there is a V winning in the jackpot gaming state corresponding to the jackpot type NA01, command A300 [H] is sent as the jackpot end designation command, the special period effect designation value is set to 02 [H], and command data indicating 9508 [H] is stored as the background designation command for the post-jackpot background designation. Also, when there is no V winning in the jackpot gaming state corresponding to the jackpot type NA02, command A301 [H] is sent as the jackpot end designation command, the special period effect designation value is set to 03 [H], and command data indicating command 9502 [H] is stored as the background designation command for the post-jackpot background designation. In contrast, when there is a V win in the jackpot game state corresponding to the jackpot type NA02, command A307 [H] is sent as the jackpot end command, the special period performance designation value is set to 04 [H], and command data indicating 9503 [H] is stored as the background designation command that specifies the background after the jackpot. The settings corresponding to other jackpot types and whether or not there is a V win are as shown in Figure 9-24.
[0192] Figure 9-25 shows a jackpot end setting example AKB13. The jackpot end setting example AKB13 allows you to set a jackpot end command, a special period effect value, and a post-jackpot background setting in accordance with the jackpot types KA01 to KA15, which include the "probable variable" jackpot type, when the jackpot game state ends. For example, if there is no V prize in the jackpot game state corresponding to the jackpot type KA01, command A300 [H] is sent as the jackpot end command, the special period effect value is set to 01 [H], and command data indicating command 9502 [H] is stored as the background setting command for the post-jackpot background setting. In contrast, when a V win occurs in a jackpot gaming state corresponding to jackpot type KA01, command A300 [H] is sent as the jackpot end designation command, the special period effect designation value is set to 02 [H], and command data indicating 9508 [H] is stored as the background designation command for the post-jackpot background designation. Also, when a V win does not occur in a jackpot gaming state corresponding to jackpot type KA02, command A302 [H] is sent as the jackpot end designation command, the special period effect designation value is set to 06 [H], and command data indicating 9503 [H] is stored as the background designation command for the post-jackpot background designation. In contrast, when a V win occurs in a jackpot gaming state corresponding to jackpot type KA02, command A302 [H] is sent as the jackpot end designation command, the special period effect designation value is set to 05 [H], and command data indicating 9503 [H] is stored as the background designation command for the post-jackpot background designation. The settings for other types of jackpots and whether or not a V win occurs are as shown in Figure 9-25.
[0193] Fig. 9-26 is a flowchart showing an example of the effect symbol variation start processing. In the effect symbol variation start processing, the effect control CPU 120 determines the final stop symbol, etc., which will be the confirmed effect symbol as the display result of the effect symbol (step AKS501). The effect control CPU 120 may determine the final stop symbol based on the variable display content, such as the variable display result corresponding to the variation pattern indicated by the variation pattern designation command transmitted from the main board 11 and the jackpot type that can be identified from the effect symbol designation command. As an example, the variable display content corresponding to the combination of the variation pattern and the variable display result may be "non-reach (miss)", "reach (miss)", "non-probability variable (jackpot)", and "probability variable (jackpot)".
[0194] Using the example AKB01 of the effect designation command setting shown in Figure 9-17 and the example AKB02 of the jackpot start setting shown in Figure 9-21, each effect designation command can notify the following decision content: When command 8C01[H] is selected, the jackpot type is included in "normal" and it becomes a 3-round jackpot, when command 8C02[H], the jackpot type is included in "normal" and it becomes a 3-round or 4-round jackpot, when command 8C03[H], the jackpot type is included in "probable change" and it becomes a 2-round jackpot, when command 8C04[H], the jackpot type is included in "probable change" and it becomes a 3-round jackpot, when command 8C05[H], the jackpot type is included in "probable change" and it becomes a 3-round or 4-round jackpot, and when command 8C06[H], the jackpot type is included in "probable change" and it becomes a 7-round jackpot. In addition, if the command is 8C07[H], the jackpot type will be included in "Chikaen" and it will be a 10-round jackpot, if the command is 8C08[H], the jackpot type will be included in "Chikaen" and it will be a 10-round jackpot, if the command is 8C09[H], the jackpot type will be included in "Chikaen" and it will be a 3-round jackpot, if the command is 8C0A[H], the jackpot type will be included in "Chikaen" and it will be a 3-round jackpot, if the command is 8C0B[H], the jackpot type will be included in "normal" and it will be a 2-round jackpot, and if the command is 8C0C[H], the jackpot type will be included in "normal" and it will be a 7-round jackpot.
[0195] When the variable display content is "non-reach (miss)", the variable display of the effect symbols does not go into reach mode, the confirmed effect symbols of the non-reach combination are stopped and displayed, and the display result of the variable display becomes "miss". When the variable display content is "reach (miss)", after the variable display of the effect symbols goes into reach mode, the confirmed effect symbols of the reach miss combination are stopped and displayed, and the display result of the variable display becomes "miss". When the variable display content is "non-probability variable (jackpot)", the display result of the variable display becomes "jackpot", and it becomes difficult for a V win to occur in a jackpot gaming state. When the variable display content is "probability variable (jackpot)", the display result of the variable display becomes "jackpot", and it becomes easier for a V win to occur in a jackpot gaming state.
[0196] When the variable display content is "non-reach (miss)", different (mismatched) effect patterns are determined as the final stop pattern in the "left" and "right" effect pattern display areas 5L, 5R. When the variable display content is "reach (miss)", the same (matched) effect patterns are determined as the final stop pattern in the "left" and "right" effect pattern display areas 5L, 5R. In this case, of the confirmed effect patterns, the middle confirmed effect pattern stopped and displayed in the "middle" effect pattern display area 5C on the screen of the image display device 5 is determined as a different effect pattern from the confirmed effect patterns on the left and right. When the variable display content is "non-probability variable (jackpot)" or "probability variable (jackpot)", the same (matched) effect patterns are determined as the final stop pattern in the "left", "middle", and "right" effect pattern display areas 5L, 5C, 5R. In this case, it is sufficient to determine whether the fixed effect symbol will be a normal symbol (for example, a symbol showing an even number) or a variable effect symbol (for example, a symbol showing an odd number) depending on whether the variable display content is "non-variable effect (jackpot)" or "variable effect (jackpot)" and whether a jackpot promotion effect will be executed. The jackpot promotion effect is an effect in which a combination of effect symbols (non-variable effect jackpot combination) that evokes a jackpot but does not evoke a variable effect state is temporarily displayed on the image display device 5, and then an indication is given as to whether a variable effect state will be entered during or at the end of the jackpot game state. When the variable display content is "non-variable effect (jackpot)," a fixed effect symbol is determined from among multiple types of normal symbols. Also, when the variable display content is "variable effect (jackpot)" and it is determined not to execute a jackpot promotion effect, a fixed effect symbol is determined from among multiple types of variable effect symbols. On the other hand, when it is decided to execute the promotion effect during the jackpot even if the variable display content is "probability variable (jackpot)", a fixed effect pattern is selected from among a plurality of types of normal patterns. This prevents the promotion effect during the jackpot from being executed even when the probability variable patterns are aligned and derived and displayed as the fixed effect patterns, and prevents the player from feeling distrustful.
[0197] After determining the final stop symbol and other information in step AKS501, it is determined whether the variation pattern indicated in the variation pattern designation command is for displaying results (step AKS502). In the probability variable state or time-saving state, a result display can be executed when the number of executions of the variable display reaches 70. The result display displays information regarding the results of the game value acquired by the player, such as the total number of prize balls acquired by the player in the jackpot game state and the number of consecutive jackpots. The number of consecutive jackpots is also called the number of consecutive wins. In the failure variation pattern shown in Figure 9-4, during the execution of the variable display by any of the variation patterns PB1-6 to PB1-9 from the first final to the fourth final during the time-saving state, a result display can be executed, and a value announcement can be executed to notify the player of the value acquired. In the jackpot fluctuation pattern shown in FIG. 9-5, when the variable display by either the fluctuation pattern PB3-2 or the fluctuation pattern PB3-9 is the 70th variable display in the probability variable state or the time-saving state, a result display may be performed during the execution of the variable display, and a value notification may be executed to notify the player of the value acquired. In step AKS502, when the variable display is the 70th variable display in the probability variable state or the time-saving state, it may be determined that the variable patterns PB1-6 to PB1-9 and the fluctuation patterns PB3-2 and PB3-9 are variable patterns for result display. Note that the value notification may include the provision of information regarding any value acquired by the player.
[0198] If the variable pattern is for result display in response to step AKS502 (step AKS502; Yes), a result display control setting is performed (step AKS503). The result display control setting is a setting for controlling the execution of a result display that notifies value while the variable display is being executed. For example, the performance control CPU 120 may select a performance pattern provided for result display and set the result display to be executable while the variable display is being executed.
[0199] After step AKS503, it is determined whether the variation pattern is for a status notification effect (step AKS504). When a result display is performed during the execution of the variable display, the status notification effect may or may not be executed. The status notification effect is an effect that notifies the player that the time-saving state continues even after the variable display has been executed 70 times when the maximum number of variable displays that can be executed in the time-saving state is 10,000 times, indicating that the time-saving state is in a low-probability, high-base state (the second state). In the miss variation pattern shown in Figure 9-4, a status notification effect is performed during the execution of the variable display according to the fourth and final variation pattern PB1-9 during the time-saving state, and a notification can be executed that the time-saving state is in a state where the maximum number of variable displays that can be executed is 10,000 times. In step AKS504, it is determined that the variation pattern is for a status notification effect corresponding to variation pattern PB1-9.
[0200] If the variable pattern is for a status notification effect in response to step AKS504 (step AKS504; Yes), a status notification effect control setting is performed (step AKS505). The status notification effect control setting is a setting for controlling the execution of notifications by status notification effects while variable display is being executed. For example, the effect control CPU 120 may select an effect pattern provided for a status notification effect and set it so that the status notification effect can be executed while variable display is being executed. The status notification effect may include the display of a specific image, such as an effect image of a button display imitating push button 31B.
[0201] If the variation pattern corresponding to step AKS502 is not for displaying results (step AKS502; No), if the variation pattern corresponding to step AKS504 is not for leaving the status display (step AKS504; No), or following step AKS505, another variable display during the variable display is determined (step AKS506). For example, the presence or absence of a preview effect and the preview effect pattern to be used when the preview effect is executed may be determined. Then, the effect control pattern is determined (step AKS507). For example, the effect control CPU 120 selects one of a plurality of prepared effect control patterns (special chart variation effect control patterns) corresponding to the variation pattern indicated by the variation pattern designation command and sets it as the pattern to be used. Furthermore, the effect control CPU 120 may select a prepared effect control pattern (result display control pattern) in response to the execution of the result display and set it as the pattern to be used. In response to the execution of the status notification effect, it may select a prepared effect control pattern (status notification effect control pattern) in response to the execution of the status notification effect and set it as the pattern to be used. In response to the execution of the preview performance, a prepared performance control pattern (preview performance control pattern) may be selected and set as the pattern to be used. Note that the presenter is not limited to setting separate performance control patterns as the special chart change performance control pattern, the result display control pattern, the status notification performance control pattern, the preview performance control pattern, or some or all of these, and may set one performance control pattern corresponding to the combination of the execution settings of each performance.
[0202] Following step AKS507, an initial value of the effect control process timer is set corresponding to the variation pattern designated by, for example, a variation pattern designation command (step AKS508). The effect control process timer is provided, for example, at a predetermined address in RAM 102, and data indicating the timing value used for effect control can be stored and memorized. Furthermore, settings are made to start the variation of the effect symbols, etc., on the screen of image display device 5 (step AKS509). At this time, for example, the display control data included in the effect control pattern (the effect control pattern during special symbol variation) determined in step AKS507 may be used to start the variation of the effect symbols in the "left," "center," and "right" effect symbol display areas 5L, 5C, and 5R provided on the screen of image display device 5. Accordingly, in response to the start of the variable display, settings are made to update the pending display on the screen of image display device 5 (step AKS510). Then, the effect process code is updated to 02[H], a value corresponding to the effect symbol variation processing (step AKS511), and the effect symbol variation start processing ends.
[0203] 9-27 is a flowchart showing an example of processing during the change of the effect pattern. In the processing during the change of the effect pattern, the effect control CPU 120 determines whether the special pattern change time, which is the variable display time corresponding to the change pattern, has elapsed, for example, based on the time value of the effect control process timer (step AKS521). In order to measure the variable display time, the time value of the effect control process timer is updated, for example, by subtracting 1 from the time value. In step AKS521, it may be determined that the variable display time has elapsed when an end code is read from the effect control pattern corresponding to the time value of the effect control process timer after the update.
[0204] If the variable display time corresponding to step AKS521 has not elapsed (step AKS521; No), it is determined whether or not it is the preview performance period (step AKS522). The preview performance period may be predetermined, for example, in the performance control pattern (preview performance control pattern, etc.) determined in step AKS507 of the performance symbol variation start processing. If it is the preview performance period (step AKS522; Yes), control to execute the preview performance is performed (step AKS523).
[0205] If it is not the preview performance period according to step AKS522 (step AKS522; No), or after control by step AKS523, it is determined whether it is the result display period (step AKS524). The result display period may be predetermined, for example, in the performance control pattern (such as the result display control pattern) determined in step AKS507 of the performance symbol variation start processing. If it is the result display period (step AKS524; Yes), control is performed to execute the result display (step AKS525). If it is not the result display period (step AKS524; No), or after control by step AKS525, it is determined whether it is the status notification performance period (step AKS526). The status notification performance period may be predetermined, for example, in the performance control pattern (such as the status notification performance control pattern) determined in step AKS507 of the performance symbol variation start processing. If it is the status notification effect period (step AKS526; Yes), control is performed to execute the status notification effect (step ASK527). In this way, by performing the control of step AKS525, it is possible to execute a result display that serves as a value notification during the variable display. Also, by performing the control of step AKS527, it is possible to execute a status notification effect that includes a notification that the second state is a low probability high base state during the variable display.
[0206] If it is not the status notification display period in response to step AKS526 (step AKS526; No), or after control in step AKS527, it is determined whether it is the reach display period (step AKS528). The reach display period may be predetermined, for example, in the display control pattern (such as the display control pattern during special symbol change) determined in step AKS507 of the display symbol change start processing. If it is the reach display period (step AKS528; Yes), control is performed to execute the reach display (step AKS529). If it is not the reach display period (step AKS528; No), or after control in step AKS529, control is performed to execute the display during variable display, including the variable display operation of the display symbol, based on, for example, the settings in the display control pattern determined corresponding to the change pattern (step AKS530), and the display symbol change processing ends.
[0207] When the variable display time has elapsed in response to step AKS521 (step AKS521; Yes), it is determined whether or not a performance symbol determination command transmitted from the main board 11 has been received (step AKS531). If the performance symbol determination command has not been received (step AKS531; No), the performance symbol variation processing is terminated and the processing waits. If a predetermined time has elapsed after the variable display time has elapsed without receiving a performance symbol determination command, it may be determined that the performance symbol determination command was not received properly, and a predetermined error processing may be executed. When the performance symbol determination command has been received (step AKS531; Yes), control is performed to display the final stop symbol resulting from the display in the variable display of the performance symbol as a stop display (step AKS532). A predetermined time is set as a waiting time for receiving a jackpot start command (step AKS533). The performance process code is then updated to 03 [H], a value corresponding to the performance symbol variation stop processing (step AKS534), and the performance symbol variation processing is terminated.
[0208] Next, various control examples related to the feature unit 23AK are described. During a high base, such as a time-saving state where high base control is being performed, the pachinko gaming machine 1 may execute a special game using a first special symbol, resulting in a "jackpot." Such a jackpot is also referred to as a first special symbol jackpot during a high base. In this case, based on the jackpot type determination example AKD01 shown in Figure 9-2, high base control is "enabled," so the jackpot type is determined to be either NA08, which includes the "normal" jackpot type, or KA11 or KA15, which include the "probable" jackpot type. In the jackpot end setting AKB11 shown in Figure 9-23, the time-saving counter initial value of "570" and the presentation state selection value of 06 [H] are set for the jackpot type NA08, and the time-saving counter initial value of "70" and the presentation state selection value of 06 [H] are set for the jackpot types KA11 and KA15. In addition, since the jackpot type NA08, which is included in the "normal" jackpot type, is unlikely to result in a V win, in the jackpot end setting example AKB12 shown in Figure 9-24, if there is no V win for the jackpot type NA08, the special period effect designation value is set to 0C [H]. On the other hand, since the jackpot types KA11 and KA15, which are included in the "probable change" jackpot type, are likely to result in a V win, in the jackpot end setting example AKB13 shown in Figure 9-25, if there is a V win for the jackpot types KA11 and KA15, the special period effect designation value is set to 07 [H].
[0209] Figure 9-28 shows an example of control of the display state AKC01 based on the first special symbol jackpot during a high base. When the first special symbol jackpot during a high base is a jackpot type NA08, the special display period designation value is set to 0C [H] in response to no V winnings, the time-saving counter initial value is set to "570", and the display state selection designation value is set to 06 [H]. After that, in response to the end of the variable display, the time-saving counter count value is updated by subtracting 1 in step AKS130 of the special symbol variation processing shown in Figure 9-18. Accordingly, step AKS133 determines that the special period display designation value is other than 00 [H], and step AKS134 performs the special period display update setting. In the special period effect setting table AKT01 shown in Figure 9-19, when the special effect period designation value is 0C[H], when the count value of the time-saving counter reaches "566", the designation value for selection of the effect state is updated to 08[H], when the count value of the time-saving counter reaches "501", the designation value for selection of the effect state is updated to 09[H], when the count value of the time-saving counter reaches "500", the designation value for selection of the effect state is updated to 0A[H], when the count value of the time-saving counter reaches "1", the designation value for selection of the effect state is updated to 0B[H], and when the count value of the time-saving counter reaches "0", the designation value for selection of the effect state is updated to 00[H] and initialized.
[0210] If the first special jackpot during the high base is either KA11 or KA15, the special period effect designation value is set to 07 [H] in response to a V win, the time-saving counter initial value is set to "70," and the effect state selection designation value is set to 06 [H]. After that, the time-saving counter count value is decremented by 1 in response to the end of the variable display, and the special period effect update setting is performed. In the special period effect setting table AKT01 shown in Figure 9-19, when the special period designation value is 07 [H], if the time-saving counter count value reaches "66," the effect state selection designation value is updated to 07 [H]. If the time-saving counter count value reaches "1," the effect state selection designation value is updated to 0C [H]. If the time-saving counter count value reaches "0," the effect state selection designation value is updated to 00 [H] and initialized.
[0211] In the loss reference table AKA01 shown in Figure 9-6 (A), a reference table corresponding to the display state selection value is designated, and a variation pattern can be determined using different reference tables. For example, when the display state selection value is 06 [H], reference table TS02 is designated, when the display state selection value is 07 [H], reference table TS03 is designated, when the display state selection value is 09 [H], reference table TS05 is designated, when the display state selection value is 0A [H], reference table TS06 is designated, when the display state selection value is 0B [H], reference table TS07 is designated, and when the display state selection value is 0C [H], reference table TS08 is designated. In the reference table TS02 shown in Figure 9-6 (C), when the start-gate winning designation value is "2", either selection table TB20 or TB21 associated with the second reserved memory number can be designated as the variation pattern type selection table. In the reference table TS03 shown in Figure 9-6 (D), when the start port winning designation value is "2", either of the selection tables TB22 and TB23 associated with the second reserved memory number can be designated as the variation pattern type selection table. In this way, the variation pattern can be determined using a variation pattern type selection table composed of different table data corresponding to the performance state selection designation value.
[0212] During a high base state, such as a time-saving state where high base control is in effect, the pachinko gaming machine 1 may execute a special game using a second special symbol, resulting in a "jackpot." This type of jackpot is also referred to as a "second special symbol jackpot" during a high base state. In this case, based on the jackpot type determination example AKD01 shown in Figure 9-2, the jackpot type is determined to be one of the jackpot types NA09-NA11, which are included in the "normal" jackpot type, or KA12-KA15, which are included in the "probable variable" jackpot type. In the jackpot end setting AKB11 shown in Figure 9-23, the time-saving counter initial value of "10000" and the presentation state selection value 06 [H] are set for jackpot types NA09-NA11, and the time-saving counter initial value of "70" and the presentation state selection value 06 [H] are set for jackpot types KA12-KA15. In addition, since the jackpot types NA09 to NA11 included in the "normal" jackpot type are unlikely to result in a V win, in the jackpot end setting example AKB12 shown in Figure 9-24, if there is no V win for the jackpot types NA09 to NA11, the special period effect designation value is set to 0E [H]. On the other hand, since the jackpot types KA12 to KA15 included in the "probable change" jackpot type are likely to result in a V win, in the jackpot end setting example AKB13 shown in Figure 9-25, if there is a V win for the jackpot types KA12 to KA15, the special period effect designation value is set to 07 [H].
[0213] Figure 9-29 shows an example of control of the presentation state AKC02 based on the second special chart jackpot during a high base. When the second special chart jackpot during a high base is a jackpot type NA09 to NA11, the special presentation period designation value is set to 0E [H] in response to no V winning, the time-saving counter initial value is set to "10000", and the presentation state selection designation value is set to 06 [H]. After that, the count value of the time-saving counter is updated by subtracting 1 in response to the end of the variable display, and the special period presentation update setting is performed. In the special period effect setting table AKT01 shown in Figure 9-19, when the special effect period designation value is 0E[H], when the count value of the time-saving counter reaches "9996", the designation value for selection of the effect state is updated to 08[H], when the count value of the time-saving counter reaches "9931", the designation value for selection of the effect state is updated to 0D[H], when the count value of the time-saving counter reaches "9930", the designation value for selection of the effect state is updated to 0E[H], and when the count value of the time-saving counter reaches "0", the designation value for selection of the effect state is updated to 00[H] and initialized.
[0214] When the second special jackpot during the high base is a jackpot type KA12 to KA15, the special period effect designation value is set to 07 [H] in response to a V win, the time-saving counter initial value is set to "70," and the effect state selection designation value is set to 06 [H]. After that, the time-saving counter count value is decremented by 1 in response to the end of the variable display, and the special period effect update setting is performed. In the special period effect setting table AKT01 shown in Figure 9-19, when the special effect period designation value is 07 [H], if the time-saving counter count value reaches "66," the effect state selection designation value is updated to 07 [H]. If the time-saving counter count value reaches "1," the effect state selection designation value is updated to 0C [H]. If the time-saving counter count value reaches "0," the effect state selection designation value is updated to 00 [H] and initialized.
[0215] Based on the fact that the second special jackpot during the high base was controlled to a low-probability high base state due to the jackpot type NA09-NA11, when the 69th variable display ended, the time-saving counter count was updated to "9931." This updated the performance state selection value to 0D[H]. When the 70th variable display began, the special display result corresponded to a "miss," and reference table TS09 was specified in the miss reference table AKA01 shown in Figure 9-6(A). Reference table TS09 shown in Figure 9-7(E) allows table TB15 to be specified as the variation pattern type selection table regardless of the starting gate winning value, the number of first reserved memory, and the number of second reserved memory. Table TB15 shown in Figure 9-10(F) only allows variation pattern type CB1-9 to be selected. In the case of variation pattern type CB1-9 shown in Figure 9-14(I), only variation pattern PB1-9 can be determined. In this way, the variable pattern PB1-9 can be determined in response to the 70th variable display in the low probability high base state where the time-saving counter initial value is "10000".
[0216] Based on the fact that the second special jackpot during the high base was jackpot type KA12-KA15, the game is controlled to a high-probability high base state. When the 69th variable display ends, the time-saving counter count is updated to "1." This updates the performance state selection designation value to 0C[H]. When the 70th variable display begins, the special display result corresponds to a "miss," and reference table TS08 is specified in the miss reference table AKA01 shown in Figure 9-6(A). Reference table TS08 shown in Figure 9-7(D) allows table TB14 to be specified as the variation pattern type selection table regardless of the starting gate winning designation value or the number of first and second reserved memories. Table TB14 shown in Figure 9-10(E) only allows the selection of variation pattern type CB1-8. In the case of variation pattern type CB1-8 shown in Figure 9-14(H), only variation pattern PB1-8 can be determined. In this way, the variable pattern PB1-8 can be determined in response to the 70th variable display in the high probability high base where the time-saving counter initial value is "70".
[0217] Figure 9-30(A) shows a variable display control example AKC11 corresponding to the display state selection designation values 0C[H] and 0D[H]. When the display state selection designation value is 0C[H], the game state is a high-probability, high-base state, and if the variable display result, including the special symbol display result, is a "miss," only the variation pattern type CB1-8 can be determined, and only variation pattern PB1-8 can be determined. In the example configuration of a miss variation pattern shown in Figure 9-4, variation pattern PB1-8 corresponds to the third and final time during the time-saving period, and the special symbol variation time is set to 12,500 milliseconds. In contrast, when the display state selection designation value is 0D[H], the game state is a low-probability, high-base state, and if the variable display result, including the special symbol display result, is a "miss," only variation pattern type CB1-9 can be determined, and only variation pattern PB1-9 can be determined. In the example of the configuration of the miss fluctuation pattern shown in Figure 9-4, the fluctuation pattern PB1-9 corresponds to the fourth and final time during the time reduction, and the special chart fluctuation time is set to 29,900 milliseconds.
[0218] In step AKS502 of the effect symbol variation start processing shown in Figure 9-26, it is determined that the variation pattern is a result display variation pattern in both cases of variation pattern PB1-8 and PB1-9, and result display control setting is performed in step AKS503. Based on this setting, in step AKS525 of the effect symbol variation processing shown in Figure 9-27, control is performed to execute the result display, and a result display as a value notification that notifies the player of the value acquired can be executed. Also, in step AKS504 of the effect symbol variation start processing shown in Figure 9-26, it is determined that the variation pattern is a status notification variation pattern in the case of variation pattern PB1-9, and status notification effect control setting is performed in step AKS505. Based on this setting, in step AKS527 of the processing during the change in the performance pattern shown in Figure 9-27, control is performed to execute the status notification performance, and a notification is issued that the time-saving counter initial value is in a low-probability, high-base state based on the setting of "10000."
[0219] As described above, the low-probability high base state and the high-probability high base state, in which the special game using the second special symbol is more likely to be executed by high base control than the normal state, include, for example, a high-probability high base state in which the time-saving counter initial value can be controlled to execute 70 variable displays corresponding to the first number of "70" after the jackpot gaming state ends, corresponding to the jackpot types KA12 to KA15, and a low-probability high base state in which the time-saving counter initial value can be controlled to execute 10,000 variable displays corresponding to the second number of "10,000" after the jackpot gaming state ends, corresponding to the jackpot types NA09 to NA11. In this case, the high-probability high base state corresponds to the first state, and the low-probability high base state corresponds to the second state. Of these, a variation pattern PB1-8 can be determined in response to the first number of "70" being the number of variable displays executed during the high-probability high base state, and a variation pattern PB1-9 can be determined in response to the first number of "70" being the number of variable displays executed during the low-probability high base state. In this case, the variable pattern PB1-8 corresponds to the first variable display pattern, and the variable pattern PB1-9 corresponds to the second variable display pattern. Then, during the variable display by the variable pattern PB1-8, a result display that notifies the player of the value is executed. Also, during the variable display by the variable pattern PB1-9, a result display that notifies the player of the value and a status notification including a notification regarding a low probability low base state are executed. Comparing the special symbol fluctuation time, the 29,900 milliseconds in the variable pattern PB1-9 is longer than the 12,500 milliseconds in the variable pattern PB1-8. This allows the special symbol fluctuation time and notification content to be different between the variable pattern PB1-8 corresponding to the first variable display pattern and the variable pattern PB1-9 corresponding to the second variable display pattern, thereby increasing the player's interest in the variable display.
[0220] In addition, when the number of variable displays is "70" as the first number during the high probability high base state corresponding to the first state and during the low probability high base state corresponding to the second state, the variable pattern can be determined using table data of the variable pattern determination table which becomes different determination data corresponding to the variable pattern type CB1-8 and the variable pattern type CB1-9, respectively. In this way, since the variable pattern is determined using different determination data, the 70th variable display corresponding to the first number can be appropriately executed, and the game interest in the variable display can be improved.
[0221] In the variable display control example AKC11, when the variable display execution count is "70" as the first count in the high-probability, high-base state corresponding to the first state, the variable pattern PB1-8 that can be determined to correspond to the special chart display result of "miss" corresponds to the first non-specific pattern. Also, when the variable display execution count is "70" as the first count in the low-probability, high-base state corresponding to the second state, the variable pattern PB1-9 that can be determined to correspond to the special chart display result of "miss" corresponds to the second non-specific pattern. The variable pattern PB1-8 corresponding to the first non-specific pattern has a special chart fluctuation time of 12,500 milliseconds, and the variable pattern PB1-9 corresponding to the second non-specific pattern has a special chart fluctuation time of 29,900 milliseconds, which is more than twice as long. Both variable patterns PB1-8 and PB1-9 are result display fluctuation patterns, so a result display that notifies value is executed during each variable display. Furthermore, since the variable pattern PB1-9 is a variable pattern for state notification, notification of the low probability high base state as the second state is executed during the variable display. This allows the 70th variable display corresponding to the first number to be executed appropriately, thereby increasing the interest in the variable display.
[0222] Figure 9-30(B) shows a jackpot control example AKC12 corresponding to the jackpot types NA09 to NA11 and the jackpot types KA12 to KA15. In the jackpot start setting example AKB02 shown in Figure 9-21, the maximum number of times the large prize opening slot is opened is set to "02" corresponding to the jackpot type NA09, "04" corresponding to the jackpot type NA10, "07" corresponding to the jackpot type NA11, "02" corresponding to the jackpot type KA12, "04" corresponding to the jackpot type KA13, "07" corresponding to the jackpot type KA14, and "10" corresponding to the jackpot type KA15. In addition, in the jackpot end setting example AKB11 shown in Figure 9-23, the time-saving counter initial value is set to "10000" corresponding to the jackpot types NA09 to NA11 and to "70" corresponding to the jackpot types KA12 to KA15. The time-saving counter initial value is set to "10000" only for one of the jackpot types NA09 to NA11, and is not set for other jackpot types. In the jackpot type determination example AKD01 shown in Figure 9-2, the jackpot types NA09 to NA11 can be determined in response to "Yes" where high base control is performed and the start-up slot winning designated value "2" where a special game using a second special symbol is executed. In contrast, the jackpot types NA09 to NA11 are not determined in response to "No" where high base control is not performed and the start-up slot winning designated value "2." In addition, when the high base control is "none" or "on", the jackpot type is not determined to be NA09 to NA11, corresponding to the starting port winning designation value "1" where the special game using the first special symbol is executed.
[0223] As a result, during a high base, such as a time-saving state in which high base control is being performed, if the special symbol display result of a special symbol game using the second special symbol is a "jackpot," the time-saving counter initial value may be controlled to a low-probability high-base state as the second state, corresponding to a setting of "10000." On the other hand, during a low base, when high base control is not being performed, if the special symbol display result of a special symbol game using the second special symbol is a "jackpot," the time-saving counter initial value may not be controlled to a low-probability high-base state as the second state. Furthermore, whether during a high base or a low base, if the special symbol display result of a special symbol game using the first special symbol is a "jackpot," the time-saving counter initial value may not be controlled to a low-probability high-base state as the second state. In this way, the interest in variable display can be enhanced by controlling the presence or absence of high base control and the special symbol that results in a "jackpot."
[0224] In the jackpot control example AKC12, the maximum number of times the large prize opening is set to "10" is the case for the jackpot type KA15. For other jackpot types NA09 to NA11 and jackpot types KA12 to KA14, the maximum number of times the large prize opening is set to "10". The jackpot types NA09 to NA11 and the jackpot types KA12 to KA15 can all be determined in accordance with "Yes", in which high base control is performed, and the start port entry designated value "2", in which a special game using the second special symbol is executed. In this way, during a high base such as a time-saving state in which high base control is being performed, the jackpot game state that can be controlled based on the special symbol display result of the special symbol game using the second special symbol becoming a "jackpot" includes the first jackpot game state corresponding to the jackpot type KA15, which is a 10-round jackpot, and the second jackpot game state corresponding to the jackpot types NA09 to NA11 and KA12 to KA14, which have fewer rounds than a 10-round jackpot. After the first jackpot game state corresponding to the jackpot type KA15 ends, the time-saving counter initial value may be controlled to a high-probability high-base state as the first state based on the setting of "70", but the time-saving counter initial value may not be controlled to a low-probability high-base state as the second state based on the setting of "10000". In contrast, after the end of the second jackpot gaming state corresponding to the jackpot types NA09 to NA11 and the jackpot types KA12 to KA14, there are cases where the time-saving counter initial value is controlled to a high-probability, high-base state as the first state based on a setting of "70", and cases where the time-saving counter initial value is controlled to a low-probability, high-base state as the second state based on a setting of "10000". As a result, when the second jackpot gaming state is in a state with a small number of rounds, the time-saving counter initial value may be controlled to a low-probability, high-base state with a large number of rounds, which prevents disadvantages to the player and increases the game's enjoyment regarding the variable display.
[0225] In the jackpot control example AKC12, the maximum number of times the large prize opening is opened is set to "10" for the jackpot type KA15, the maximum number of times the large prize opening is opened is set to "07" for the jackpot types NA11 and KA14, and the maximum number of times the large prize opening is opened is set to "04" for the jackpot types NA10 and KA13. Of these, the jackpot gaming state for the jackpot type KA15 corresponds to the first jackpot gaming state, the jackpot gaming state for the jackpot types NA11 and KA14 corresponds to the second jackpot gaming state which has fewer rounds than the first jackpot gaming state, and the jackpot gaming state for the jackpot types NA10 and KA13 corresponds to the third jackpot gaming state which has fewer rounds than the second jackpot gaming state. The jackpot types NA10, NA11 and the jackpot types KA13 to KA15 can all be determined in accordance with "Yes" when high base control is performed and the start-up entry designated value "2" when the special symbol game using the second special symbol is executed. In this way, during a high base such as a time-saving state in which high base control is performed, the jackpot game state that can be controlled based on the special symbol display result of the special symbol game using the second special symbol becoming "jackpot" includes the first jackpot game state corresponding to the jackpot type KA15, which is a 10-round jackpot, the second jackpot game state corresponding to the jackpot types NA11, KA14, which is a 7-round jackpot with fewer rounds than a 10-round jackpot, and the third jackpot game state corresponding to the jackpot types NA10, KA13, which is a 4-round jackpot with fewer rounds than a 7-round jackpot. After the first jackpot gaming state corresponding to the jackpot type KA15 ends, the time-saving counter initial value may be controlled to a high-probability, high-base state as the first state based on a setting of "70", and there is no case where the time-saving counter initial value is controlled to a low-probability, high-base state as the second state based on a setting of "10000". In contrast, after the second jackpot gaming state corresponding to the jackpot types NA10, NA11 and the jackpot types KA13, KA14 ends, there are cases where the time-saving counter initial value is controlled to a high-probability, high-base state as the first state based on a setting of "70", and cases where the time-saving counter initial value is controlled to a low-probability, high-base state as the second state based on a setting of "10000".The high base hit probability for jackpot type KA13 is 25%, lower than the 31% high base hit probability for jackpot type KA14. Meanwhile, the high base hit probability for jackpot types NA10 and NA11 is both 2%. Therefore, after the end of the third jackpot gaming state corresponding to a four-round jackpot, the second state can be controlled to a low-probability, high-base state based on a time-saving counter initial value of "10000" at a higher rate than after the end of the second jackpot gaming state corresponding to a seven-round jackpot. This increases the probability of the second state being controlled to a low-probability, high-base state with a high time-saving counter initial value during the third jackpot gaming state, which has a low number of rounds. This prevents player disadvantages and enhances the game's enjoyment of the variable display.
[0226] In the jackpot reference table TS21 shown in FIG. 9-8, when the performance state selection designation value is 07 [H], if the jackpot type is either NA10 or KA13, table TB32 is designated as the fluctuation pattern type selection table, and if the jackpot type is either NA11 or KA14, table TB33 is designated as the fluctuation pattern type selection table. Table TB32 shown in FIG. 9-11 (F) can only select fluctuation pattern type CB3-3. Table TB33 shown in FIG. 9-11 (G) can only select fluctuation pattern type CB3-4. In this way, in the case of a 4-round jackpot corresponding to jackpot type NA10 and jackpot type KA13, the fluctuation pattern is determined using the fluctuation pattern determination table for fluctuation pattern type CB3-3 shown in FIG. 9-15 (C). In addition, in the case of a 7-round jackpot corresponding to the jackpot type NA11 and the jackpot type KA14, the fluctuation pattern is determined using the fluctuation pattern determination table for the fluctuation pattern type CB3-4 shown in FIG. 9-15(D). Therefore, whether the game is controlled to a high-probability, high-base state (the first state) after the end of the second jackpot game state corresponding to a 7-round jackpot or a low-probability, high-base state (the second state) after the end of the second jackpot game state corresponding to a 7-round jackpot, the fluctuation pattern can be determined using the table data constituting the fluctuation pattern determination table for the common fluctuation pattern type CB3-4. Also, whether the game is controlled to a high-probability, high-base state (the first state) after the end of the third jackpot game state corresponding to a 4-round jackpot or a low-probability, high-base state (the second state) after the end of the third jackpot game state corresponding to a 4-round jackpot, the fluctuation pattern can be determined using the table data constituting the fluctuation pattern determination table for the common fluctuation pattern type CB3-3. Here, the table data constituting the fluctuation pattern determination table for the fluctuation pattern type CB3-4 corresponds to the first data, and the table data constituting the fluctuation pattern determination table for the fluctuation pattern type CB3-3 corresponds to the second data. In this way, by determining the fluctuation pattern using data corresponding to a common fluctuation pattern type, the commonality of the variable display is increased, making it difficult to recognize whether the state is a high probability high base state or a low probability high base state, thereby increasing the interest in the game regarding the variable display.
[0227] Figure 9-30(C) shows a jackpot presentation control example AKC13 corresponding to the jackpot types NA09 to NA11 and the jackpot types KA12 to KA15. In the jackpot presentation control example AKC13, as in the jackpot control example AKC12, the number of times the large prize opening is set to "10" is for the jackpot type KA15, the number of times the large prize opening is set to "07" is for the jackpot types NA11 and KA14, and the number of times the large prize opening is set to "04" is for the jackpot types NA10 and KA13. Of these, the jackpot gaming state when the jackpot type is KA15 corresponds to the first jackpot gaming state, the jackpot gaming state when the jackpot types are NA11 and KA14 corresponds to the second jackpot gaming state which has fewer rounds than the first jackpot gaming state, and the jackpot gaming state when the jackpot types are NA10 and KA13 corresponds to the third jackpot gaming state which has fewer rounds than the second jackpot gaming state. In the jackpot start setting example AKB02 shown in Figure 9-21, the jackpot start presentation pattern is set to a common pattern APA33 corresponding to the jackpot types NA10 and KA13, and a common pattern APA34 corresponding to the jackpot types NA11 and KA14, respectively. Therefore, when the second jackpot gaming state corresponding to a 7-round jackpot starts, a common jackpot start effect pattern APA34 can be executed in both cases where the high-probability, high-base state (the first state) is controlled after the end of that jackpot gaming state and where the low-probability, high-base state (the second state) is controlled after the end of that jackpot gaming state. Also, when the third jackpot gaming state corresponding to a 4-round jackpot starts, a common jackpot start effect pattern APA33 can be executed in both cases where the high-probability, high-base state (the first state) is controlled after the end of that jackpot gaming state and where the low-probability, high-base state (the second state) is controlled after the end of that jackpot gaming state. By executing a jackpot start effect using a common jackpot start effect pattern, it becomes difficult to tell whether the high-probability, high-base state or the low-probability, high-base state is being selected when the jackpot start effect is executed, thereby enhancing the gaming experience related to the variable display.
[0228] In the jackpot presentation control example AKC13, the jackpot presentation pattern is set to a common pattern APB33 corresponding to the jackpot types NA10 and KA13, and a common pattern APB34 corresponding to the jackpot types NA11 and KA14. Therefore, in the second jackpot gaming state corresponding to a 7-round jackpot, a jackpot presentation using the common jackpot presentation pattern APB34 can be executed when the game is controlled to a high-probability, high-base state (the first state) after the jackpot gaming state ends, and when the game is controlled to a low-probability, high-base state (the second state) after the jackpot gaming state ends. Also, in the third jackpot gaming state corresponding to a 4-round jackpot, a jackpot presentation using the common jackpot presentation pattern APB33 can be executed when the game is controlled to a high-probability, high-base state (the first state) after the jackpot gaming state ends, and when the game is controlled to a low-probability, high-base state (the second state) after the jackpot gaming state ends. The jackpot effects by the jackpot effect pattern APB33 and the jackpot effects by the jackpot effect pattern APB34 may include effects executed corresponding to rounds that can be executed corresponding to the respective jackpot gaming states. Therefore, when a round is executed in the second jackpot gaming state corresponding to a 7-round jackpot, a jackpot effect by the common jackpot effect pattern APB34 can be executed both when the game is controlled to a high-probability, high-base state (the first state) after the jackpot gaming state ends and when the game is controlled to a low-probability, high-base state (the second state) after the jackpot gaming state ends. Also, when a round is executed in the third jackpot gaming state corresponding to a 4-round jackpot, a jackpot effect by the common jackpot effect pattern APB33 can be executed both when the game is controlled to a high-probability, high-base state (the first state) after the jackpot gaming state ends and when the game is controlled to a low-probability, high-base state (the second state) after the jackpot gaming state ends. In this way, by executing the jackpot mid-effect using a common jackpot mid-effect pattern, it becomes difficult to recognize whether the jackpot mid-effect will be in a high probability high base state or a low probability high base state when the jackpot mid-effect is executed, thereby increasing the interest in the game regarding the variable display.
[0229] In the jackpot presentation control example AKC13, the jackpot end presentation pattern is set to a common pattern APC33 corresponding to the jackpot types NA10 and KA13, and a common pattern APC34 corresponding to the jackpot types NA11 and KA14. Therefore, when the second jackpot gaming state corresponding to a 7-round jackpot ends, a jackpot end presentation can be executed using the common jackpot end presentation pattern APC34, whether the game is controlled to a high-probability, high-base state (the first state) after the jackpot gaming state ends or a low-probability, high-base state (the second state) after the jackpot gaming state ends. Also, when the third jackpot gaming state corresponding to a 4-round jackpot ends, a jackpot end presentation can be executed using the common jackpot end presentation pattern APC33, whether the game is controlled to a high-probability, high-base state (the first state) after the jackpot gaming state ends or a low-probability, high-base state (the second state) after the jackpot gaming state ends. Therefore, when the second jackpot gaming state corresponding to a 7-round jackpot ends, a common jackpot end effect pattern APC34 can be executed in both cases where the game is controlled to a high-probability, high-base state (the first state) after the end of that jackpot gaming state and where the game is controlled to a low-probability, high-base state (the second state) after the end of that jackpot gaming state. Also, when the third jackpot gaming state corresponding to a 4-round jackpot ends, a common jackpot end effect pattern APB33 can be executed in both cases where the game is controlled to a high-probability, high-base state (the first state) after the end of that jackpot gaming state and where the game is controlled to a low-probability, high-base state (the second state) after the end of that jackpot gaming state. By executing a jackpot end effect using a common jackpot end effect pattern, it becomes difficult to tell whether the game is in a high-probability, high-base state or a low-probability, high-base state when the jackpot end effect is executed, thereby enhancing the game's enjoyment of the variable display.
[0230] Figure 9-31 shows a variable display control example AKC21 in which the special chart display result is "jackpot" when the performance state selection designation value is 07 [H] or 08 [H]. In the jackpot reference table TS21 shown in Figure 9-8, when the performance state selection designation value is 07 [H], the variable pattern type selection table corresponds to the jackpot types NA09 and KA12, table TB31 corresponds to the jackpot types NA10 and KA13, table TB32 corresponds to the jackpot types NA11 and KA14, table TB33 corresponds to the jackpot type NA15, and table TB34 corresponds to the jackpot type KA15. Also, in the jackpot reference table TS21 shown in Figure 9-8, when the presentation state selection designation value is 08 [H], the variation pattern type selection table is designated as table TB35 corresponding to jackpot types NA09 and KA12, table TB36 corresponding to jackpot types NA10 and KA13, table TB37 corresponding to jackpot types NA11 and KA14, and table TB38 corresponding to jackpot type KA15.
[0231] Table TB31 shown in Figure 9-11(E) and table TB35 shown in Figure 9-11(I) can only select the fluctuation pattern type CB3-2. Table TB32 shown in Figure 9-11(F) and table TB36 shown in Figure 9-11(J) can only select the fluctuation pattern type CB3-3. Table TB33 shown in Figure 9-11(G) and table TB37 shown in Figure 9-11(K) can only select the fluctuation pattern type CB3-4. Table TB34 shown in Figure 9-11(H) and table TB38 shown in Figure 9-11(L) can only select the fluctuation pattern type CB3-5. In the case of the fluctuation pattern type CB3-2 shown in Figure 9-15(B), it can be determined to be either fluctuation pattern PB3-1 or PB3-2. In the case of the fluctuation pattern type CB3-3 shown in Figure 9-15(C) and the fluctuation pattern type CB3-4 shown in Figure 9-15(D), it can be determined to be one of the fluctuation patterns PB3-2 to PB3-8. In the case of the fluctuation pattern type CB3-5 shown in Figure 9-15(E), it can be determined to be one of the fluctuation patterns PB3-9 to PB3-11.
[0232] In the variable display control example AKC21, the maximum number of times the large prize opening is opened is set to "10" for the jackpot type KA15, the maximum number of times the large prize opening is opened is set to "07" for the jackpot types NA11 and KA14, the maximum number of times the large prize opening is opened is set to "04" for the jackpot types NA10 and KA13, and the maximum number of times the large prize opening is opened is set to "02" for the jackpot types NA09 and KA12. Of these, the jackpot gaming state for the jackpot type KA15 corresponds to the first jackpot gaming state, the jackpot gaming state for the jackpot types NA10, NA11, KA13, and KA14 corresponds to the second jackpot gaming state which has fewer rounds than the first jackpot gaming state, and the jackpot gaming state for the jackpot types NA09 and KA12 can correspond to the third jackpot gaming state which has fewer rounds than the second jackpot gaming state. The jackpot types NA09 to NA11 and the jackpot types KA12 to KA15 can all be determined in accordance with the "yes" state in which high base control is performed and the start-up entry designated value "2" in which the special symbol game using the second special symbol is executed. In this way, during a high base, such as a time-saving state in which high base control is performed, the jackpot game state that can be controlled based on the special symbol display result of the special symbol game using the second special symbol becoming a "jackpot" includes the first jackpot game state corresponding to the jackpot type KA15, which is a 10-round jackpot, the second jackpot game state corresponding to the jackpot type NA11, KA14, which is a 7-round jackpot with fewer rounds than a 10-round jackpot, or the jackpot type NA10, KA13, which is a 4-round jackpot, and the third jackpot game state corresponding to the jackpot type NA09, KA12, which is a 2-round jackpot with fewer rounds than a 7-round jackpot or a 4-round jackpot.
[0233] The variable display patterns that can be determined in response to the variable display that triggers control to a 7-round jackpot or a 4-round jackpot as the second jackpot gaming state are variable patterns PB3-2 to PB3-8, which can be determined in response to the jackpot types NA10, NA11, KA13, and KA14. If the jackpot type is either NA10 or NA11, the game can be controlled to a low-probability, high-base state as the second state based on the time-saving counter initial value being set to "10000" after the second jackpot gaming state ends. In contrast, the variable display patterns that can be determined in response to the variable display that triggers control to a 2-round jackpot as the third jackpot gaming state are variable patterns PB3-1 and PB3-2, which can be determined in response to the jackpot types NA09 and KA12. If the jackpot type is NA09, the game can be controlled to a low-probability, high-base state as the second state based on the time-saving counter initial value being set to "10000" after the third jackpot gaming state ends. The variation pattern PB3-1 included in the variation pattern that can be determined corresponding to such a jackpot type NA09 has a special chart variation time of 2500 milliseconds, and has a shorter variable display period than the variation patterns PB3-3 to PB3-8 included in the variation patterns that can be determined corresponding to the jackpot types NA10 and NA11. In other words, the variation patterns PB3-3 to PB3-8 included in the variation patterns that can be determined corresponding to the jackpot types NA10 and NA11 have a longer variable display time than the variation pattern PB3-1 included in the variation pattern that can be determined corresponding to the jackpot type NA09. As a result, when a variation pattern has a long variable display period, it is possible to increase the expectation that the game will be controlled to the second jackpot game state, which has a greater number of rounds than the third jackpot game state, and improve the game's interest in the variable display.
[0234] In addition, the variation pattern PB3-2 included in the variation patterns that can be determined corresponding to the jackpot type NA09 is also included in the variation patterns that can be determined corresponding to the jackpot types NA10 and NA11. In the case of the jackpot type NA09, after the end of a two-round jackpot as the third jackpot gaming state, it is possible to control to a low-probability, high-base state as the second state. In the case of the jackpot types NA10 and NA11, after the end of a four-round jackpot or seven-round jackpot as the second jackpot gaming state, it is possible to control to a low-probability, high-base state as the second state. In this way, a common variation pattern such as variation pattern PB3-2 can be determined when the game is controlled to a low-probability, high-base state as the second state after the end of a four-round jackpot or seven-round jackpot as the second jackpot gaming state, and when the game is controlled to a low-probability, high-base state as the second state after the end of a two-round jackpot as the third jackpot gaming state. This makes it difficult to recognize whether the game state will be the second big win game state or the third big win game state when a fluctuation pattern results in a specific variable display period, thereby increasing the interest in the game regarding the variable display.
[0235] In response to the end of the jackpot game state based on the second special jackpot during the high base, the special period effect designation value is set to 0E [H] if the time-saving counter initial value is set to "10000" for jackpot types NA09 to NA11 and there is no V prize, and the special period effect designation value is set to 0E [H] if the time-saving counter initial value is set to "70" and there is a V prize for jackpot types KA12 to KA15. The high probability high base state where the time-saving counter initial value is "70" corresponds to the first state, and the low probability high base state where the time-saving counter initial value is "10000" corresponds to the second state. Data indicating the special period effect designation value is stored and saved in the special period effect buffer. In the example AKB12 setting at the end of a jackpot shown in Figure 9-24, if the jackpot types are NA09 to NA11 and there is no V prize, command data indicating command 9505 [H] as the post-jackpot background designation is stored in a background designation command buffer or the like and can be sent. In the example AKB13 setting at the end of a jackpot shown in Figure 9-25, if the jackpot types are KA12 to KA15 and there is a V prize, command data indicating command 9506 [H] as the post-jackpot background designation is stored in a background designation command buffer or the like and can be sent. When command 9505 [H] is sent as the background designation command and when command 9506 [H] is sent, the background display may be performed using a common effect image in response to the high base being in a time-saving state or a high-base state in which high-base control is being performed.
[0236] As described above, data indicating a special period effect designation value, which serves as counting information, can be set in response to the end of the jackpot gaming state. When controlled to a high-probability, high-base state (the first state), the special period effect designation value is set to 07 [H], and when controlled to a low-probability, high-base state (the second state), the special period effect designation value is set to 0E [H]. Furthermore, during the high-probability, high-base state corresponding to the first state, and during the low-probability, high-base state corresponding to the second state, a background display using a common effect image can be displayed based on a background designation command. In this way, by making it difficult to distinguish between a high-probability, high-base state and a low-probability, high-base state based on the display of the effect image that serves as a common background image, the game's enjoyment of the variable display can be enhanced.
[0237] In response to the end of the jackpot game state based on the second special jackpot during the high base, the presentation state selection designated value is set to a common value of 06 [H] for the jackpot types NA09 to NA11 and the jackpot types KA12 to KA15. After that, during the low-probability high-base state based on the jackpot types NA09 to NA11, the presentation state selection designated value is updated to 08 [H], and during the high-probability high-base state based on the jackpot types KA12 to KA15, the presentation state selection designated value is updated to 07 [H]. When the presentation state selection designated value is 06 [H], the special chart display result corresponds to "miss", and the reference table TS02 is specified in the miss reference table AKA01 shown in Figure 9-6 (A). When the performance status selection des...
Claims
[Claim 1] A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, a movable body that can move a predetermined number of times during one variable display period; a display means for displaying a pseudo movable body display from a first display position to a second display position different from the first display position a specific number of times, the number of times being greater than the predetermined number of times, during one variable display period; a light emitting means provided on the movable body; a brightness setting means for setting the brightness of the light emitting means; A performance execution means capable of executing a performance, When a predetermined condition is met, the movable body can be moved at a predetermined moving speed, The performance execution means A special effect can be executed to notify the player that the game will be controlled to the advantageous state. A specific effect can be executed before the special effect is executed, The display means The pseudo-movable object display can be moved and displayed in the specific effect and the special effect, When the pseudo-movable object display is moved and displayed in the specific performance, the pseudo-movable object display can be moved and displayed from the first display position to the second display position, and then can be hidden without being moved and displayed from the second display position to the first display position, and a suggestion image suggesting the execution of the special performance can be displayed in a display area including the second display position, When the pseudo-movable object display is moved and displayed in the special effect, the pseudo-movable object display can be moved and displayed from the first display position to the second display position, and then moved and displayed from the second display position to the first display position, and then hidden; The pseudo movable object display can be displayed moving at a speed faster than the predetermined moving speed, the effect execution means causes the light emitting means to emit light when the pseudo-movable object display is moved from the first display position to the second display position during the special effect; The pseudo movable body display includes a display unit that displays a display corresponding to the light emitted by the light emitting means, The display mode of the display unit does not change in response to a setting operation regarding the brightness of the light-emitting means by the brightness setting means. A gaming machine characterized by:
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