gaming machines
The gaming machine dynamically selects optimal variation patterns for each state using multiple tables and control units, addressing the lack of state-specific patterns in conventional machines to enhance player engagement.
Patent Information
- Application Number
- JP2024112139
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-07-12
- Publication Date
- 2025-12-02
- Estimated Expiration
- 2040-09-16
Smart Images

Figure 0007778864000001 
Figure 0007778864000002 
Figure 0007778864000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines, arrange ball machines, mahjong ball gaming machines, slots, and enclosed pachinko machines (controlled gaming machines) that circulate enclosed gaming balls inside, and more specifically to gaming machines that can determine the optimal fluctuation pattern for each gaming state, thereby reducing situations that reduce the interest of players and thereby increasing the interest of players. [Background technology]
[0002] Known gaming machines such as conventional pachinko machines include the gaming machine described in Patent Document 1. The gameplay of this gaming machine is whether or not it transitions from a normal gaming state (low probability non-time-saving state) to a RUSH state (the best gaming state among gaming states, such as a probability variable time-saving state or a small win rush state) by generating a jackpot. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2020-92799 Summary of the Invention [Problem to be solved by the invention]
[0004] However, in the gaming machines described above, if the game state to which a game is transferred from a different game state is the same game state, the same variation pattern selection table is used to determine the variation pattern. Therefore, in conventional gaming machines, it is not possible to determine the optimal variation pattern for each game state, which may reduce the player's interest.
[0005] In view of the above problems, the present invention aims to provide a gaming machine that can determine the optimal variation pattern for each gaming state, thereby reducing situations that reduce the player's interest, and thereby increasing the player's interest. [Means for solving the problem]
[0006] The above object of the present invention can be achieved by the following means: Note that the parentheses indicate reference symbols of embodiments to be described later, but the present invention is not limited to these.
[0007] According to the gaming machine of the invention of claim 1, the gaming states include a normal gaming state (for example, the normal gaming state (low-probability non-time-shortening gaming state) YG30 shown in FIG. 6), an advantageous state (for example, the challenge time gaming state (low-probability time-shortening gaming state) YG36 shown in FIG. 6), and a special gaming state (for example, the RUSH gaming state (low-probability time-shortening gaming state) YG32 shown in FIG. 6), Game balls can be entered No. 1 Starting point (For example, special pattern 1 starting hole 44 shown in Figure 2) and, A second starting hole into which the game ball can enter (for example, the special symbol 2 starting hole 45 shown in FIG. 2), The aforementioned First starting port or second starting port A lottery processing execution means (for example, a main control CPU 600a shown in FIG. 3) for executing a lottery processing resulting from a game ball entering the lottery; A bonus game execution means (for example, a main control CPU 600a shown in FIG. 3) that executes a bonus game advantageous to a player according to the lottery result when the lottery processing execution means is executed; The aforementioned First starting port or second starting port Identification information that starts a variable display in response to a lottery result when a lottery process is executed due to a game ball entering the ball; A plurality of variation pattern selection tables used when selecting a variation pattern of the variation display of the identification information; A main control means (for example, a main control CPU 600a shown in FIG. 3) that transmits information about the variation pattern selected using the variation pattern selection table to a sub-control means (for example, a sub-control CPU 800a shown in FIG. 3); A sub-control means (for example, a sub-control CPU 800a shown in FIG. 3) for controlling various performance operations while displaying a performance pattern in accordance with information about the variation pattern; A performance variation pattern selection table (for example, the first performance variation pattern selection table ENOR_TBL1 shown in FIG. 12, the second performance variation pattern selection table ENOR_TBL2 shown in FIG. 13) used when selecting the performance variation pattern; A RAM (for example, the main control RAM 600c shown in FIG. 3) that stores predetermined information; RAM clearing means (for example, RAM clear switch 620 shown in FIG. 3) that can clear the RAM when power is turned on; The normal gaming state can be transitioned to the advantageous state through the bonus gaming state (for example, the jackpot gaming state YG34 shown in FIG. 6), The advantageous state and the special game state are game states in which it is easier to win a normal electric device having the second starting hole than in the normal game state, The variation pattern selection table is A first variation pattern selection table (for example, the first variation pattern selection table NOR_TBL1 shown in FIG. 11(a)) selected in the normal game state; A second variation pattern selection table (for example, JTB_TBL, HI_TBL shown in FIG. 11(a)) selected in the advantageous state or the special game state, The sub-control means In the normal game state after clearing by the RAM clearing means, Caused by the game ball entering the first starting hole When the variation of the identification information is started in response to the lottery result when the lottery process is executed, The main control means (for example, the main control CPU 600a shown in FIG. 3) Information regarding the variation pattern selected using the first variation pattern selection table is transmitted from the main control means, and the performance pattern is variably displayed using a performance variation pattern selected using a first performance variation pattern selection table A (for example, the first performance variation pattern selection table ENOR_TBL1 shown in FIG. 12) according to the information regarding the variation pattern, In the normal game state to which the advantageous state or the special game state is transferred after the end of the The first starting hole (for example, the special symbol 1 starting hole 44 shown in FIG. 2) is caused by the game ball entering the first starting hole. When the change in the identification information starts in response to the lottery result when the lottery process is executed, The main control means (for example, the main control CPU 600a shown in FIG. 3) Information regarding the variation pattern selected using the first variation pattern selection table is transmitted from the main control means, and the performance pattern is variably displayed using a performance variation pattern selected using a first performance variation pattern selection table B (for example, a second performance variation pattern selection table ENOR_TBL2 shown in FIG. 13) according to the information regarding the variation pattern, The variation pattern has a loss variation pattern that is selected when the lottery result is a loss, In the normal game state after being cleared by the RAM clearing means, a miss presentation variation pattern different from the miss presentation variation pattern selected by the sub-control means using the first presentation variation pattern selection table A in accordance with information on the miss presentation variation pattern selected when the lottery result when the lottery processing is executed is a miss (see, for example, normal reach miss 1, normal reach miss 2, special mode miss presentation variation, SP reach miss 1, SP reach miss 2, and special mode miss presentation variation shown in FIG. 12) and the miss presentation variation pattern selected by the sub-control means using the first presentation variation pattern selection table B in accordance with information on the miss presentation variation pattern selected when the lottery result when the lottery processing is executed is a miss (see, for example, normal reach miss 1, normal reach miss 2, special mode miss presentation variation, SP reach miss 1, SP reach miss 2, and special mode miss presentation variation shown in FIG. 13) can be selected. The different miss effect variation pattern is not selected in the first effect variation pattern selection table A, but is selected only in the first effect variation pattern selection table B. It is characterized by the fact that According to the gaming machine of the invention of claim 2, the gaming states include a normal gaming state (for example, a normal gaming state (low probability non-time-shortened gaming state) YG20 shown in FIG. 5), an advantageous state (for example, a chance time gaming state (low probability time-shortened gaming state) YG24 shown in FIG. 5), and a special gaming state (for example, a RUSH gaming state (high probability time-shortened gaming state) YG22 shown in FIG. 5), Game balls can be entered No. 1 Starting point (For example, special pattern 1 starting hole 44 shown in Figure 2) and, A second starting hole into which the game ball can enter (for example, the special symbol 2 starting hole 45 shown in FIG. 2), The aforementioned First starting port or second starting portA lottery processing execution means (for example, a main control CPU 600a shown in FIG. 3) for executing a lottery processing resulting from a game ball entering the lottery; A bonus game execution means (for example, a main control CPU 600a shown in FIG. 3) that executes a bonus game advantageous to a player according to the lottery result when the lottery processing execution means is executed; The aforementioned First starting port or second starting port Identification information that starts a variable display in response to a lottery result when a lottery process is executed due to a game ball entering the ball; A plurality of variation pattern selection tables used when selecting a variation pattern of the variation display of the identification information; A sub-control means (for example, a sub-control CPU 800a shown in FIG. 3) for controlling various performance operations while displaying the performance symbols in a performance variation pattern according to the variation pattern; A RAM (for example, the main control RAM 600c shown in FIG. 3) that stores predetermined information; RAM clearing means (for example, RAM clear switch 620 shown in FIG. 3) that can clear the RAM when power is turned on; The normal gaming state can be transitioned to the advantageous state through the bonus gaming state (for example, the jackpot gaming state YG23 shown in FIG. 5), The advantageous state and the special game state are game states in which it is easier to win a normal electric device having the second starting hole than in the normal game state, The variation pattern selection table is A first variation pattern selection table (for example, the first variation pattern selection table NOR_TBL1 shown in FIG. 7(b)) and a second variation pattern selection table (for example, the second variation pattern selection table NOR_TBL2 shown in FIG. 8(a)) selected in the normal game state, A third variation pattern selection table (for example, JTB_TBL, HI_TBL shown in FIG. 7(a)) selected in the advantageous state or the special game state, The sub-control means In the normal gaming state after clearing by the RAM clearing means, Caused by the ball entering the first starting hole When the variation of the identification information is started in response to the lottery result when the lottery process is executed, the effect pattern is varied and displayed according to the variation pattern selected using the first variation pattern selection table, In the normal gaming state to which the game transitions after the advantageous state or the special gaming state ends, Caused by the ball entering the first starting hole When the variation of the identification information is started in accordance with the lottery result when the lottery process is executed, the effect pattern is varied and displayed according to the variation pattern selected using the second variation pattern selection table, The variation pattern has a plurality of loss variation patterns to be selected when the lottery result is a loss, In the normal game state after being cleared by the RAM clearing means, when the lottery result when the lottery process is executed is a loss, a loss variation pattern is selected from the plurality of loss variation patterns using the first variation pattern selection table, and in the normal game state to which the state is shifted after the advantageous state or the special game state ends, when the lottery result when the lottery process is executed is a loss, a loss variation pattern different from the loss variation pattern is selected from the plurality of loss variation patterns using the second variation pattern selection table can be selected. the law of nature( For example, see the table TBL shown in FIG. 7(a), the first fluctuation pattern selection table NOR_TBL1 shown in FIG. 7(b), and the second fluctuation pattern selection table NOR_TBL2 shown in FIG. 8(a). The different deviation fluctuation pattern is not selected in the first fluctuation pattern selection table, but is selected only in the second fluctuation pattern selection table. It is characterized by the fact that [Effects of the Invention]
[0008] According to the present invention, it is possible to determine the optimal variation pattern for each game state, thereby reducing situations that reduce the player's interest, thereby increasing the player's interest. [Brief explanation of the drawings]
[0009] [Figure 1] 1 is a perspective view showing the appearance of a gaming machine according to one embodiment of the present invention; [Figure 2] FIG. 2 is a front view of the game board according to the embodiment. [Figure 3] 2 is a block diagram showing a control device of the gaming machine according to the embodiment. FIG. [Figure 4](a) is an explanatory diagram explaining the transition of the game state when a Type 1 / Type 2 gaming machine transitions to the RUSH game state, and (b) is an explanatory diagram explaining the transition of the game state when a V-ST type gaming machine transitions to the RUSH game state. [Figure 5] FIG. 5 is an explanatory diagram illustrating a transition of the gaming state different from that shown in FIG. 4(b) when a V-ST type gaming machine transitions to a RUSH gaming state. [Figure 6] 4(a) is an explanatory diagram illustrating a transition of a gaming state different from that in FIG. 4(a) when a transition to a RUSH gaming state occurs in a type 1 / type 2 gaming machine. FIG. [Figure 7] (a) shows a table in which a variation pattern selection table to be referenced depending on the game state is stored, and (b) shows the first variation pattern selection table selected in the normal game state (when RAM is cleared) in a V-ST type gaming machine. [Figure 8] (a) shows the second variation pattern selection table selected in the normal game state (after the time-saving game ends) in a V-ST type gaming machine, and (b) shows the third variation pattern selection table selected at the time of the final variation of the time-saving game or RUSH game state in a V-ST type gaming machine. [Figure 9] This is a diagram showing the first variation pattern selection table selected in the normal gaming state (when RAM is cleared) in a type 1 / type 2 gaming machine. [Figure 10] (a) shows the second variation pattern selection table selected in the normal game state (after the time-saving game ends) in a type 1 / 2 type gaming machine, and (b) shows the third variation pattern selection table selected at the time of the final variation of the time-saving game or RUSH game state in a type 1 / 2 type gaming machine. [Figure 11] (a) shows a table different from Figure 7(a) in which a variation pattern selection table to be referenced depending on the game status is stored, and (b) shows the first variation pattern selection table selected in the table shown in (a). [Figure 12]This is a diagram showing the first presentation variation pattern selection table selected in normal game mode (when RAM is cleared). [Figure 13] A figure showing the second presentation variation pattern selection table selected in the normal game state (after the time-saving game ends). [Figure 14] FIG. 4 is a flowchart illustrating a main process of a main control according to the embodiment. [Figure 15] FIG. 15 is a flowchart illustrating the continuation of the main processing of the main control shown in FIG. 14. [Figure 16] FIG. 15 is a flowchart illustrating the setting switching process shown in FIG. 14. [Figure 17] FIG. 10 is a flowchart illustrating a power supply abnormality check process. [Figure 18] FIG. 10 is a flowchart illustrating a timer interrupt process of main control according to the embodiment. [Figure 19] FIG. 19 is a flowchart illustrating the normal symbol processing shown in FIG. [Figure 20] FIG. 19 is a flowchart illustrating the special symbol processing shown in FIG. 18. [Figure 21] FIG. 21 is a flowchart illustrating the start port check process 1(2) shown in FIG. 20. [Figure 22] 21 is a flowchart illustrating the special symbol variation start process shown in FIG. 20. [Figure 23] FIG. 23 is a flowchart illustrating the hit determination process shown in FIG. 22. [Figure 24] 23 is a flowchart illustrating the special electric support determination process shown in FIG. 22. [Figure 25] FIG. 21 is a flowchart illustrating the processing during the special pattern change shown in FIG. 20. [Figure 26] FIG. 21 is a flowchart illustrating the process during the special symbol confirmation time shown in FIG. 20. [Figure 27]In the case of a type 1 / 2 gaming machine, (a) shows a normal pattern winning judgment value table used when executing a lottery to determine whether a normal pattern is a winning or losing game, (b) shows a special pattern jackpot judgment value table used when executing a lottery to determine whether a special pattern is a winning or losing game, (c) shows a special pattern jackpot pattern judgment value table used when special pattern 1 is a winning game, (d) shows a special pattern jackpot pattern judgment value table used when special pattern 2 is a winning game, (e) shows a special pattern small win judgment value table used when executing a lottery to determine whether a special pattern is a winning or losing game, (f) shows a special pattern small win pattern judgment value table used when special pattern 2 is a winning small win, (g) shows a special electric support pattern winning judgment value table used when executing a lottery to determine whether a special pattern is a winning or losing game, and (h) shows a special electric support pattern winning pattern judgment value table used when a special electric support pattern is a winning game. [Figure 28] In the case of a V-ST type gaming machine, (a) shows a normal pattern winning judgment value table used when executing a lottery to determine whether a normal pattern is a winning symbol, (b) shows a special pattern jackpot judgment value table used when executing a lottery to determine whether a special pattern is a winning symbol, (c) shows a special pattern jackpot pattern judgment value table used when special pattern 1 is a winning symbol, (d) shows a special pattern jackpot pattern judgment value table used when special pattern 2 is a winning symbol, (e) shows a special electric support pattern winning judgment value table used when executing a lottery to determine whether a special pattern is a winning symbol, and (f) shows a special electric support pattern winning pattern judgment value table used when a special electric support pattern is a winning symbol. [Figure 29] FIG. 10 is a flowchart illustrating processing during special pattern fluctuation according to another embodiment. DETAILED DESCRIPTION OF THE INVENTION
[0010] An embodiment of a gaming machine according to the present invention will be specifically described below with reference to the drawings, taking a pachinko gaming machine as an example. In the following description, when directions such as up, down, left, and right are indicated, they refer to up, down, left, and right as viewed from the front of the illustration.
[0011] <Explanation of the external structure of the pachinko machine> First, the external configuration of the pachinko gaming machine according to this embodiment will be described with reference to FIGS.
[0012] <Explanation of the external appearance of the front of the pachinko machine>
[0013] As shown in Figure 1, a pachinko gaming machine 1 has a rectangular front frame 3 attached to the front of a wooden outer frame 2 so that it can be opened and closed, and a gaming board 4 mounted in a gaming board storage frame (not shown) attached to the back of the front frame 3. The gaming board 4 is mounted with a gaming area 40 shown in Figure 2 facing the front, and a glass door frame 5 supporting transparent glass is provided in front of this gaming area 40 as shown in Figure 1. The gaming area 40 is an area surrounded by a ball guide rail 6 (see Figure 2) arranged on the surface of the gaming board 4.
[0014] On the other hand, as shown in FIG. 1, the pachinko gaming machine 1 has a front operation panel 7 disposed below the glass door frame 5, an upper tray unit 8 provided on the front operation panel 7, and an upper tray 9 for storing dispensed game balls integrally formed on the upper tray unit 8. The front operation panel 7 also has a ball lending button 11 and a prepaid card ejection button 12 (card return button 12). The upper tray surface of the upper tray 9 is provided with a push-button effect button device 13 that the player can press to change the effect when a built-in lamp (not shown) is lit. The upper tray 9 also has a ball ejection button 14 for ejecting game balls stored in the upper tray 9 downward, and a setting button 15 consisting of a roughly cross key. This setting button 15 can be operated by the player and consists of a circular decision key 15a located in the center, a triangular up key 15b located above the decision key 15a in the illustration, a triangular left key 15c located to the left of the decision key 15a in the illustration, a triangular right key 15d located to the right of the decision key 15a in the illustration, and a triangular down key 15e located below the decision key 15a in the illustration.
[0015] 1, a launch handle 16 for operating the launch unit is provided on the right end side of the front operation panel 7, and speakers 17 for emitting background music or sound effects are provided on both upper side surfaces of the front frame 3 and near the launch handle 16. In addition, decorative lamps such as LED lamps that create a dramatic effect with light decoration are arranged around the periphery of the front frame 3.
[0016] <Explanation of the appearance of the game board> On the other hand, as shown in Fig. 2, a liquid crystal display device 41 such as an LCD (Liquid Crystal Display) is disposed in the approximate center of the game area 40 of the game board 4. This liquid crystal display device 41 divides the display area into three areas, left, center, and right, and is capable of independently displaying numbers, characters, letters (character conversations, lyrics, etc.), or special symbols. Around the periphery of this liquid crystal display device 41, decorative top ornament 42a, left ornament 42b, and right ornament 42c are provided, and movable accessory devices 43 are disposed on the backsides of these top ornament 42a, left ornament 42b, and right ornament 42c.
[0017] As shown in Fig. 2, this movable accessory device 43 is composed of an upper movable accessory 43a, a left movable accessory 43b, a right movable accessory 43c, and an upper-left movable accessory 43d, which perform predetermined performance operations as the game progresses, and a motor (not shown) such as a two-phase stepping motor that drives each of the upper, left, right, and upper-left movable accessories 43a to 43d. Note that decorative lamps such as LED lamps that produce performance effects by light decoration are arranged on these upper, left, right, and upper-left movable accessories 43a to 43d.
[0018] Meanwhile, a special symbol 1 start hole 44 is disposed directly below the liquid crystal display device 41, and a special symbol 1 start hole switch 44a (see FIG. 3) for detecting winning balls is provided inside the special symbol 1 start hole switch 44a. The number of valid winning balls detected by the special symbol 1 start hole switch 44a (see FIG. 3), i.e., a predetermined number (for example, four) of first start reserved balls, is displayed on the liquid crystal display device 41. When a game ball enters the special symbol 1 start hole 44 and is detected by the special symbol 1 start hole switch 44a (see FIG. 3), one is added (+1) to the first start reserved ball number, and when the variable display of special symbols such as numbers, characters, or symbols (decorative symbols) begins, one is subtracted (-1).
[0019] On the other hand, a special symbol 2 start hole 45 is disposed on the lower right side of the liquid crystal display device 41, and a special symbol 2 start hole switch 45a (see FIG. 3) for detecting winning balls is provided inside the special symbol 2 start hole switch 45a. The number of valid winning balls detected by the special symbol 2 start hole switch 45a (see FIG. 3), i.e., a predetermined number (for example, 4) of second start reserved balls, is displayed on the liquid crystal display device 41. When a game ball enters the special symbol 2 start hole 45 and is detected by the special symbol 2 start hole switch 45a (see FIG. 3), the second start reserved ball number is incremented by 1 (+1), and when the variable display of special symbols such as numbers, characters, or symbols (decorative symbols) begins, the second start reserved ball number is decremented by 1 (-1).
[0020] On the other hand, as shown in Fig. 2, this special symbol 2 starting hole 45 is equipped with an opening / closing member 45b, and when this opening / closing member 45b is opened, it becomes a state in which the game ball is likely to enter. This opening / closing member 45b opens a predetermined number of times and for a predetermined time when a normal symbol lottery described later is won, and its opening and closing operation is controlled by a normal electric role solenoid 45c (see Fig. 3). Note that, hereinafter, a device combining such opening / closing member 45b and normal electric role solenoid 45c may be referred to as a normal electric role.
[0021] On the other hand, as shown in Fig. 2, a prize winning device 46 is disposed to the right of the special symbol 1 starting hole 44. When a special symbol lottery described below is won, that is, during a winning game state, this prize winning device 46 is controlled by a special electric accessory solenoid 46b (see Fig. 3) so that a large prize opening (not shown) that is closed by an opening / closing door 46a is opened, allowing a gaming ball to enter the large prize opening (not shown). Note that a gaming ball that enters the large prize opening (not shown) is detected as a winning ball by a large prize opening switch 46c (see Fig. 3) provided inside the large prize opening (not shown).
[0022] On the other hand, when the special symbol is not selected, i.e., when the game is not in a winning state, the special electric accessory solenoid 46b (see FIG. 3) drives and controls the opening and closing door 46a, and the large prize opening (not shown) is closed. This prevents the game ball from entering the large prize opening (not shown). Note that, hereinafter, the device combining the opening and closing door 46a and the special electric accessory solenoid 46b may be referred to as the special electric accessory.
[0023] Incidentally, a sorting device 47, which has a conventionally well-known structure, is provided within the winning device 46. As shown in Fig. 2, this sorting device 47 has a V region 47a and an outlet 47b, and when a gaming ball enters a large winning opening (not shown), the gaming ball is sorted into either the V region 47a or the outlet 47b. Note that the sorting device 47 does not sort gaming balls that enter the large winning opening (not shown) into the V region 47a, but sorts them into the outlet 47b, unless a predetermined gaming state is reached.
[0024] Such a distribution device 47 is provided in a type 1 / type 2 gaming machine and a V-type gaming machine. This type 1 / type 2 gaming machine is a machine that combines a type 1 model that enters a jackpot gaming state by winning a lottery for a special symbol, and a type 2 model that enters a small jackpot gaming state, and enters a jackpot gaming state when a large prize opening (not shown) is opened and the gaming ball that enters the large prize opening (not shown) passes through the V area 47a.
[0025] Incidentally, when a small win game state is reached, the large prize opening (not shown) is designed to be open for a maximum of 1.8 seconds. Therefore, to facilitate the entry of a game ball into the large prize opening (not shown), when a small win game state is reached, the opening and closing door 46a repeatedly opens and closes the large prize opening (not shown). At this time, when a game ball enters the large prize opening (not shown), the distribution device 47 distributes the game ball to the V-zone 47a.
[0026] On the other hand, in a V-type gaming machine, when a jackpot that can transition to a probability-changing mode is won (hereinafter referred to as a "probability-changing jackpot"), during a specific round of jackpot play, the distribution device 47 distributes the gaming ball to the V-zone 47a when the gaming ball enters the jackpot entry port (not shown). When the gaming ball passes through the V-zone 47a, the machine transitions to a probability-changing gaming state after the jackpot ends. Because the probability-changing gaming state is initiated when the gaming ball passes through the V-zone 47a, the machine is called a V-type gaming machine. Furthermore, if the probability-changing gaming state after the jackpot ends after a predetermined number of times, the machine is also called a V-ST machine. Note that an ST refers to a gaming state in which the probability-changing gaming state continues for only a predetermined number of times, and once the predetermined number of times is exceeded, the machine transitions to a gaming state without low-probability time-saving.
[0027] On the other hand, as shown in Fig. 2, a normal symbol start opening 48 consisting of a gate is disposed in the upper right portion of the liquid crystal display device 41, and a normal symbol start opening switch 48a (see Fig. 3) that detects the passage of a gaming ball is provided inside the normal symbol start opening. In addition, normal prize openings 49 are disposed on the right side of the winning device 46 and on the left side of the special symbol 1 start opening 44, respectively. The general prize openings 49 are composed of an upper right general prize opening 49a disposed on the right side of the winning device 46, an upper left general prize opening 49b disposed on the left side of the special symbol 1 start opening 44, a middle left general prize opening 49c, and a lower left general prize opening 49d. Inside the upper right general prize opening 49a is provided an upper right general prize opening switch 49a1 (see Figure 3) that detects the passage of game balls, inside the upper left general prize opening 49b is provided an upper left general prize opening switch 49b1 (see Figure 3) that detects the passage of game balls, inside the middle left general prize opening 49c is provided a middle left general prize opening switch 49c1 (see Figure 3) that detects the passage of game balls, and inside the lower left general prize opening 49d is provided a lower left general prize opening switch 49d1 (see Figure 3) that detects the passage of game balls.
[0028] Meanwhile, directly below the special symbol 1 starting hole 44 is an outlet 50 into which game balls (out balls) that have flowed down to the lowest part of the game area 40 without winning are admitted. Game balls that enter this outlet 50 are detected as non-winning balls by an outlet switch 50a (see FIG. 3) provided inside, and the winning balls mentioned above also flow down to the lowest part of the game area 40 through the back side of the game board 4, and are therefore detected by the outlet switch 50a (see FIG. 3). Therefore, the outlet switch 50a (see FIG. 3) detects the total number of outs dispensed, i.e., the same number of game balls as the game balls launched into the game area 40 by the launch handle 16.
[0029] On the other hand, three 7-segment displays are arranged in the lower right periphery of the game area 40 of the game board 4, two of which are special symbol display devices 51, and the remaining 7-segment display device 53a displays special symbol 1, special symbol 2, the number of balls reserved for the start of normal symbols, and the game status (for example, the game status where it is easy to win). As shown in Fig. 2, this special symbol display device 51 is composed of a special symbol 1 display device 51a and a special symbol 2 display device 51b, and on the left side of the special symbol 1 display device 51a, a normal symbol display device 52 consisting of one LED is provided, and further, a round lamp 53b that notifies the number of rounds of the jackpot game and a right hit notification lamp 53c that notifies the right hit are provided.
[0030] In addition, an identification lamp device 51A that displays identification information corresponding to special pattern 1 and special pattern 2 is provided on the upper end side of the left ornament 43b.
[0031] This identification lamp device 51A has first and second identification lamps 51Aa and 51Ab for informing the player when special symbol 1 or special symbol 2 is changing, or when special symbol 1 or special symbol 2 has won or lost. The first identification lamp 51Aa corresponds to special symbol 1, and the second identification lamp 51Ab corresponds to special symbol 2. When special symbol 1 is changing, the first identification lamp 51Aa flashes; when special symbol 1 is a win, the first identification lamp 51Aa is lit; when special symbol 1 is a loss, the first identification lamp 51Aa is extinguished. Furthermore, when special symbol 2 is changing, the second identification lamp 51Ab flashes; when special symbol 2 is a win, the second identification lamp 51Ab is lit; and when special symbol 2 is a loss, the second identification lamp 51Ab is extinguished.
[0032] Although not shown, a plurality of game pegs are arranged in the game area 40 of the game board 4, and a windmill 54 is also arranged as a member for changing the falling direction of game balls.
[0033] <Control device description> Next, the control device that performs electronic control according to the progress of the game and is provided in the pachinko gaming machine 1 having the external configuration described above will be explained using Fig. 3. As shown in Fig. 3, this control device is mainly composed of a main control board 60 that controls the overall game operation, a payout / launch control board 70 that pays out game balls based on control commands from the main control board 60, and a sub-control board 80 that controls images, lights, and sounds.
[0034] <Explanation about the main control board> The main control board 60 is mainly equipped with a one-chip microcomputer 600 consisting of a main control CPU 600a, a main control ROM 600b that stores a game program that describes a series of game control procedures, and a main control RAM 600c that functions as a working area, buffer memory, etc., a measurement / setting display device 610 consisting of 7 segments that displays (performance display) information such as the ratio of the number of winning balls when the probability of winning is low (when the probability of winning is in a normal low probability state), and also displays the setting contents of the probability that will create a game state that is advantageous to the player, a RAM clear switch 620, and a setting key switch 630.
[0035] The main control board 60 configured in this manner is connected to a payout / launch control board 70 that controls the payout motor M to pay out game balls. Furthermore, there are connected a special pattern 1 start port switch 44a which detects winnings in the special pattern 1 start port 44, a special pattern 2 start port switch 45a which detects winnings in the special pattern 2 start port 45, a normal pattern start port switch 48a which detects passage through the normal pattern start port 48, an upper right general prize port switch 49a1, an upper left general prize port switch 49b1, a middle left general prize port switch 49c1, and a lower left general prize port switch 49d1 which detect winnings in the general prize ports 49 (upper right general prize port 49a, upper left general prize port 49b, middle left general prize port 49c, and lower left general prize port 49d), a large prize port switch 46c which detects winnings in a large prize port (not shown) which is opened or closed by the opening / closing door 46a, and an outlet switch 50a which can detect the same number of game balls as those launched into the game area 40 by the launch handle 16. Furthermore, a normal electric role solenoid 45c that controls the operation of the opening and closing member 45b, a special electric role solenoid 46b that controls the operation of the opening and closing door 46a, a distribution device 47, a special pattern 1 display device 51a, a special pattern 2 display device 51b, a normal pattern display device 52, a 7-segment display device 53a, a round lamp 53b, and a right-hit notification lamp 53c are connected.
[0036] When the main control board 60 thus configured receives a signal from the special symbol 1 start gate switch 44a, the special symbol 2 start gate switch 45a, or the normal symbol start gate switch 47a, the main control CPU 600a performs a lottery to determine whether to generate a game state advantageous to the player or not, and determines the special symbol variation pattern and the display content of the stop symbol or normal symbol based on the lottery result, which is the win / loss information. The determined information is sent to the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. The lottery result is then displayed on the special symbol 1 display device 51a, the special symbol 2 display device 51b, or the normal symbol display device 52. Furthermore, the main control board 60, i.e., the main control CPU 600a, generates a presentation control command DI_CMD including the determined information and sends it to the sub-control board 80. Furthermore, when the main control board 60, i.e., the main control CPU 600a, receives signals from the special pattern 1 start port switch 44a, the special pattern 2 start port switch 45a, the upper right general prize port switch 49a1, the upper left general prize port switch 49b1, the middle left general prize port switch 49c1, the lower left general prize port switch 49d1, and the large prize port switch 46c, it determines how many game balls to pay out to the player and sends a payout control command PAY_CMD containing that determined information to the payout / launch control board 70, which then pays out the game balls to the player.
[0037] Furthermore, if the result of the lottery is that the normal pattern is won, the normal electric role solenoid 45c is controlled to open the opening / closing member 45b a predetermined number of times for a predetermined time, and if the result is that the special pattern is won, the special electric role solenoid 46b is controlled to open the big prize opening (not shown).
[0038] In a type 1 / type 2 gaming machine, when a small win game state is reached, the opening and closing door 46a is controlled to repeatedly open and close the large prize opening (not shown), and when a game ball enters the large prize opening (not shown), the distribution device 47 is controlled so that the game ball is distributed to the V area 47a.
[0039] On the other hand, in a V-type gaming machine, when a jackpot that can transition to a probability-changing jackpot (hereinafter referred to as a "variable jackpot") is won, during the jackpot round play, when a gaming ball enters a large prize opening (not shown), the distribution device 47 is controlled so that the gaming ball is distributed to the V area 47a.
[0040] On the other hand, the main control board 60, i.e., the main control CPU 600a, counts the number of prize balls each time it receives a signal from the special symbol 1 start gate switch 44a, the special symbol 2 start gate switch 45a, the upper right general prize gate switch 49a1, the upper left general prize gate switch 49b1, the middle left general prize gate switch 49c1, the lower left general prize gate switch 49d1, and the large prize gate switch 46c, and counts the total number of dispensed game balls each time it receives a signal from the outlet switch 50a. Based on the counted number of prize balls and the total number of dispensed game balls, the main control board 60, i.e., the main control CPU 600a, outputs information (performance display) regarding the ratio of prize balls dispensed during low probability to the measurement / setting display device 610. This results in the measurement / setting display device 610 displaying information (performance display) regarding the ratio of prize balls dispensed during low probability.
[0041] Furthermore, the measurement / setting display device 610 can display the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6." To change this setting, a dedicated key is inserted into the setting key switch 630 and turned ON. The RAM clear switch 620 can then be used to change the setting of the probability of generating a game state advantageous to the player in six levels, for example, from "1" to "6" (for example, a setting of "6" has the highest probability of generating a game state advantageous to the player, and a setting of "1" has the lowest probability of generating a game state advantageous to the player). The setting change is then displayed on the measurement / setting display device 610. Once the setting change is confirmed, a dot on the lower right side of the seven-segment display lights up, indicating that the setting has been confirmed.
[0042] On the other hand, when the RAM clear switch 620 is pressed, except when a dedicated key is inserted into the setting key switch 630 and turned ON, not all of the memory area of the main control RAM 600c is cleared, but only a portion of the memory area is cleared.
[0043] <Explanation about the Dispense and Firing Control Board> The payout / launch control board 70 receives a payout control command PAY_CMD from the main control board 60 (main control CPU 600a) and generates a payout motor signal based on the received payout control command PAY_CMD. The generated payout motor signal controls the payout motor M to pay out game balls to the player. Furthermore, the payout / launch control board 70 performs processing to start or stop the operation of firing game balls in response to a player's operation, based on a prize ball count signal indicating the payout operation of game balls and a status signal related to an abnormality in the payout operation.
[0044] Meanwhile, a touch sensor is provided on the periphery of the launch handle 16 shown in FIG. 1, and when a player's hand touches the touch sensor of the launch handle 16, the touch sensor outputs a detection signal to the payout / launch control board 70, as shown in FIG. 3. In response to this, the payout / launch control board 70 transmits the detection signal to the main control board 60 (main control CPU 600a). The main control board 60 (main control CPU 600a) then transmits the detection signal to the sub-control board 80 as a presentation control command DI_CMD. This makes it possible to transmit information as to whether or not the player has touched the handle 16 to play to the sub-control board 80.
[0045] <Explanation about the sub-control board> The sub-control board 80 receives performance control commands DI_CMD from the main control board 60 (main control CPU 600a) and controls the execution of various performances, and is equipped with a sub-one-chip microcomputer 800 consisting of a sub-control CPU 800a that controls the display images displayed on the liquid crystal display device 41, a sub-control ROM 800b that stores control programs that describe performance control procedures, and a sub-control RAM 800c that functions as a working area, buffer memory, etc.
[0046] Furthermore, the sub-control board 80 is equipped with a sound LSI 801 that generates desired background music and sound effects, a sound RAM 802 that functions as a work area and buffer memory, a VDP 803 that generates image data to be displayed on the LCD display device 41 based on instructions from the sub-single-chip microcomputer 800, a DDR2 SDRAM 804 that includes a work area for decompressing compressed video data and a frame buffer area for temporarily storing image data to be displayed on the LCD display device 41, and a game ROM 805 that pre-stores CG data for compressed still images and compressed video data, as well as sound data such as background music and sound effects. Note that "still images" refer to so-called sprite images, which represent single images such as text data, background images, or special designs. Note that "moving images" refer to a collection of multiple (multiple frames) continuously changing still images, and smooth movement is reproduced by continuously displaying multiple still images on the LCD display device 41.
[0047] The sub-control board 80 thus configured is connected to a decorative lamp board 90 equipped with decorative lamps such as LED lamps that produce lamp effects, a push-button effect button device 13 that the player can press to change the effect when the built-in lamp (not shown) is lit, and a speaker 17 that emits background music, sound effects, etc. The sub-control board 80 is further connected to a movable accessory device 43 that performs predetermined effects as the game progresses, an identification lamp device 51A that notifies the player when special symbol 1 or special symbol 2 is changing or when special symbol 1 or special symbol 2 has won or lost, a setting button 15 that allows various settings, and a liquid crystal display device 41. Needless to say, the decorative lamp board 90 is also equipped with decorative lamps arranged on the top, left, right, and top-left movable accessory devices 43a-43d.
[0048] Thus, the sub-control board 80 configured in this manner receives, at the sub-control CPU 800a, an effect control command DI_CMD transmitted from the main control board 60 (main control CPU 600a) and including basic information required for the special symbol variation pattern based on the lottery result, the current game status, the number of balls on hold for starting, the decorative symbols to be stopped based on the lottery result, etc. Then, the sub-control CPU 800a determines, by lottery, an effect pattern corresponding to the received effect control command DI_CMD from among a large number of effect patterns stored in advance in the sub-control ROM 800b, and temporarily stores, in the sub-control RAM 800c, a control signal that instructs the execution of the determined effect pattern.
[0049] The sub-control CPU 800a transmits a sound-related control signal, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the sound LSI 801. In response to this, the sound LSI 801 reads out sound data corresponding to the control signal from the game ROM 805 or the sound RAM 802, and outputs it to the speaker 17. As a result, the speaker 17 produces background music and sound effects corresponding to the effect pattern that has been determined.
[0050] Furthermore, the sub-control CPU 800a transmits a control signal related to light, among the control signals that instruct the execution of the effect patterns stored in the sub-control RAM 800c, to the decorative lamp board 90. As a result, the decorative lamp board 90 controls the turning on and off of decorative lamps such as LED lamps that produce lamp effect effects, and thus a lamp effect corresponding to the determined effect pattern is executed.
[0051] The sub-control CPU 800a then transmits to the VDP 803 a command list relating to images, among the control signals for instructing the execution of the effect pattern stored in the sub-control RAM 800c. The VDP 803 then generates image data for displaying an image based on the command list, and transmits the generated image data to the liquid crystal display device 41, thereby displaying an image corresponding to the determined effect pattern on the liquid crystal display device 41. The image data displayed on the liquid crystal display device 41 is updated every frame, and the VDP 803 transmits a VSYNC (vertical synchronization signal) shown in FIG. 3 as an interrupt signal to the sub-control CPU 800a so that the sub one-chip microcomputer 800 (sub-control CPU 800a) can know that the display operation for one frame has ended. This allows the sub-control CPU 800a to know that one frame's worth of image data has been displayed on the liquid crystal display device 41. This VSYNC interrupt signal is generated, for example, every 33 ms.
[0052] Furthermore, the sub-control CPU 800a transmits, among the control signals that instruct the execution of the performance pattern stored in the sub-control RAM 800c, a control signal related to the movable role object to the movable role object device 43. As a result, the movable role object device 43 moves in accordance with the determined performance pattern.
[0053] <Power supply board explanation> Incidentally, power is supplied to each of the boards described above from a power supply board 130 shown in Fig. 3. This power supply board 130 is configured to include a voltage generation unit 1300, a voltage monitoring unit 1310, and a system reset generation unit 1320. This voltage generation unit 1300 receives an AC voltage of 24V, which is an external power source supplied from a voltage transformer (not shown) installed in the gaming establishment, and generates multiple types of DC voltages, and the generated DC voltages are supplied to each board (not shown).
[0054] The voltage monitoring unit 1310 monitors the AC 24V voltage, and when it detects a voltage abnormality due to a cutoff of this voltage or the occurrence of a power outage, it outputs a voltage abnormality signal ALARM to the main control board 60. The voltage abnormality signal ALARM outputs an "L" level signal when a voltage abnormality occurs, and outputs an "H" level signal when the voltage is normal.
[0055] On the other hand, the system reset generation unit 1320 generates a system reset signal RST when power is turned on, and the generated system reset signal RST is output to each board.
[0056] <Explanation regarding the transition to RUSH gaming state in Type 1 / 2 gaming machines and V-ST gaming machines> Next, the transition to the RUSH gaming state in a type 1 / type 2 gaming machine and a V-ST type gaming machine will be specifically described with reference to FIG.
[0057] <Explanation of conventional games> First, the type 1 / 2 gaming machine described in this embodiment is set up as shown in Figure 4(a). That is, the probability of winning a jackpot by drawing special symbol 1 is 1 / 199, and if there are no small jackpots and a jackpot is won, 1% of the time-saving games are awarded seven times, and 99% of the time-saving games are awarded one time. And, if the probability of winning a jackpot by drawing special symbol 2 is 1 / 199 and the probability of winning a small jackpot is 1 / 7, and if a jackpot or small jackpot is won, 99% of the time-saving games are awarded seven times, and 1% of the time-saving games are awarded 255 times.
[0058] Thus, in such a type 1 / 2 gaming machine, as shown in FIG. 4(a), the gaming state is the normal gaming state (low-probability non-time-saving gaming state) YG1, and the main control CPU 600a executes a lottery for special symbol 1, and the variation of special symbol 1 is displayed on the LCD display device 41. If a jackpot is won in the lottery for special symbol 1, the gaming state YG1 transitions to the jackpot gaming state YG2 (see RO1). In this case, 99% of the time, one time-saving game is awarded, and 1% of the time, seven time-saving game plays are awarded. If a jackpot is won that awards seven time-saving game plays, the gaming state YG2 transitions to the RUSH gaming state (low-probability time-saving gaming state) YG3 (see RO2). The RUSH gaming state indicates the best gaming state among the gaming states.
[0059] On the other hand, if a jackpot that grants one time-saving play is won, the game state YG2 transitions to the challenge time game state (low-probability time-saving game state) YG4 (see RO3). At this time, the main control CPU 600a executes a lottery for special symbol 2, and the variation of special symbol 2 is displayed on the LCD display device 41. Then, if a jackpot or a small jackpot is won among the four second start reserved balls in addition to one time-saving play, the game state YG4 transitions to the RUSH game state (low-probability time-saving game state) YG3 (see RO4). Note that the "special symbol 2 variation (one time) + four remaining reserved balls" in the game state YG4 shown in Figure 4(a) means that after the jackpot play, the time-saving game state will be in effect for only one variation of special symbol 2. At this time, the opening / closing member 45b shown in FIG. 2 is opened until one variation time ends, making it easier for game balls to enter the special symbol 2 start port 45. This allows the maximum number of second start reserved balls (four) to be reserved. Then, when one variation time ends, it becomes difficult for game balls to enter the special symbol 2 start port 45, and no game balls will enter the special symbol 2 start port 45. As a result, if a big win or a small win is won among the four second start reserved balls in addition to one time-saving game, the game state YG4 will transition to the RUSH game state (low-probability time-saving game state) YG3 (see RO4).
[0060] However, in conventional type 1 / type 2 gaming machines, there is a hurdle to overcome in order to transition to the RUSH gaming state; unless a jackpot is won in the lottery for special symbol 1, or, after winning a jackpot, a jackpot or small jackpot is won in the lottery for special symbol 2, the machine cannot transition to the RUSH gaming state.
[0061] Next, the V-ST type gaming machine described in this embodiment is set up as shown in Figure 4(b). That is, the probability of winning a jackpot by drawing special symbol 1 when the gaming state is in a low-probability gaming state is 1 / 319, and the probability of winning a jackpot by drawing special symbol 1 when the gaming state is in a high-probability gaming state is 1 / 70, so 50% of the jackpots are probability-variable jackpots, and the remaining 50% are non-probability-variable jackpots. Also, the probability of winning a jackpot by drawing special symbol 2 when the gaming state is in a low-probability gaming state is 1 / 319, and the probability of winning a jackpot by drawing special symbol 2 when the gaming state is in a high-probability gaming state is 1 / 70, so 100% of the jackpots are probability-variable jackpots. Here, a probability-varying jackpot is a jackpot in which the distribution device 47 (see Figure 2) is activated so that a game ball that enters a large prize slot in a specific round can easily pass through the V area 47a (see Figure 2), and a non-probability-varying jackpot is a jackpot in which the distribution device 47 is activated so that a game ball that enters a large prize slot in a specific round can hardly pass through the V area 47a.
[0062] Thus, in such a V-ST type gaming machine, as shown in Figure 4(b), the gaming state YG10 is a normal gaming state (low probability non-time-saving gaming state), and the main control CPU 600a executes a lottery for special symbol 1, and the variation of special symbol 1 is displayed on the LCD display device 41. Then, if a jackpot is won in the lottery for special symbol 1, the gaming state YG10 transitions to a jackpot gaming state YG11 (see RO10). At this time, if a 50% probability variable jackpot is won, the gaming state YG11 transitions to a RUSH gaming state (high probability time-saving gaming state) YG12 (see RO11).
[0063] On the other hand, if a 50% non-variable jackpot is won, the gaming state YG11 transitions to a chance time gaming state (low probability time-shortened gaming state) YG13 (see RO12). At this time, the main control CPU 600a executes a lottery for the special symbol 2, and the variation of the special symbol 2 is displayed on the liquid crystal display device 41. Then, if a jackpot is won within a predetermined number of variations of the special symbol 2 (for example, 100 times), the gaming state YG13 transitions to a RUSH gaming state (high probability time-shortened gaming state) YG12 (see RO13).
[0064] However, in conventional V-ST type gaming machines, there is a hurdle to overcome in order to transition to the RUSH gaming state; unless a jackpot is won in the lottery for special symbol 1, or, after winning a jackpot, a jackpot is won in the lottery for special symbol 2, the machine cannot transition to the RUSH gaming state.
[0065] <Description of the Game in This Embodiment> Therefore, in this embodiment, even if the player does not win the jackpot in the lottery for special pattern 1, which is the hurdle for transitioning to the RUSH state, the player will transition to the RUSH game state via a rescue time-saving game in which special pattern 2 changes.
[0066] That is, in a type 1 / 2 gaming machine, as shown in FIG. 4(a), when the gaming state is the normal gaming state (low-probability non-time-saving gaming state) YG1, the main control CPU 600a executes a lottery for special symbol 1. If a predetermined number of (e.g., 500) misses occur, the gaming state YG1 transitions to a rescue game time-saving gaming state (low-probability time-saving gaming state) YG5 as a rescue for the player (see RO5). At this time, the main control CPU 600a executes a lottery for special symbol 2, and the variation of special symbol 2 is displayed on the LCD display device 41. Then, if a small win, which has a 1 / 7 probability of winning, occurs within a predetermined number of (e.g., 255) variations of special symbol 2, the gaming state YG5 transitions to a RUSH gaming state (low-probability time-saving gaming state) YG3 (see RO6). Therefore, when the game transitions to the rescue game time-saving game state (low-probability time-saving game state), a jackpot is almost guaranteed.
[0067] On the other hand, in a V-ST type gaming machine, as shown in FIG. 4(b), when the gaming state is the normal gaming state (low-probability non-time-saving gaming state) YG10, the main control CPU 600a executes a lottery for special symbol 1. If a predetermined number of (e.g., 950) misses are executed, the gaming state YG10 transitions to a rescue game time-saving gaming state (low-probability time-saving gaming state) YG15 as a rescue for the player (see RO15). At this time, the main control CPU 600a executes a lottery for special symbol 2, and the variation of special symbol 2 is displayed on the LCD display device 41. Then, if a jackpot, which has a winning probability of 1 in 319, is won within a predetermined number of (e.g., 1000) variations of special symbol 2, the gaming state YG15 transitions to a RUSH gaming state (high-probability time-saving gaming state) YG12 (see RO16). Therefore, when the game transitions to the rescue game time-saving game state (low-probability time-saving game state), a jackpot is almost guaranteed.
[0068] In this way, even if the player does not win the jackpot in the lottery for special symbol 1, which is the hurdle for whether or not to transition to the RUSH gaming state, the game will transition to the RUSH gaming state via the rescue time-saving game in which special symbol 2 fluctuates, thereby increasing the player's interest.
[0069] Furthermore, because conventional games involve a jackpot, game balls are paid out to the player by the payout / launch control board 70. Therefore, even if the game does not enter the RUSH game state and returns to the normal game state (low-probability non-time-saving game state), the player can continue to enjoy the game. On the other hand, in the game of this embodiment, when the game transitions to the rescue game time-saving game state (low-probability time-saving game state), game balls are not paid out to the player by the payout / launch control board 70. However, when the game transitions to the RUSH game state, game balls are paid out to the player by the payout / launch control board 70. Therefore, in both conventional games and the game of this embodiment, the player's investment can be reduced, allowing the player to enjoy the game for a long time with a reduced investment. This can enhance the player's interest.
[0070] <Explanation regarding the different implementation of transition to RUSH gaming state in Type 1 / 2 gaming machines and V-ST type gaming machines> Next, another implementation of transition to the RUSH gaming state in a type 1 / type 2 gaming machine and a V-ST type gaming machine will be specifically described with reference to FIGS.
[0071] First, we will explain a V-ST type gaming machine with the same settings as described above. As shown in FIG. 5, when the gaming state is the normal gaming state (low probability non-time-saving gaming state) YG20, the main control CPU 600a executes a lottery for special symbol 1, and the variation of special symbol 1 is displayed on the LCD display device 41. At this time, a variation pattern is determined based on the lottery result using the first variation pattern selection table NOR_TBL1 shown in FIG. 7(b). Specifically, the first variation pattern selection table NOR_TBL1 shown in FIG. 7(b) is selected using the table TBL shown in FIG. 7(a). This table TBL is stored in the main control ROM 600b and contains a variation pattern selection table designation code corresponding to each gaming state and the variation pattern selection table to be referenced. The variation pattern selection table designation code is data for referencing a variation pattern selection table managed by the program.
[0072] Specifically, in the normal game mode when the main control RAM 600c is cleared upon power-on, the table TBL shown in Figure 7(a) is selected as the variation pattern selection table designation command "00H", and the first variation pattern selection table NOR_TBL1 is used as the variation pattern selection table to be referenced. Then, in the normal game mode after the time-saving game ends, during the first to 20th spins, "01H" is selected as the variation pattern selection table designation command, and the second variation pattern selection table NOR_TBL2 is used as the variation pattern selection table to be referenced. After the 20th spin, the first variation pattern selection table NOR_TBL1 is used as the variation pattern selection table to be referenced.
[0073] On the other hand, in the table TBL shown in Figure 7(a), in the final fluctuation of the time-saving game or RUSH game state, "02H" is selected as the fluctuation pattern selection table designation command, and the third fluctuation pattern selection table LAST_TBL is used as the reference fluctuation pattern selection table. Furthermore, in the time-saving game state (1st spin to -1st spin to the final), "03H" is selected as the fluctuation pattern selection table designation command, and JT_TBL is used as the reference fluctuation pattern selection table. Furthermore, in the RUSH game state (1st spin to -1st spin to the final), "04H" is selected as the fluctuation pattern selection table designation command, and HI_TBL is used as the reference fluctuation pattern selection table. Note that JT_TBL and HI_TBL are not shown and will not be described here.
[0074] Thus, when the main control CPU 600a selects the first variation pattern selection table NOR_TBL1 using the table TBL as described above, the variation pattern is determined. Specifically, as shown in Figure 7(b), if the special symbol 1 lottery is not won and the first start reserved ball is "0", normal variation 12 seconds will be selected with the probability shown, normal reach miss (20 seconds) will be selected with the probability shown, and SP reach miss (50 seconds) will be selected with the probability shown. And, if the first start reserved ball is "1", normal variation 8 seconds will be selected with the probability shown, normal reach miss (20 seconds) will be selected with the probability shown, and SP reach miss (50 seconds) will be selected with the probability shown. Furthermore, if the first start reserved ball is "2", the normal variation of 5 seconds will be selected with the probability shown, the normal reach miss (20 seconds) will be selected with the probability shown, and the SP reach miss (50 seconds) will be selected with the probability shown.Furthermore, if the first start reserved ball is "3", the normal variation of 3 seconds will be selected with the probability shown, the normal reach miss (20 seconds) will be selected with the probability shown, and the SP reach miss (50 seconds) will be selected with the probability shown.
[0075] In this way, in the case of a normal deviation fluctuation that does not result in a reach, the fluctuation time is shortened according to the number of first start reserved balls.
[0076] On the other hand, as shown in Fig. 5, when the game state is the normal game state (low probability non-time-saving game state) YG20, if an irregularity occurs and a game ball enters the special symbol 2 start hole 45, the main control CPU 600a will select the first variation pattern selection table NOR_TBL1 using the table TBL shown in Fig. 7(a). At this time, as shown in Fig. 7(b), if the lottery for special symbol 2 is not won and it is a miss, and the second start reserved ball is any of "0" to "3", the normal variation 8 seconds will be selected with the probability shown, and the normal reach miss (20 seconds) will be selected with the probability shown.
[0077] Thus, the fluctuation time is not shortened according to the number of second start pending balls, but is determined from a common fluctuation pattern selection table regardless of the number of second start pending balls.
[0078] Thus, the first variation pattern selection table NOR_TBL1 shown in FIG. 7(b) has the same allocation value regardless of the number of reserved second start balls. The types of variation patterns selected are fewer for special pattern 2 than for special pattern 1, and the probability of reaching a win is lower for special pattern 2 than for special pattern 1. By setting it this way, in the normal game mode (low-probability non-time-saving game mode), when the number of reserved first start balls is small for special pattern 1, the reach probability is increased or a longer variation time is selected, allowing the next reserved ball to accumulate. On the other hand, in the normal game mode (low-probability non-time-saving game mode), the reservation of second start reserved balls occurs due to an irregular win, so it is almost impossible for the number of first start reserved balls to accumulate to four, as with special pattern 1. Therefore, in order to end the variation of special pattern 2 early and allow special pattern 1 to vary, the same allocation value is used regardless of the number of reserved second start reserved balls.
[0079] Incidentally, when the game state shown in FIG. 5 is the normal game state (low probability non-time-saving game state) YG20, the main control CPU 600a executes a lottery for either special symbol 1 or 2, and if either one wins a jackpot, the main control CPU 600a selects the first variation pattern selection table NOR_TBL1 using the table TBL shown in FIG. 7(a). At this time, as shown in FIG. 7(b), if the lottery for either special symbol 1 or 2 wins jackpot 1, a normal reach win (30 seconds) is selected with the probability shown, an SP reach win (60 seconds) is selected with the probability shown, and a full rotation variation win (100 seconds) is selected with the probability shown. On the other hand, as shown in FIG. 7(b), if the lottery for either special symbol 1 or 2 wins jackpot 2, a normal reach win (30 seconds) is selected with the probability shown, and an SP reach win (60 seconds) is selected with the probability shown.
[0080] On the other hand, when the game state shown in FIG. 5 is the normal game state (low-probability non-time-saving game state) YG20, if a special electric support symbol is won with a probability of 1 / 300, the game state YG20 transitions to the time-saving game state YG21 (low-probability time-saving game state) when the special electric support symbol is won (see RO20). When a special electric support symbol is won, the main control CPU 600a selects the first variation pattern selection table NOR_TBL1 using the table TBL shown in FIG. 7(a). At this time, as shown in FIG. 7(b), with the probability shown, a normal reach miss + time-saving entry effect (25 seconds) is selected, and with the probability shown, a SP reach miss + time-saving entry effect (55 seconds) is selected. In other words, when a special electric support symbol is won, a series of variation patterns is selected in which a miss effect is performed during the variation, followed by a time-saving entry effect is performed. In addition, there are two special electric support symbols, special electric support symbol 1 and 2, but the allocation value is the same for both.
[0081] Incidentally, the lottery for winning or losing described above is carried out using a table different from the table TBL shown in FIG. 7(a).
[0082] Thus, as shown in Figure 5, when the game transitions to the time-saving game (low-probability time-saving game) state YG21 due to a special electric support symbol win, if a jackpot is won within a predetermined number of times (for example, 50 times) of special symbol 2 fluctuations, the game state YG21 will transition to the RUSH game state (high-probability time-saving game state) YG22 (see RO21). On the other hand, if a jackpot is not won, as shown in Figure 5, the game state will return to the normal game state (low-probability non-time-saving game state) YG20 (see RO22). Note that when returning to the normal game state (low-probability non-time-saving game state), the first fluctuation pattern selection table NOR_TBL1 shown in Figure 7(b) will be selected to determine the fluctuation pattern for the remaining number of second start-up reserved balls for special symbol 2.
[0083] On the other hand, as shown in FIG. 5, when the game state is the normal game state (low-probability non-time-saving game state) YG20, the main control CPU 600a executes a lottery for special symbol 1. If a jackpot is won, the game state YG20 transitions to the jackpot game state YG23 (see RO23). At this time, if a 50% probability variable jackpot is won, the game state transitions to the RUSH game state (high-probability time-saving game state) YG22 (see RO24). At this time, the main control CPU 600a selects HI_TBL using the table TBL shown in FIG. 7(a). Then, at the final variable number (the 150th variable in the figure), a display displaying the results of the time-saving game, called a result display, is executed. Specifically, the third variable pattern selection table LAST_TBL shown in FIG. 8(b) is selected using the table TBL shown in FIG. 7(a). In this case, as shown in FIG. 8(b), if the lottery for special symbols 1 and 2 is not won and the number of first start reserved balls or second start reserved balls is between "0" and "3", a 30-second result effect (miss) is selected with the probability shown. Then, if the lottery for special symbols 1 and 2 is won and either big win 1 or 2 is achieved, a 100-second result effect ⇒ win effect is selected. Furthermore, if the lottery for special symbols 1 and 2 is won and either small win 1 or 2 is achieved, a 100-second result effect ⇒ win effect is selected. Furthermore, if the special electric support symbol is won, a 30-second result effect (miss) is selected. Even if the special electric support symbol is won, the time-saving count is not reset, so a miss variation pattern is selected.
[0084] Thus, the third variation pattern selection table LAST_TBL shown in FIG. 8(b) has the same allocation value regardless of the number of second start-up reserved balls reserved.
[0085] Incidentally, in the RUSH gaming state (high-probability time-saving gaming state) YG22, if a predetermined number of misses (150 in the illustrated example) are executed, the gaming state will return to the normal gaming state (low-probability non-time-saving gaming state) YG20 (see RO25). At this time, since the number of remaining reserved second start balls for special pattern 2 is often at its maximum (4 balls), if the fluctuation time is shortened, all of the second start reserved balls will be consumed before the first start reserved balls are accumulated, and the gaming state may become a waiting state for customers. Therefore, in this embodiment, to prevent this from happening, a fluctuation pattern is selected for each remaining reserved second start reserved ball using a fluctuation pattern selection table that is likely to select a normal fluctuation (a fluctuation that does not result in a reach) of a time that is neither too long nor too short. Specifically, in the RUSH gaming state (high probability time-shortened gaming state) YG22, when a predetermined number of misses (150 times in the figure) are executed and the gaming state returns to the normal gaming state (low probability non-time-shortened gaming state) YG20, the main control CPU 600a selects the second variation pattern selection table NOR_TBL2 shown in Fig. 8(a) using the table TBL shown in Fig. 7(a). At this time, as shown in Fig. 8(a), in the case of a miss without winning the lottery for special pattern 2, even if the second start reserved ball is "0" to "3", the normal variation of 8 seconds is selected with the probability shown, the special mode miss variation (15 seconds) is selected with the probability shown, and the normal reach miss (20 seconds) is selected with the probability shown.
[0086] On the other hand, if the lottery for special symbol 2 is won and the jackpot is 1, the special mode variation (30 seconds) will be selected with the probability shown, the normal reach variation (30 seconds) will be selected with the probability shown, and the full rotation variation (100 seconds) will be selected with the probability shown. Also, if the lottery for special symbol 2 is won and the jackpot is 2, the special mode variation (30 seconds) will be selected with the probability shown, and the normal reach variation (30 seconds) will be selected with the probability shown.
[0087] Thus, when a predetermined number of misses (150 in the illustrated example) are made in the RUSH gaming state (high-probability time-saving gaming state) YG22 and the gaming state returns to the normal gaming state (low-probability non-time-saving gaming state) YG20, the first variation pattern selection table NOR_TBL1 shown in FIG. 7(b) is not selected, but the second variation pattern selection table NOR_TBL2 shown in FIG. 8(a) is selected. This reduces the possibility of all second start reserved balls being consumed and the gaming state becoming a customer waiting state. Furthermore, the second variation pattern selection table NOR_TBL2 has an allocation value that allows the special mode effect to be executed, thereby preventing the player from immediately ending the game after the time-saving gaming state ends.
[0088] Incidentally, when the game state is the normal game state (low probability non-time-saving game state) YG20, in the second variation pattern selection table NOR_TBL2 shown in Figure 8 (a), if the lottery for special pattern 1 is not won and is a miss, and if the first start reserved ball is "0", the normal variation of 12 seconds will be selected with the probability shown, the special mode miss variation (15 seconds) will be selected with the probability shown, and the normal reach miss (20 seconds) will be selected with the probability shown. And, if the first start reserved ball is "1", the normal variation of 8 seconds will be selected with the probability shown, the special mode miss variation (15 seconds) will be selected with the probability shown, and the normal reach miss (20 seconds) will be selected with the probability shown. Furthermore, if the first start reserved ball is "2", the normal variation of 5 seconds will be selected with the probability shown, the special mode miss variation (15 seconds) will be selected with the probability shown, and the normal reach miss (20 seconds) will be selected with the probability shown.Furthermore, if the first start reserved ball is "3", the normal variation of 3 seconds will be selected with the probability shown, the special mode miss variation (15 seconds) will be selected with the probability shown, and the normal reach miss (20 seconds) will be selected with the probability shown.
[0089] On the other hand, if you win the lottery for special symbol 1 and get jackpot 1, the special mode variation (30 seconds) will be selected with the probability shown, the normal reach variation (30 seconds) will be selected with the probability shown, and the full rotation variation (100 seconds) will be selected with the probability shown. Also, if you win the lottery for special symbol 1 and get jackpot 2, the special mode variation (30 seconds) will be selected with the probability shown, and the normal reach variation (30 seconds) will be selected with the probability shown.
[0090] On the other hand, when the special electric support symbol is won, as shown in Figure 8 (a), with the probability shown, a normal reach miss + time-saving entry effect (25 seconds) is selected, and with the probability shown, an SP reach miss + time-saving entry effect (55 seconds) is selected. In other words, when the special electric support symbol is won, a series of fluctuation patterns is selected in which a miss effect is performed during the fluctuation, followed by a time-saving entry effect. Note that there are special electric support symbols 1 and 2, but the allocation value is the same for both.
[0091] On the other hand, if a 50% non-variable jackpot is won while the game state YG23 shown in FIG. 5 has been entered, the game state YG23 transitions to a chance time game state (low-probability time-saving game state) YG24 (see RO26). At this time, the main control CPU 600a executes a lottery for the special symbol 2, and the variation of the special symbol 2 is displayed on the LCD display device 41. If a jackpot is won within a predetermined number of variations of the special symbol 2 (e.g., 100 variations), the game state YG24 transitions to a RUSH game state (high-probability time-saving game state) YG22 (see RO27). At this time, the main control CPU 600a selects JT_TBL using the table TBL shown in FIG. 7(a). At the final variation (the 100th variation in the figure), a presentation called a result presentation is executed to display the results of the time-saving game. Specifically, the third variation pattern selection table LAST_TBL shown in FIG. 8(b) is selected using the table TBL shown in FIG. 7(a).
[0092] Incidentally, in the chance time gaming state (low probability time-saving gaming state) YG24, if a predetermined number of misses (100 times in the illustration) are executed, the gaming state will return to the normal gaming state (low probability non-time-saving gaming state) YG20 (see RO28). At this time, since the remaining number of reserved second start balls for special pattern 2 is often at its maximum (4 balls), if the fluctuation time is shortened, all of the reserved second start balls will be consumed before the reserved first start balls are accumulated, and the gaming state may become a waiting state for customers. Therefore, in this embodiment, to prevent this from happening, the second fluctuation pattern selection table NOR_TBL2 shown in FIG. 8(a) is selected for the fluctuation of each reserved second start ball, which is likely to be a normal fluctuation (a fluctuation that does not result in a reach) of a time that is neither too long nor too short.
[0093] In this way, by determining the variation pattern using an appropriate variation pattern selection table in each game state, even in the same game state, it is possible to determine the optimal variation pattern. This reduces situations that reduce the interest of the player, thereby increasing the interest of the player.
[0094] Next, a description will be given of a type 1 / 2 gaming machine with the same settings as those described above. As shown in Fig. 6, when the gaming state is the normal gaming state (low probability non-time-saving gaming state) YG30, the main control CPU 600a executes a lottery for the special symbol 1, and the variation of the special symbol 1 is displayed on the liquid crystal display device 41. At this time, a variation pattern is determined using the first variation pattern selection table NOR_TBL1 shown in Fig. 9 according to the lottery result. Specifically, when the main control CPU 600a selects the first variation pattern selection table NOR_TBL1 using the table TBL shown in Fig. 7(a), the variation pattern is determined. To explain in more detail, in the first variation pattern selection table NOR_TBL1 shown in FIG. 9, if the lottery for special pattern 1 is not won and is a miss, and if the first start reserved ball is "0", then with the probability shown, a normal variation of 12 seconds is selected, with the probability shown, a normal reach miss (20 seconds) is selected, and with the probability shown, an SP reach miss (50 seconds) is selected. And, if the first start reserved ball is "1", then with the probability shown, a normal variation of 8 seconds is selected, with the probability shown, a normal reach miss (20 seconds) is selected, and with the probability shown, an SP reach miss (50 seconds) is selected. And, further, if the first start reserved ball is "2", then with the probability shown, a normal variation of 5 seconds is selected, with the probability shown, a normal reach miss (20 seconds) is selected, and with the probability shown, an SP reach miss (50 seconds) is selected. Furthermore, if the first start pending ball is "3", then with the probability shown, normal variation of 3 seconds will be selected, with the probability shown, normal reach will be missed (20 seconds) will be selected, and with the probability shown, SP reach will be missed (50 seconds) will be selected.
[0095] In this way, in the case of a normal deviation fluctuation that does not result in a reach, the fluctuation time is shortened according to the number of first start reserved balls.
[0096] On the other hand, as shown in Fig. 6, when the game state is the normal game state (low probability non-time-saving game state) YG30, when an irregular game ball enters the special symbol 2 start hole 45, the main control CPU 600a selects the first variation pattern selection table NOR_TBL1 shown in Fig. 9 using the table TBL shown in Fig. 7(a). At this time, as shown in Fig. 7(b), if the special symbol 2 lottery is not won and it is a miss, and the second start reserved ball is any of "0" to "3", normal variation 8 seconds will be selected with the probability shown, and normal reach miss (20 seconds) will be selected with the probability shown.
[0097] Thus, the fluctuation time is not shortened according to the number of second start pending balls, but is determined from a common fluctuation pattern selection table regardless of the number of second start pending balls.
[0098] Thus, the first variation pattern selection table NOR_TBL1 shown in FIG. 9 has the same allocation value regardless of the number of reserved second start balls. The types of variation patterns selected are fewer for special pattern 2 than for special pattern 1, and the probability of reaching a winning jackpot is lower for special pattern 2 than for special pattern 1. By setting it this way, in the normal game mode (low-probability non-time-saving game mode), when the number of reserved first start balls is small for special pattern 1, the probability of reaching a winning jackpot is increased, or a longer variation time is selected, allowing the next reserved ball to accumulate. On the other hand, in the normal game mode (low-probability non-time-saving game mode), the reservation of second start reserved balls occurs due to an irregular win, so it is almost impossible for the number of first start reserved balls to accumulate to four, as with special pattern 1. Therefore, in order to end the variation of special pattern 2 early and create a state in which special pattern 1 can vary, the same allocation value is used regardless of the number of reserved second start reserved balls.
[0099] Incidentally, when the game state shown in FIG. 6 is the normal game state (low probability non-time-saving game state) YG30, the main control CPU 600a executes a lottery for either special symbol 1 or 2, and if either one wins a jackpot, the main control CPU 600a selects the first variation pattern selection table NOR_TBL1 shown in FIG. 9 using the table TBL shown in FIG. 7(a). At this time, as shown in FIG. 9, if the lottery for either special symbol 1 or 2 wins jackpot 1, a normal reach win (30 seconds) is selected with the probability shown, an SP reach win (60 seconds) is selected with the probability shown, and a full rotation variation win (100 seconds) is selected with the probability shown. On the other hand, as shown in FIG. 9, if the lottery for either special symbol 1 or 2 wins jackpot 2, a normal reach win (30 seconds) is selected with the probability shown, and an SP reach win (60 seconds) is selected with the probability shown.
[0100] On the other hand, when the game state shown in Fig. 6 is the normal game state (low probability non-time-saving game state) YG30, the main control CPU 600a executes the lottery for the special symbol 2, and when a small win is won, the main control CPU 600a selects the first variation pattern selection table NOR_TBL1 shown in Fig. 9 using the table TBL shown in Fig. 7 (a). At this time, as shown in Fig. 9, the lottery for the special symbol 2 is executed, and when either the small win 1 or 2 is won, the winning variation for the small win (50 seconds) is selected with the probability shown.
[0101] On the other hand, when the game state shown in FIG. 6 is the normal game state (low-probability non-time-saving game state) YG30, if a special electric support symbol is won with a probability of 1 / 300, the game state YG30 transitions to the challenge time game state (low-probability time-saving game state) YG31 (see RO30). When a special electric support symbol is won, the main control CPU 600a selects the first variation pattern selection table NOR_TBL1 shown in FIG. 9 using the table TBL shown in FIG. 7(a). At this time, as shown in FIG. 9, a normal reach miss + time-saving entry effect (25 seconds) is selected with the probability shown, and an SP reach miss + time-saving entry effect (55 seconds) is selected with the probability shown. In other words, when a special electric support symbol is won, a series of variation patterns is selected in which a miss effect is performed during the variation and then a time-saving entry effect is performed. In addition, there are two special electric support symbols, special electric support symbol 1 and 2, but the allocation value is the same for both.
[0102] Thus, as shown in FIG. 6, when the game state transitions to the challenge time game state (low-probability time-saving game state) YG31, if a jackpot or a small jackpot is won within one variation of the special symbol 2, the game state YG31 transitions to the RUSH game state (high-probability time-saving game state) YG32 (see RO31). In this challenge time game state (low-probability time-saving game state) YG31, a transition effect is executed. Specifically, the main control CPU 600a selects the third variation pattern selection table LAST_TBL shown in FIG. 10(b) using the table TBL shown in FIG. 7(a). At this time, as shown in FIG. 10(b), in the case where the lottery for the special symbols 1 and 2 is not won and there are "0" to "3" first start reserved balls or second start reserved balls, the transition effect (miss) 60 seconds is selected with the probability shown in the figure. Then, if the lottery for special pattern 1 or 2 is won, and if either the big win 1 or 2 is won, the transition effect ⇒ 100 seconds of winning effect is selected. Furthermore, if the lottery for special pattern 2 is won, and if either the small win 1 or 2 is won, the transition effect ⇒ 100 seconds of winning effect is selected. Furthermore, if the special electric support pattern is won, the transition effect (miss) of 60 seconds is selected. Note that even if the special electric support pattern is won, the number of time-saving times is not reset, so the missing variation pattern is selected.
[0103] Thus, the third variation pattern selection table LAST_TBL shown in Figure 10(b) has the same allocation value regardless of the number of reserved balls in the second start-up reserve. By selecting such a third variation pattern selection table LAST_TBL, it is possible to lengthen the performance time in response to the final variation.
[0104] On the other hand, if neither a big win nor a small win is won, as shown in Fig. 6, the game state YG31 transitions to a challenge time game state (low-probability time-shortened game state) YG33 (see RO32). Here, the main control CPU 600a executes a lottery for the four second start reserved balls reserved within one variation time of the game state YG31. At this time, the liquid crystal display device 41 displays an effect indicating whether or not a big win or a small win will be won among the four second start reserved balls, and in order to allow the player to visually confirm this, the main control CPU 600a selects the second variation pattern selection table NOR_TBL2 shown in Fig. 10(a) using the table TBL shown in Fig. 7(a). As shown in Figure 10(a), if the lottery for either special pattern 1 or 2 is not won and the result is a loss, and regardless of whether the first start-up reserved ball or the second start-up reserved ball is "0" to "3", a 60-second win / lose display (loss) will be selected with the probability shown.
[0105] On the other hand, if either special pattern 1 or 2 wins the lottery and either big win 1 or 2 results, an 80-second win / win / no-win instigation effect (win) is selected with the probability shown, and a 100-second win / win / no-win instigation effect with a miss is selected with the probability shown. And if special pattern 2 wins the lottery and either small win 1 or 2 results, an 80-second win / win instigation effect (win) is selected with the probability shown, and a 100-second win / win / no-win instigation effect with a miss is selected with the probability shown. Furthermore, if the special electric support pattern wins, a win / win / no-win instigation effect with a miss + time-saving entry effect (80 seconds) is selected, which is a variation pattern that transitions from a miss effect to a time-saving entry effect.
[0106] Thus, using the second variation pattern selection table NOR_TBL2 shown in Fig. 10(a), the liquid crystal display device 41 displays the effect of whether or not a big win or a small win will be won. If a big win or a small win is not won, the game returns to the normal game state (low probability non-time-shortened game state) YG30 as shown in Fig. 6 (see RO33). Note that if a big win or a small win is won, the game state YG33 shown in Fig. 6 will transition to the RUSH game state (high probability time-shortened game state) YG32.
[0107] On the other hand, as shown in FIG. 6, when the game state is the normal game state (low-probability non-time-saving game state) YG30, the main control CPU 600a executes a lottery for special pattern 1. If a jackpot is won, the game state YG30 transitions to the jackpot game state YG34 (see RO34). At this time, 99% of the time-saving game is awarded one time, and 1% of the time-saving game is awarded seven times. If a jackpot is won with seven time-saving games awarded, the game state YG34 transitions to the RUSH game state (low-probability time-saving game state) YG32 (see RO35). Then, the main control CPU 600a selects HI_TBL using the table TBL shown in FIG. 7(a). On the other hand, in the final variation (the seventh time in the figure), the third variation pattern selection table LAST_TBL shown in FIG. 10(b) is selected, and a transition effect is executed.
[0108] In the RUSH gaming state (high-probability time-saving gaming state) YG32 shown in Fig. 6, when a predetermined number of misses (seven in the illustrated example) are executed, the gaming state YG32 transitions to the last challenge gaming state (low-probability non-time-saving gaming state) YG35 (see RO36). Here, the main control CPU 600a executes a lottery for the four second start reserved balls that have been reserved within the seven variation times of the gaming state YG32. At this time, the liquid crystal display device 41 displays an effect indicating whether or not one of the four second start reserved balls will win a jackpot, so that the player can visually confirm it. In this case, the main control CPU 600a selects the second variation pattern selection table NOR_TBL2 shown in Fig. 10(a) using the table TBL shown in Fig. 7(a). Thus, using the second variation pattern selection table NOR_TBL2 shown in Figure 10(a), the liquid crystal display device 41 displays a presentation indicating whether or not a jackpot will be won, and if a jackpot is not won, the game will return to the normal game state (low probability non-time-saving game state) YG30 as shown in Figure 6 (see RO37).
[0109] On the other hand, as shown in Fig. 6, when a jackpot that grants one time of time-saving play is won, the game state YG34 transitions to a challenge time game state (low-probability time-saving game state) YG36 (see RO38). In this challenge time game state (low-probability time-saving game state) YG36, a transition effect is executed. Specifically, the main control CPU 600a selects the third variation pattern selection table LAST_TBL shown in Fig. 10(b) using the table TBL shown in Fig. 7(a).
[0110] Thus, if a big win or a small win is won in this challenge time gaming state (low-probability time-shortened gaming state) YG36, the gaming state YG36 shown in Figure 6 will transition to the RUSH gaming state (high-probability time-shortened gaming state) YG32 (see RO39). On the other hand, if a big win or a small win is not won, the gaming state YG36 will transition to the challenge time gaming state (low-probability time-shortened gaming state) YG37 as shown in Figure 6 (see RO40). Here, the main control CPU 600a executes a lottery for the four second start reserved balls reserved within one fluctuation time of the gaming state YG36. At this time, the main control CPU 600a selects the second variation pattern selection table NOR_TBL2 shown in Figure 10(a) using the table TBL shown in Figure 7(a) to display on the liquid crystal display device 41 an effect indicating whether or not a big win or a small win will be won out of the four second start reserved balls, so that the player can visually confirm this.
[0111] Thus, using the second variation pattern selection table NOR_TBL2 shown in Fig. 10(a), the liquid crystal display device 41 displays the effect of whether or not a big win or a small win will be won. If a big win or a small win is not won, the game returns to the normal game state (low probability non-time-shortened game state) YG30 as shown in Fig. 6 (see RO41). Note that if a big win or a small win is won, the game state YG37 shown in Fig. 6 will transition to the RUSH game state (high probability time-shortened game state) YG32 (see RO42).
[0112] In this way, by determining the variation pattern using an appropriate variation pattern selection table for each game state, it is possible to determine the optimal variation pattern, thereby reducing situations that reduce the interest of the player and thereby increasing the interest of the player.
[0113] In this embodiment, an example has been shown in which the main control 600a determines the variation pattern as the variation pattern for performing the variation effect on the liquid crystal display device 41 (see FIG. 2), but this is not limiting, and the variation pattern may also be determined by the sub-control CPU 800a. Specifically, the table TBLA shown in FIG. 11(a) is stored in the main control ROM 600b. This table TBLA stores a variation pattern selection table designation code corresponding to each game state and the variation pattern selection table to be referenced. The variation pattern selection table designation code is data for referencing the variation pattern selection table managed by the program.
[0114] Specifically, in the table TBLA shown in FIG. 11(a), in the normal game mode when the main control RAM 600c is cleared upon power-on, "00H" is selected as the variation pattern selection table designation command, and the first variation pattern selection table NOR_TBL1 is used as the reference variation pattern selection table. In the normal game mode at the end of time-saving game mode, "00H" is selected as the variation pattern selection table designation command, and the first variation pattern selection table NOR_TBL1 is used as the reference variation pattern selection table. Furthermore, in the final variation of time-saving game mode or RUSH game mode, "02H" is selected as the variation pattern selection table designation command, and the third variation pattern selection table LAST_TBL is used as the reference variation pattern selection table. Furthermore, in the time-saving game mode (first spin to last-one spin), "03H" is selected as the variation pattern selection table designation command, and JT_TBL is used as the reference variation pattern selection table. Furthermore, in the RUSH game state (1st spin to final-1st spin), "04H" is selected as the variation pattern selection table designation command, and HI_TBL is used as the variation pattern selection table to be referenced.
[0115] On the other hand, as shown in FIG. 11(b), in the first variation pattern selection table NOR_TBL1, if the lottery for special symbol 1 is a miss and there are "0" first start reserved balls, then with the probability shown, normal variation of 12 seconds is selected, with the probability shown, normal reach miss (20 seconds) is selected, and SP reach miss (50 seconds) is selected with the probability shown. If the lottery for special symbol 1 is a miss and there are "1" first start reserved ball, then normal variation of 8 seconds is selected, with the probability shown, normal reach miss (20 seconds) is selected, and SP reach miss (50 seconds) is selected with the probability shown. Furthermore, if the lottery for special symbol 1 is a miss and there are "2" first start reserved balls, then normal variation of 5 seconds is selected, with the probability shown, normal reach miss (20 seconds) is selected, and SP reach miss (50 seconds) is selected with the probability shown. Furthermore, if the lottery for special pattern 1 is a miss and there are three first start-up reserved balls, then with the probability shown, a normal variation of 3 seconds will be selected, with the probability shown, a miss in the normal reach (20 seconds) will be selected, and with the probability shown, a miss in the SP reach (50 seconds) will be selected.
[0116] Therefore, if the lottery for special pattern 1 is a miss, an individual variation pattern selection table NOR_TBL1a (see FIG. 11(b)) in which the type and probability of the variation pattern selected for each of the first start reserved balls "0" to "3" are different will be selected. Note that the variation pattern selection table selected is not limited to one that is different for each of the first start reserved balls "0" to "3", and may be an individual variation pattern selection table in which the type and probability of the variation pattern selected are different when the first start reserved balls are divided into "0", "1", and "2 to 3".
[0117] On the other hand, as shown in Figure 11(b), even if the lottery for special pattern 2 is a miss and the number of second start-up reserved balls is any of "0" to "3", normal variation of 8 seconds will be selected with the probability shown, and normal reach will be a miss (20 seconds) with the probability shown.
[0118] However, if the lottery for special pattern 2 is unsuccessful, the common variable pattern selection table NOR_TBL1b (see Figure 11(b)) will be selected in either case, regardless of whether the second start-up reserved balls are "0" to "3".
[0119] On the other hand, as shown in Figure 11(b), if the lottery for either special pattern 1 or 2 wins jackpot 1, a normal reach win (30 seconds) is selected with the probability shown, an SP reach win (60 seconds) is selected with the probability shown, and a full rotation variation win (100 seconds) is selected with the probability shown. On the other hand, as shown in Figure 11(b), if the lottery for either special pattern 1 or 2 wins jackpot 2, a normal reach win (30 seconds) is selected with the probability shown, and an SP reach win (60 seconds) is selected with the probability shown.
[0120] On the other hand, as shown in Figure 11 (b), when a special electric support symbol is won, a normal reach miss + time-saving entry effect (25 seconds) is selected with the probability shown, and an SP reach miss + time-saving entry effect (55 seconds) is selected with the probability shown. In other words, when a special electric support symbol is won, a series of fluctuation patterns is selected in which a miss effect is performed during the fluctuation, followed by a time-saving entry effect. Note that there are special electric support symbols 1 and 2, but the allocation value is the same for both.
[0121] Thus, when the main control CPU 600a determines the fluctuation time using the first fluctuation pattern selection table NOR_TBL1 shown in Figure 11(b), it sends a presentation control command DI_CMD to the sub-control CPU 800a. In response to this, the sub-control CPU 800a determines a fluctuation pattern using the first presentation fluctuation pattern selection table ENOR_TBL1 shown in Figure 12 and the second presentation fluctuation pattern selection table ENOR_TBL2 shown in Figure 13, which are stored in the sub-control ROM 800b. Specifically, in the normal gaming state when the main control RAM 600c, which is cleared when the power is turned on, is cleared, the sub-control CPU 800a selects the first presentation fluctuation pattern selection table ENOR_TBL1 shown in Figure 12, which is stored in the sub-control ROM 800b. In this first effect variation pattern selection table ENOR_TBL1, if normal variation of 12 seconds, normal variation of 8 seconds, normal variation of 5 seconds, normal variation of 3 seconds, normal variation of 1.5 seconds, full rotation variation (100 seconds), normal reach miss + time-saving entry effect (25 seconds), or SP reach miss + time-saving entry effect (55 seconds) is selected in the first variation pattern selection table NOR_TBL1 shown in Figure 11 (b), the sub-control CPU 800a will determine the selected content as the variation pattern as is.
[0122] On the other hand, in the first effect variation pattern selection table ENOR_TBL1, as shown in Fig. 12, when a normal reach miss (20 seconds) is selected in the first variation pattern selection table NOR_TBL1 shown in Fig. 11(b), the sub-control CPU 800a will select normal reach miss 1 with the probability shown, select normal reach miss 2 with the probability shown, and select special mode miss variation with the probability shown. This determines the variation pattern. Note that the probability of a special mode miss variation is 0, so it will not be selected.
[0123] On the other hand, in the first effect variation pattern selection table ENOR_TBL1, as shown in Figure 12, when SP reach miss (50 seconds) is selected in the first variation pattern selection table NOR_TBL1 shown in Figure 11 (b), the sub-control CPU 800a will select SP reach miss 1 with the probability shown, select SP reach miss 2 with the probability shown, and select special mode SP miss variation with the probability shown. This will determine the variation pattern. Note that the probability of special mode SP miss variation is 0, so it will not be selected.
[0124] On the other hand, in the first effect variation pattern selection table ENOR_TBL1, as shown in Figure 12, when a normal reach (30 seconds) is selected in the first variation pattern selection table NOR_TBL1 shown in Figure 11 (b), the sub-control CPU 800a selects 1 for a normal reach with the probability shown, selects 2 for a normal reach with the probability shown, and selects a special mode miss variation with the probability shown. This determines the variation pattern. Note that the probability of a special mode miss variation is 0, so it will not be selected.
[0125] On the other hand, as shown in Figure 12, in the first variation pattern selection table NOR_TBL1 shown in Figure 11 (b), when SP reach (60 seconds) is selected, the sub-control CPU 800a selects 1 for SP reach with the probability shown, selects 2 for SP reach with the probability shown, and selects special mode SP win variation with the probability shown. This determines the variation pattern. Note that the probability of special mode SP win variation is 0, so it will not be selected.
[0126] In this way, the fluctuation pattern in the normal gaming state when the main control RAM 600c, which is cleared when the power is turned on, is determined by the sub-control CPU 800a.
[0127] On the other hand, in the 1st to 20th spins in the normal game state after the time-saving game ends, the sub-control CPU 800a selects the second effect variation pattern selection table ENOR_TBL2 shown in Fig. 13 stored in the sub-control ROM 800b. In this second effect variation pattern selection table ENOR_TBL2, if normal variation 12 seconds, normal variation 8 seconds, normal variation 5 seconds, normal variation 3 seconds, normal variation 1.5 seconds, full rotation variation hit (100 seconds), normal reach miss + time-saving entry effect (25 seconds), or SP reach miss + time-saving entry effect (55 seconds) is selected in the first variation pattern selection table NOR_TBL1 shown in Fig. 11(b), the sub-control CPU 800a determines the selected content as the variation pattern as it is.
[0128] On the other hand, in the second effect variation pattern selection table ENOR_TBL2, as shown in Figure 13, if a normal reach miss (20 seconds) is selected in the first variation pattern selection table NOR_TBL1 shown in Figure 11(b), the sub-control CPU 800a will select normal reach miss 1 with the probability shown, select normal reach miss 2 with the probability shown, and select special mode miss variation with the probability shown. This determines the variation pattern. Note that the probability of normal reach miss 1 and 2 is 0, so they will not be selected.
[0129] On the other hand, in the second effect variation pattern selection table ENOR_TBL2, as shown in Figure 13, when SP reach miss (50 seconds) is selected in the first variation pattern selection table NOR_TBL1 shown in Figure 11 (b), the sub-control CPU 800a will select SP reach miss 1 with the probability shown, select SP reach miss 2 with the probability shown, and select special mode SP miss variation with the probability shown. This will determine the variation pattern. Note that the probability of SP reach miss 1 and 2 is 0, so they will not be selected.
[0130] On the other hand, in the second effect variation pattern selection table ENOR_TBL2, as shown in Figure 13, when a normal reach (30 seconds) is selected in the first variation pattern selection table NOR_TBL1 shown in Figure 11 (b), the sub-control CPU 800a will select 1 for a normal reach with the probability shown, select 2 for a normal reach with the probability shown, and select a special mode miss variation with the probability shown. This determines the variation pattern. Note that the probability of 1 or 2 for a normal reach is 0, so they will not be selected.
[0131] On the other hand, as shown in Figure 13, in the second effect variation pattern selection table ENOR_TBL2, when SP reach (60 seconds) is selected in the first variation pattern selection table NOR_TBL1 shown in Figure 11 (b), the sub-control CPU 800a selects 1 for SP reach with the probability shown, selects 2 for SP reach with the probability shown, and selects special mode SP win variation with the probability shown. This determines the variation pattern. Note that the probability of 1 or 2 for SP reach is 0, so it will not be selected.
[0132] In this way, the fluctuation pattern in the normal game state at the end of the time-shortened game is determined by the sub-control CPU 800a.
[0133] In this way, it is possible to determine the optimal variation pattern for each game state, thereby reducing situations that reduce the interest of the player and thereby increasing the interest of the player.
[0134] 12 and 13, normal reach miss 1 / normal reach win 1 indicates a normal reach in which the middle decorative symbols displayed on the liquid crystal display device 41 slowly scroll and change, and normal reach miss 2 / normal reach win 2 indicates a normal reach in which the middle decorative symbols displayed on the liquid crystal display device 41 change frame by frame. The difference between SP reach miss 1 / SP reach win 1 and SP reach miss 2 / SP reach win 2 is the difference in the characters that appear.
[0135] <Main control: Program description> Here, the programs stored in the main control ROM 600b (see FIG. 3) processed by the main control board 60 will be outlined with reference to FIGS. 14 to 29 for a more detailed explanation.
[0136] <Main control: Explanation of main processing> First, when the power is turned on to the pachinko gaming machine 1, a power-on signal is sent to indicate that the DC voltage generated by the voltage generating unit 1300 of the power supply board 130 (see Fig. 3) has been applied to each control board, and upon receiving this signal, the main control CPU 600a (see Fig. 3) reads out a program stored in the main control ROM 600b (see Fig. 3) and performs the main control main processing shown in Fig. 14. At this time, the main control CPU 600a first sets itself to an interrupt-prohibited state (step S1).
[0137] Next, the main control CPU 600a performs a stack pointer setting process to set the value of the stack pointer inside the main control CPU 600a to correspond to the final address of the normal stack area (step S2).
[0138] Next, the main control CPU 600a clears the WDT (not shown) (step S3), and clears the output port that outputs the launch control signal (step S4).
[0139] Next, the main control CPU 600a sets the startup waiting time of the sub-control board 80 (step S5), decrements (-1) the set waiting time (step S6), and clears the WDT (not shown) (step S7).
[0140] Next, the main control CPU 600a checks whether the set waiting time has become "0" (step S8), and if it has not become "0" (step S8: ≠ 0), it returns to processing of step S7, and if it has become "0" (step S8: = 0), it proceeds to processing of step S9.
[0141] Next, the main control CPU 600a acquires the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 3) twice, checks whether the levels of the voltage abnormality signal ALARM acquired twice match, stores the signal in an internal register (not shown) of the main control CPU 600a, and checks the level of the voltage abnormality signal ALARM (step S9). If the level of the voltage abnormality signal ALARM is "L" level (step S10: YES), the process returns to step S9. If the level of the voltage abnormality signal ALARM is "H" level (step S10: NO), the process proceeds to step S11. That is, the main control CPU 600a repeats the same process (steps S9 to S10) until the voltage abnormality signal ALARM changes to a normal level (i.e., "H" level). In this way, by acquiring the voltage abnormality signal ALARM twice, an accurate signal can be read.
[0142] Next, the main control CPU 600a permits data writing to the main control RAM 600c (step S11) and initializes the work area of the main control RAM 600c (step S12). Specifically, the power supply abnormality confirmation counter is set to 00H and the system operation status is set to 01H.
[0143] Next, the main control CPU 600a transmits a processing command (performance control command DI_CMD) to the sub-control board 80 to cause the liquid crystal display device 41 to display a standby screen (step S13).
[0144] Next, the main control CPU 600a clears the WDT (not shown) (step S14) and checks whether a signal indicating that power has been turned on (power-on signal) has been received from the dispensing control board 70 (step S15). If the power-on signal has not been received (step S15: OFF), the process returns to step S14, and if the power-on signal has been received (step S15: ON), the process proceeds to step S16.
[0145] Next, the main control CPU 600a acquires the level data of the RAM clear switch 620 and the setting key switch 630, and saves them in the working area of the normal RAM area of the main control RAM 600c (step S16).
[0146] Next, the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open, the signal of the RAM clear switch 620 saved in the work area of the main control RAM 600c, and the signal of the setting key switch 630 (step S17), and checks whether all of them are ON (step S18). If all are ON (step S18: YES), the main control CPU 600a performs setting switching processing (step S19).
[0147] <Main control: Main processing: Explanation of setting switching processing> Here, this setting switching process will be specifically described with reference to FIG.
[0148] First, the main control CPU 600a transmits a setting change start command (performance control command DI_CMD) indicating that a setting change is being performed to the sub-control board 80 (step S50).
[0149] Next, the main control CPU 600a clears the backup flag (step S51). This backup flag is data indicating whether backup processing has been executed when a voltage drop due to a power outage or the like is detected in the power supply abnormality check processing shown in Fig. 17. The backup flag is cleared in order to detect in step S21 shown in Fig. 15, which will be described later, a case in which power is interrupted for some reason during the setting switching processing and the main control RAM 600c has not been backed up properly.
[0150] Next, the main control CPU 600a sets 02H to the system operation status (step S52), acquires the set value of the probability of generating a special game state advantageous to the player stored in the main control RAM 600c (see FIG. 3), and sets it in the W register (step S53). Specifically, if the set value is, for example, "1" to "6," the set values "1" to "6" are set in the W register in correspondence with values "00H" to "05H" in the program.
[0151] Next, the main control CPU 600a compares the value set in the W register with the maximum set value of the probability of generating a special game state advantageous to the player (for example, "05H" corresponding to "6") (step S54). If the value set in the W register is greater than the maximum set value of the probability of generating a game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: YES), the main control CPU 600a determines that the value is an abnormal value and sets 00H to the W register (step S56).
[0152] On the other hand, if the value set in the W register is smaller than the maximum set probability of generating a game state advantageous to the player (for example, "05H" corresponding to "6") (step S55: NO), it is determined to be a normal value and the process proceeds to step S57.
[0153] Next, the main control CPU 600a sets the security signal to be output to the hall computer used for managing the game island of the game parlor to ON, and outputs the security signal to the hall computer (step S57).
[0154] Next, the main control CPU 600a sets 00H to the LED common port (step S58).
[0155] Next, the main control CPU 600a outputs the value set in the W register to the LED data port (step S59).
[0156] Next, the main control CPU 600a sets the LED common port that displays the set value to ON (step S60).
[0157] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a so that a 4 ms wait is applied, and then performs a countdown process (step S61). Note that this process is a process in which, when checking for changes in the level data of the RAM clear switch 620 (see FIG. 3) and the setting key switch 630 (see FIG. 3), a time interval of at least 4 ms is allowed from the previous acquisition of the switch level to ensure that the change in the level data is not due to an irregularity such as noise. Furthermore, when checking for changes in the voltage abnormality signal in the subsequent power abnormality check process and counting the power abnormality confirmation counter, a time interval of 4 ms is allowed to ensure that the "L" level of the voltage abnormality signal is not due to an irregularity such as noise.
[0158] Next, the main control CPU 600a performs a power supply abnormality check process (step S62). This power supply abnormality check process will be specifically described with reference to FIG.
[0159] <Main control: Main processing: Explanation of power supply abnormality check processing> 17, the main control CPU 600a acquires twice the voltage abnormality signal ALARM (see FIG. 3) output from the power supply board 130 (voltage monitoring unit 1310) (see FIG. 3) (step S80), and checks whether the levels of the voltage abnormality signal ALARM acquired twice match (step S81). If they match (step S81: YES), the main control CPU 600a checks the level of the voltage abnormality signal ALARM (step S82), and if they do not match (step S81: NO), the process returns to step S80.
[0160] Next, if the level of the voltage abnormality signal ALARM is "H" level (step S82: OFF), the main control CPU 600a clears the power abnormality confirmation counter (step S83) and ends the power abnormality check process.
[0161] On the other hand, if the level of the voltage abnormality signal ALARM is "L" (step S82: ON), the main control CPU 600a increments (+1) the power supply abnormality confirmation counter (step S84) and checks the value of the power supply abnormality confirmation counter (step S85). If the value of the power supply abnormality confirmation counter is not 2 or more (step S85: NO), the power supply abnormality check process ends.
[0162] On the other hand, if the value of the power supply abnormality confirmation counter is 2 or greater (step S85: YES), the main control CPU 600a sends a power cut-off command (performance control command DI_CMD) to the sub-control board 80 indicating that the power supply has been cut off (step S86).
[0163] Next, the main control CPU 600a checks the value of the system operation status (step S87). If the value of the system operation status is 02H, it determines that the setting change process is in progress (step S87: YES), does not set the backup flag to ON, and proceeds to the processing of step S89. In this way, a case where power is interrupted for some reason during the setting change process and the main control RAM 600c is not backed up normally can be detected in step S21 shown in Figure 15, which will be described later.
[0164] On the other hand, if the value of the system operation status is not 02H, it is determined that the setting change process is not in progress (step S87: NO), and the backup flag is set to ON (step S88).
[0165] Next, the main control CPU 600a disables writing data to the main control RAM 600c (step S89), clears the output data of all output ports (step S90), and disables timer interrupts (step S91), repeating an infinite loop process to wait for the voltage to drop.
[0166] <Main control: Main processing: Explanation of setting switching processing> Thus, after completing the power supply abnormality check process (step S62) through the above-described processes, the main control CPU 600a creates switch edge data for the RAM clear switch 620 signal and switch edge data for the setting key switch 630 signal from the previous and current level data of the RAM clear switch 620 and the level data of the setting key switch 630 (step S63).The main control CPU 600a stores the created edge data in the main control RAM 600c.
[0167] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c, and if the setting key switch 630 is ON (step S64: NO), proceeds to processing of step S65, and if the setting key switch 630 is OFF (step S64: YES), proceeds to processing of step S67.
[0168] Next, if the RAM clear switch 620 is ON (step S65: NO), the main control CPU 600a increments (+1) the value of the W register (step S66) and returns to the processing of step S54.
[0169] On the other hand, if the RAM clear switch 620 is OFF (step S65: NO), the process returns to step S57.
[0170] Thus, the above process is repeated until the setting key switch 630 is turned OFF, and when the setting key switch 630 is turned OFF, the main control CPU 600a overwrites the value of the W register with the setting value of the probability of generating a game state advantageous to the player (for example, the setting value "00H" to "05H" corresponding to "1" to "6") stored in the main control RAM 600c (see Figure 3) and stores it (step S67).
[0171] Next, the main control CPU 600a outputs a setting confirmation display to the LED data port (step S68).
[0172] Next, the main control CPU 600a transmits a setting switching end command (performance control command DI_CMD) that reflects the setting value to the sub-control board 80 (step S69).
[0173] <Main control: Explanation of main processing> Thus, after the above-described processing and the setting switching processing (step S19) shown in FIG. 14 is completed, the main control CPU 600a proceeds to the processing of step S26 shown in FIG.
[0174] On the other hand, the main control CPU 600a checks whether the signal of the RAM clear switch 620 and the signal of the setting key switch 630 are all ON (step S18), and if they are not all ON (step S18: NO), the main control CPU 600a performs the processing of step S20 shown in Figure 15.
[0175] That is, the main control CPU 600a acquires the set value of the probability of generating a game state advantageous to the player (for example, a set value of "00H" to "05H" corresponding to "1" to "6") stored in the main control RAM 600c (see FIG. 3), and checks whether it is equal to or less than the set maximum value (for example, "05H" corresponding to "6") (step S20). If it is equal to or less than the set maximum value (step S20: YES), it checks whether the backup flag is set to ON (step S21).
[0176] <Main control: Main processing: Explanation of RAM error processing> If the value is not below the set maximum value (step S20: NO) or the backup flag is not set to ON (step S21: NO), the main control CPU 600a sends a RAM error command (performance control command DI_CMD) to the sub-control board 80 indicating a RAM error (step S22).
[0177] Next, the main control CPU 600a outputs an error display to the LED data port (step S23).
[0178] Next, the main control CPU 600a performs a power supply abnormality check process (step S24), returns to the process of step S23, and repeats the process. Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG. 17.
[0179] <Main control: Explanation of main processing> On the other hand, if the backup flag is set to ON (step S21: YES), the signal of the RAM clear switch 620 is checked (step S25).
[0180] <Main control: Main processing: Explanation of RAM clear processing> When the signal of the RAM clear switch 620 is ON (step S25: YES), or when the setting switching process (step S19) shown in Fig. 14 is performed, the main control CPU 600a does not clear the measurement RAM area and measurement stack area of the main control RAM 600c, but clears the normal RAM area and normal stack area of the main control RAM 600c (step S26). At this time, the rescue count counter described below is cleared (set to 0000H).
[0181] Next, the main control CPU 600a sets the RAM clear notification timer to 30 seconds (30s) (step S27), and sets the timer that outputs a security signal to the hall computer used to manage the amusement center's game island to 30 seconds (30s) (step S28).
[0182] Next, the main control CPU 600a sets initial values in part of the main control RAM 600c (step S29), and proceeds to the processing of step S41. When setting the initial values, an initial value is set in a rescue count counter, which will be described later.
[0183] <Main control: Explanation of main processing> On the other hand, if the signal from the RAM clear switch 620 is OFF (step S25: NO), the main control CPU 600a acquires a door open signal indicating whether the glass door frame 5 shown in Fig. 1 is open or not, and a signal from the setting key switch 630 (step S30), and checks whether all are ON or not (step S31). If all are not ON (step S31: NO), the process proceeds to step S40.
[0184] <Main control: Main processing: Explanation of setting confirmation processing> On the other hand, if all are ON (step S31: YES), the main control CPU 600a sends a setting value command (performance control command DI_CMD) that reflects the setting value to the sub-control board 80 (step S32).
[0185] Next, the main control CPU 600a sets a timer for outputting a security signal to be output to a hall computer used for managing the game island of the game arcade to 30 seconds (30s) (step S33).
[0186] Next, the main control CPU 600a sets the security signal output to the hall computer used to manage the amusement center's game island to ON, and outputs the security signal to the hall computer for the 30 seconds (30s) set by the timer (step S34).
[0187] Next, the main control CPU 600a outputs the set value to the LED data port (step S35).
[0188] Next, the main control CPU 600a sets a predetermined value in a register within the main control CPU 600a so that a wait of 4 ms is applied, and performs a countdown process (step S36).
[0189] Next, the main control CPU 600a performs a power supply abnormality check process (step S37). Note that this power supply abnormality check process is the same process as the power supply abnormality check process shown in FIG.
[0190] Next, the main control CPU 600a creates switch edge data for the setting key switch 630 signal from the previous and current level data of the setting key switch 630 (step S38). The main control CPU 600a stores the created edge data in the main control RAM 600c.
[0191] Next, the main control CPU 600a checks the edge data stored in the main control RAM 600c (step S39), and if the setting key switch 630 is ON (step S39: NO), the process returns to step S34.
[0192] <Main control: Explanation of main processing> On the other hand, if the setting key switch 630 is OFF (step S39: YES), initial values for the backup flag, error detection timer, etc. are set in part of the main control RAM 600c (step S40).
[0193] Next, the main control CPU 600a transmits a command (performance control command DI_CMD) to the sub-control board 80 indicating whether power will be restored by clearing RAM or by a backup (step S41). When transmitting the command (performance control command DI_CMD) indicating whether power will be restored by a backup to the sub-control board 80, a rescue count command based on the value of a rescue count counter (described later) is transmitted to the sub-control board 80 as the performance control command DI_CMD.
[0194] Next, the main control CPU 600a performs a game status notification information update process to update the game status notification information (step S42).
[0195] Next, the main control CPU 600a sets the internal function register (step S43). Specifically, it sets the launch control signal to ON and sends it to the dispensing control board 70. This causes the dispensing control board 70 to control the launch control board 71 to start operating. The main control CPU 600a also sets the CTC, which has functions such as generating pulse output at a fixed period and measuring time, and is provided inside the main control CPU 600a. In other words, the main control CPU 600a sets the time constant register of the CTC so that a timer interrupt is periodically generated every 4 ms.
[0196] Thus, the above processing is the initial processing in the main control processing.
[0197] Next, the main control CPU 600a performs a prize ball winning number management process 1 (step S45) that calculates performance such as the total number of game balls shot into the game area 40, including the number of winning balls and the number of non-winning balls, with interrupts to itself set to a prohibited state (step S44).The main control CPU 600a then performs an update process for various random number counters (step S46), returns to an interrupt permitted state (step S47), returns to step S44, and performs a loop process that repeatedly performs the processes of steps S44 to S47.This loop process and the interrupt process described later constitute regular processing.
[0198] According to this embodiment, if the power is turned on again after being shut off for some reason during a setting change, unless the setting switching process (step S19) shown in FIG. 14 is performed, a RAM abnormality is detected as shown in steps S22 to S24. Only when the setting switching process (step S19) shown in FIG. 14 is performed does the game transition to the normal game mode. Furthermore, as shown in step S57 of FIG. 16, no time monitoring is performed during the setting change. If the setting is being changed, a security signal is output. After the setting change, the security signal is output for a predetermined time by time monitoring as shown in steps S33 and S34 of FIG. 15. Note that time monitoring is not performed during the setting change because the time required for the setting change operation varies depending on the operator. If time monitoring were performed, the output of the security signal might be stopped even during the operation. Furthermore, adding a process to extend the monitoring time during the operation would increase the processing load.
[0199] Thus, in the past, if an abnormality occurred in the RAM value due to a power outage, there was a possibility that the game would resume from the changed setting state, with the possibility that the setting values etc. would affect the game. However, by performing the processing of this embodiment, it is possible to reduce the possibility that the game will resume with the possibility that the game will be affected.
[0200] Furthermore, in the processing of this embodiment, if the power is turned on again after being cut off for some reason during a setting change, and the setting switching processing (step S19) shown in Fig. 14 is not performed, a RAM abnormality will occur as shown in the processing of steps S22 to S24. In order to prevent this, in the power abnormality check processing, the main control CPU 600a clears the output data of the output ports but does not set the backup flag to ON. When clearing the output data of the output ports, the main control CPU 600a clears the output data of the output ports used when the setting was changed (for example, the LED data port and LED common port), and also clears the output data of output ports not used when the setting was changed.
[0201] In this embodiment, the setting value of the probability of generating a special game state advantageous to the player (e.g., setting values from "00H" to "05H" corresponding to "1" to "6") can be changed in six stages. However, even if there is only one setting value (e.g., setting value "00H" corresponding to "1"), the setting change function as described above may be provided to allow for common use of components and programs. In this case, even if the setting value stored in the W register is incremented by +1 in step S66 of the setting switching process shown in FIG. 16, the maximum setting value remains "00H" corresponding to "1." Therefore, the W register value is always set to "00H" in step S56 of FIG. 16. This allows the setting change process to be executed using the same program as when there are multiple setting values. In this way, even if the main control CPU 600a overwrites the setting value stored in the main control RAM 600c (see FIG. 3) in step S67 of FIG. 16, the value remains constant and does not fluctuate. This allows for common use of components and programs.
[0202] <Main control: Explanation of timer interrupt processing> Next, with reference to FIG. 18, a timer interrupt program that interrupts the above-described main processing and is started every 4 ms will be described.
[0203] When this timer interrupt occurs, a save process is executed to save the contents of the registers in the main control CPU 600a to the stack area of the main control RAM 600c (step S100), and then a voltage abnormality check process is executed (step S101). This voltage abnormality check process is the same as the power supply abnormality check process shown in Figure 17.
[0204] Next, the main control CPU 600a inputs ON / OFF signals of various switches including the special pattern 1 start port switch 44a (see Figure 3), the special pattern 2 start port switch 45a (see Figure 3), the normal pattern start port switch 47a (see Figure 3), the upper right general prize port switch 48a1 (see Figure 3), the upper left general prize port switch 48b1 (see Figure 3), the middle left general prize port switch 48c1 (see Figure 3), the lower left general prize port switch 48d1 (see Figure 3), the outlet switch 49a (see Figure 3), and the large prize port switch 46c (see Figure 3), and the ON / OFF signal levels and their start-up states are stored in the working area of the main control RAM 600c (step S102).
[0205] Next, the main control CPU 600a performs timer subtraction processing of various timers (normal symbol fluctuation timer, normal symbol accessory timer, etc.) that manage the time of each game operation (step S103).
[0206] Next, the main control CPU 600a performs random number management processing (step S104). Specifically, the main control CPU 600a performs processing to update random numbers for normal symbols, special symbols, etc. used in the winning / losing lottery.
[0207] Next, the main control CPU 600a performs error management processing (step S105). The error management processing determines whether any abnormalities have occurred inside the device, such as a stoppage of game ball supply, a jam of game balls, or a disconnection of the special symbol 1 start port switch 44a (see FIG. 3), the special symbol 2 start port switch 45a (see FIG. 3), the normal symbol start port switch 47a (see FIG. 3), the upper right general prize port switch 48a1 (see FIG. 3), the upper left general prize port switch 48b1 (see FIG. 3), the center left general prize port switch 48c1 (see FIG. 3), the lower left general prize port switch 48d1 (see FIG. 3), the outlet switch 49a (see FIG. 3), or the special prize port switch 46c (see FIG. 3). When an error occurs, a command (performance control command DI_CMD) corresponding to the error is sent to the sub-control board 80.
[0208] Next, the main control CPU 600a executes a prize ball management process (step S106). This prize ball management process outputs a payout control command PAY_CMD to the payout / launch control board 70 (see FIG. 3) to perform a payout operation.
[0209] Next, the main control CPU 600a executes normal symbol processing (step S107). This normal symbol processing executes a lottery to determine whether the normal symbol will be selected, and determines the normal symbol variation pattern and the normal symbol stop display state based on the lottery result. Details of this processing will be described later.
[0210] Next, the main control CPU 600a executes a normal electric role management process (step S108). This normal electric role management process generates a signal related to the control of the normal electric role solenoid 45c (see FIG. 3) required for the occurrence of a normal electric role release game based on the lottery result of the normal symbol process (step S107). Note that when a winning ease flag indicating whether the game state is a time-shortened game state or not is turned ON in the special symbol process (step S109) described later, the special symbol process (step S109) described later is executed after the normal electric role management process (step S108), and therefore a normal electric role release game will occur from the next timer interrupt process.
[0211] Next, the main control CPU 600a executes special symbol processing (step S109). In this special symbol processing, a lottery is executed to determine whether the special symbol will be selected, and the variation pattern of the special symbol and the stop display mode of the special symbol are determined based on the result of the lottery. The easy-to-win flag and the normal symbol probability variable flag, which indicate whether the game state is a time-saving game state, are also processed. Furthermore, when the easy-to-win flag is turned ON, the lottery to determine whether the special symbol will be selected is executed from the next timer interrupt processing. Furthermore, when a transition is made via a jackpot to a first advantageous state (e.g., the challenge time game state (low-probability time-saving game state) YG4 shown in FIG. 4(a) or the chance time game state (low-probability time-saving game state) YG13 shown in FIG. 4(b)), the easy-to-win flag is updated to the ON state when the jackpot processing ends. Details of the special symbol processing will be described later.
[0212] Next, the main control CPU 600a executes a special electric accessory management process (step S110). This special electric accessory management process mainly performs setting processes required to execute and control a winning game corresponding to the winning result when the jackpot lottery result is a "big win" or a "small win." At this time, a signal related to the control of the special electric accessory solenoid 46b (see FIG. 3) is also generated. If the jackpot lottery result is a "big win" or a "small win," a command related to this (presentation control command DI_CMD) is transmitted to the sub-control board 80. Furthermore, in the process of this step S110, the main control CPU 600a sets an initial value to a rescue count counter (described later) when the jackpot processing starts or ends.
[0213] Next, the main control CPU 600a performs right-hit notification information management processing (step S111). This right-hit notification information management processing performs processing to display a "launch position guidance effect (right-hit notification effect)" that notifies a player of a right-hit instruction in situations where a right-hit is advantageous, such as when the opening / closing member 45b is opened a predetermined number of times for a predetermined time, or when the opening / closing door 46a is opened and the jackpot opening (not shown) is opened. When a right-hit notification effect is performed, a command (effect control command DI_CMD) related to the right-hit notification effect is transmitted to the sub-control board 80 in this right-hit notification information management processing. At this time, as shown in FIG. 4, if the game enters the time-shortened game state via a jackpot and the easy-to-win flag is turned ON, the sub-control CPU 800a transmits a command list to the VDP 803 so that a right-hit instruction is not displayed in the center of the screen of the liquid crystal display device 41, but is displayed in the corner of the screen. As a result, VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to liquid crystal display device 41, so that the right hit instruction notification is not displayed in the center of the screen on liquid crystal display device 41, but is displayed in a corner of the screen. In other words, when a jackpot game occurs, a right hit instruction notification is displayed in the center of the screen on liquid crystal display device 41, so if a right hit instruction notification is displayed again in the center of the screen on liquid crystal display device 41 in the time-shortened game state to which the game is transitioned after the jackpot game, the player, who is aware that the right hit state is continuing, may feel uncomfortable, which may reduce the player's interest.
[0214] On the other hand, as shown in Fig. 4, when the time-shortened gaming state is entered without going through a jackpot and the easy-to-win flag is turned ON, the sub-control CPU 800a transmits to the VDP 803 a command list that causes a right-hit instruction notification to be displayed in the center of the screen of the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, causing a right-hit instruction notification to be displayed in the center of the screen of the liquid crystal display device 41. In other words, when the time-shortened gaming state is entered immediately without going through a jackpot, it is necessary for the player to clearly recognize that the right-hit state has begun.
[0215] By issuing a right-hit instruction notification in accordance with the differences in transition games in this way, not only can the player be informed of the appropriate playing method, but the player's interest can also be increased.
[0216] Next, the main control CPU 600a executes an LED management process (step S112). In this LED management process, an easy-to-win game state LED signal is output. That is, if the easy-to-win flag is turned ON in the above-mentioned special symbol process within the same timer interrupt, an easy-to-win game state LED signal is output from the output port of the main control CPU 600a to the 7-segment display device 53a shown in FIG. 2. This causes the LED of the 7-segment display device 53a shown in FIG. 2 to light up. On the other hand, if the easy-to-win flag is turned OFF, an easy-to-win game state LED signal is output from the output port of the main control CPU 600a. This causes the LED of the 7-segment display device 53a shown in FIG. 2 to light up.
[0217] In this way, within the same timer interrupt, the easy-to-win flag is turned ON, and an easy-to-win game state LED signal is output based on the turned-ON easy-to-win flag, thereby lighting up the 7-segment display device 53a shown in Figure 2. The special symbol processing (step S109), special electric device management processing (step S110), and LED management processing (step S112) are executed after the normal electric device management processing (step S108). Therefore, from the next timer interrupt processing, the normal electric device management processing (step S108) executes processing to generate a normal electric device release game based on the turned-ON easy-to-win flag. This first lights up the 7-segment display device 53a, appropriately informing the player that a time-saving game state is about to begin. Then, a state is created in which it is easier for a game ball to enter the special symbol 2 start hole 45, making it easier for the player to recognize that a game state has shifted to one advantageous to the player.
[0218] As described above, the easy-to-win flag is turned ON within the same timer interrupt, and an easy-to-win game state LED signal is output based on the turned-ON easy-to-win flag, thereby lighting up the 7-segment display device 53a shown in FIG. 2. Since the special symbol processing (step S109), the special electric device management processing (step S110), and the LED management processing (step S112) are executed after the next timer interrupt processing, a lottery for determining whether a special symbol will win is executed based on the turned-ON easy-to-win flag. This prevents the possibility of a type test failing. In other words, if a lottery for determining whether a special symbol will win is executed based on the turned-ON easy-to-win flag between the processing for turning on the easy-to-win flag and the processing for lighting up the 7-segment display device 53a, the lottery will be executed in the easy-to-win state, even though the 7-segment display device 53a does not indicate that a win is in the easy-to-win state. Therefore, the timing of the notification is off, which could result in a failure to pass the type test. Therefore, by implementing the present embodiment described above, it is possible to prevent the possibility of failure in the type test.
[0219] Next, the main control CPU 600a executes an external terminal management process (step S113). In this external terminal management process, predetermined game information such as the number of wins during a winning game, the number of times a special symbol changes, information on the detection of a winning ball entering a winning slot, information on the time-saving game state, and security information is output to a hall computer used for managing the game island in the game parlor.
[0220] Next, the main control CPU 600a performs solenoid management processing (step S114). At this time, the main control CPU 600a checks the signal related to the control of the normal electric role solenoid 45c (see FIG. 3) generated in the normal electric role management processing (step S108), and also checks the signal related to the control of the special electric role solenoid 46b (see FIG. 3) generated in the special electric role management processing (step S110). Then, based on this signal, the operation / stop of the normal electric role solenoid 45c or the special electric role solenoid 46b is controlled, and the opening / closing member 45b (see FIG. 3) is opened or closed, or the opening / closing door 46a (see FIG. 2) is operated so as to open or close the big prize opening (not shown).
[0221] Next, the main control CPU 600a performs processing outside the use area (step S115). In this processing, the performance display value calculated in the prize ball winning number management processing 1 in step S45 shown in Fig. 15 is displayed on the measurement / setting display device 610 (see Fig. 3).
[0222] Next, the main control CPU 600a clears the WDT (not shown) (step S116), returns to the interrupt enabled state (step S117), restores the contents of the registers saved in the stack area of the main control RAM 600c, and ends the timer interrupt (step S118), thereby returning from the interrupt processing routine to the main processing (see FIG. 14).
[0223] <Main control: Explanation of normal pattern processing> Next, the normal symbol processing will be described in detail with reference to FIG.
[0224] As shown in Figure 19, the normal symbol processing first checks whether a game ball has passed through the normal symbol start port 48 (see Figure 2), which is a gate. That is, it checks the signal level of the normal symbol start port switch 48a (see Figure 3) of the normal symbol start port 48 (step S150). If the game ball has passed through (step S150: YES), the main control CPU 600a checks the main control RAM 600c, which stores the number of start-up reserved balls for the normal symbol, to determine whether the number of start-up reserved balls for the normal symbol is, for example, four or more (step S151). At that time, if the number of start-up reserved balls for the normal symbol is less than four (step S151: ≠ MAX), the number of start-up reserved balls for the normal symbol is incremented by one (step S152). Thereafter, the main control CPU 600a stores the random number value for determining whether the normal pattern is a winner, which is used in the lottery to determine whether the normal pattern is a winner, in the main control RAM 600c in which the number of balls reserved for starting the normal pattern is stored (step S153), and then proceeds to processing in step S154.
[0225] On the other hand, if the passing of a game ball is not detected in step S150 (step S150: NO), or if it is determined in step S151 that the number of initial reserved balls for normal patterns is 4 or more (step S151: = MAX), the processing of steps S152 to S153 is not performed, and the processing proceeds to step S154.
[0226] When the main control CPU 600a proceeds to the processing of step S154, it checks whether the normal symbol win activation flag is set to ON, that is, whether 5AH is set to the normal symbol win activation flag (step S154). If 5AH is set to the normal symbol win activation flag (step S154: ON), it determines that the normal symbol is winning, updates the display data of the normal symbol (step S163), and then ends the normal symbol processing.
[0227] On the other hand, if the normal symbol winning operation flag is not set to 5AH (step S154: OFF), the processing state indicating the behavior of the normal symbol, that is, the value of the normal symbol operation status flag is confirmed (step S155). Then, if the normal symbol operation status flag is 00H, the main control CPU 600a determines that it is in the state before the normal symbol fluctuation starts, and proceeds to step S156, where it is confirmed whether the number of start-up reserved balls of the normal symbol is 0 (step S156).
[0228] The main control CPU 600a checks the main control RAM 600c in which the number of start-up reserved balls for normal symbols is stored, and if it determines that it is 0 (step S156: = 0), it updates the display data for the normal symbols (step S163) and then ends the normal symbol processing. On the other hand, if it determines that it is not 0 (step S156: ≠ 0), it subtracts 1 from the start-up reserved balls for normal symbols (step S157).
[0229] Thereafter, in the case of a type 1 / type 2 gaming machine, the main control CPU 600a performs a win determination of the random number value corresponding to the number of balls reserved for the start of the normal pattern stored in the main control RAM 600c using the normal pattern win determination value table NPP_TBL1 shown in Figure 27(a). That is, the main control CPU 600a determines whether the value is equal to or greater than the lower limit value (4 in the figure) and equal to or less than the upper limit value (250 in the figure), and if it is equal to or greater than the lower limit value and equal to or less than the upper limit value, sets the normal pattern win determination flag to 5AH and turns it ON. Otherwise, the normal pattern win determination flag is turned OFF.
[0230] On the other hand, in the case of a V-ST type gaming machine, the main control CPU 600a performs a win determination of the random number value corresponding to the number of balls reserved for the normal symbol start stored in the main control RAM 600c using the normal symbol win determination value table NPP_TBL2 shown in Figure 28(a). That is, if the normal symbol probability variable flag indicating the gaming state is OFF, the main control CPU 600a determines whether the random number value is equal to or greater than the lower limit value (171 in the figure) and equal to or less than the upper limit value (250 in the figure) of the normal symbol win determination value table NPP_TBL2 (normal state) shown in Figure 28(a). If it is equal to or greater than the lower limit value and equal to or less than the upper limit value, the normal symbol win determination flag is set to 5AH and turned ON. Otherwise, the normal symbol win determination flag is turned OFF.
[0231] On the other hand, if the normal symbol probability variable flag indicating the game state is ON, it is determined whether the random number value is equal to or greater than the lower limit value (4 in the figure) and equal to or less than the upper limit value (250 in the figure) of the normal symbol winning judgment value table NPP_TBL2 (probability variable state) shown in Figure 28 (a), and if it is equal to or greater than the lower limit value and equal to or less than the upper limit value, the normal symbol winning judgment flag is set to 5AH and turned ON. Otherwise, the process of setting the normal symbol winning judgment flag to OFF is performed (step S158).
[0232] Thus, the main control CPU 600a determines the symbols to be stopped (normal symbols to be stopped) based on the lottery results determined in the random number lottery process (step S159).
[0233] Next, the main control CPU 600a checks whether the normal pattern time reduction flag, which shortens the normal pattern fluctuation time, is set to ON, and if it is set to ON, it sets the normal pattern fluctuation timer to the corresponding fluctuation time, and if it is set to OFF, it performs a process of setting the normal pattern fluctuation timer to the normal fluctuation time (step S160).
[0234] Next, the main control CPU 600a shifts the storage area of the main control RAM 600c in which the random number value used for the lottery to determine whether the normal symbol is a winning symbol or a losing symbol corresponding to the number of balls reserved for starting the normal symbol is stored (step S161). In other words, assuming that a maximum of four normal pattern start-up reserved balls can be reserved, the random number value used in the lottery to determine whether the normal pattern corresponds to four normal pattern start-up reserved balls is shifted to the main control RAM 600c in which the random number value used in the lottery to determine whether the normal pattern corresponds to three normal pattern start-up reserved balls is stored, the random number value used in the lottery to determine whether the normal pattern corresponds to three normal pattern start-up reserved balls is shifted to the main control RAM 600c in which the random number value used in the lottery to determine whether the normal pattern corresponds to two normal pattern start-up reserved balls is stored, and the random number value used in the lottery to determine whether the normal pattern corresponds to two normal pattern start-up reserved balls is shifted to the main control RAM 600c in which the random number value used in the lottery to determine whether the normal pattern corresponds to one normal pattern start-up reserved ball is stored.
[0235] After this processing, the main control CPU 600a sets the normal pattern operation status flag used in step S155 above to 01H, and performs processing to set the main control RAM 600c, in which the random number value used to draw the winning or losing lottery for the normal pattern corresponding to the initial reserved ball count of 4 for the normal pattern, to 00H (step S162).
[0236] After completing the process of step S162, the main control CPU 600a updates the display data of the normal symbols (step S163) and ends the normal symbol process.
[0237] On the other hand, in step S155, if the processing status indicating the behavior of the normal symbol, i.e., the value of the normal symbol operation status flag, is 01H, the main control CPU 600a determines that the normal symbol is changing, proceeds to step S164, and checks whether the normal symbol change timer is 0 (step S164). If the normal symbol change timer is not 0 (step S164: ≠ 0), the display data of the normal symbol is updated (step S163), and the normal symbol processing is terminated. Then, if the normal symbol change timer is 0 (step S164: = 0), the main control CPU 600a sets the normal symbol operation status flag used in step S155 to 02H, and sets the normal symbol change timer to, for example, about 600 ms in order to maintain the result of the normal symbol lottery for a certain period of time (step S165).
[0238] After completing the process of step S165, the main control CPU 600a updates the display data of the normal symbols (step S163) and ends the normal symbol process.
[0239] On the other hand, in step S155, if the processing status indicating the behavior of the normal symbol, i.e., the value of the normal symbol operation status flag, is 02H, the main control CPU 600a determines that the normal symbol is in the confirmation time (the normal symbol fluctuation has ended and is stopped), proceeds to step S166, and checks whether the normal symbol fluctuation timer is 0 (step S166). If the normal symbol fluctuation timer is not 0 (step S166: ≠ 0), the display data of the normal symbol is updated (step S163), and the normal symbol processing is terminated. Then, if the normal symbol fluctuation timer is 0 (step S166: = 0), the main control CPU 600a sets the normal symbol operation status flag used in step S155 to 00H (step S167), and checks whether the normal symbol winning determination flag is set to ON (5AH is set) (step S168).
[0240] As a result, if the normal symbol winning determination flag is set to OFF (5AH is not set) (step S168: OFF), the main control CPU 600a updates the normal symbol display data (step S163) and ends the normal symbol processing. Then, if the normal symbol winning determination flag is set to ON (5AH is set) (step S168: ON), the main control CPU 600a sets the normal symbol winning activation flag used in step S154 to ON (5AH is set) (step S169), and then ends the normal symbol processing.
[0241] <Main control: Explanation of special pattern processing> Next, the special symbol process will be described in detail with reference to FIGS.
[0242] As shown in Figure 20, the special pattern processing first checks whether a game ball (winning ball) has been detected at the special pattern 1 start port switch 44a (see Figure 3) of the special pattern 1 start port 44 (see Figure 2) (step S200), and then checks whether a game ball (winning ball) has been detected at the special pattern 2 start port switch 45a (see Figure 3) of the special pattern 2 start port 45 (see Figure 2) (step S201).
[0243] <Main control: Special pattern processing: Explanation of starting port check processing> 21, the main control CPU 600a checks whether a gaming ball has entered (won) the special symbol 1 start hole 44 or the special symbol 2 start hole 45, that is, checks the level of the special symbol 1 start hole switch 44a of the special symbol 1 start hole 44 or the special symbol 2 start hole switch 45a of the special symbol 2 start hole 45 (step S250). If no gaming ball has entered (won) (step S250: NO), the special symbol processing ends.
[0244] On the other hand, if a game ball is detected to have entered (winning) (step S250: YES), the main control CPU 600a checks whether the number of start-up reserved balls that triggers the variation of the special symbol is a predetermined number stored in the main control RAM 600c (step S251). If the number of start-up reserved balls is less than 4 (step S251: ≠ MAX), the number of start-up reserved balls is incremented by 1 (+1) (step S252).
[0245] Next, the main control CPU 600a stores the random number value used when the special pattern stops, the random number value for the variation pattern, and the random number value for determining a jackpot in the main control RAM 600c, which stores the number of start-up pending balls that trigger the variation of the special pattern (step 253).
[0246] Next, the main control CPU 600a checks the current game state (whether the special symbol jackpot determination flag is set to ON, etc.) and determines whether or not the pre-reading is prohibited (step S254). If the pre-reading is not prohibited (step S254: NO), the main control CPU 600a acquires the random number value for jackpot determination used in the lottery to determine whether or not the special symbol will win, which was stored in the main control RAM 600c in step S253 (step S255), and further acquires a random number determination table for when the special symbol wins (not shown) (step S256).
[0247] Next, the main control CPU 600a performs a jackpot lottery using the random number value for jackpot determination acquired in step S255 and the start-up gate entry random number determination table (not shown) acquired in step S256, and further determines the type of jackpot (rank-up bonus win, normal jackpot, etc.) using the special symbol random number value stored in the main control RAM 600c in step S253, and determines a variation pattern using the variation pattern selection table shown in Figures 7 to 11 using the variation pattern random number value, and generates a corresponding special symbol start-up gate entry command (step S257). Note that at this time, in addition to the jackpot lottery, a small jackpot lottery and a special electric support symbol lottery may also be performed, and the type of small jackpot or the type of special electric support symbol may be determined using the special symbol random number value described above, or a random number value different from the special symbol random number value, and the variation pattern may be determined using the variation pattern random number value, and a corresponding special symbol start-up gate entry command may be generated.
[0248] Next, the main control CPU 600a generates a start pending addition command of the lower byte according to the special symbol start opening winning command generated above (step S258).
[0249] On the other hand, the main control CPU 600a completes the processing of step S258, or if the first or second start pending ball count for special pattern 1 or 2 is 4 or more in step S251 (step S251:=MAX), or if pre-reading is prohibited (step S254:YES), it generates a start pending addition command of the upper byte corresponding to the increased number of start pending balls (step S259).
[0250] Next, the main control CPU 600a combines the lower byte start pending addition command generated in step S258 above with the upper byte start pending addition command generated in step S259 above, and performs processing to send the combined command as a start pending addition command (performance control command DI_CMD) to the sub-control board 80 (step S260).
[0251] <Main control: Explanation of special pattern processing> 20, the main control CPU 600a checks whether the special symbol small win activation flag is set to ON, that is, whether 5AH is set to the special symbol small win activation flag (step S202). If 5AH is set to the special symbol small win activation flag (step S202: ON), it determines that the special symbol is in a small win, updates the display data of the special symbol (step S208), and then ends the special symbol processing.
[0252] On the other hand, if the special symbol small win activation flag is not set to 5AH (step S202: OFF), it is confirmed whether the special symbol big win activation flag is set to ON, that is, whether the special symbol big win activation flag is set to 5AH (step S203). If the special symbol big win activation flag is set to 5AH (step S203: ON), it is determined that the special symbol is in a big win, and after updating the display data of the special symbol (step S208), the special symbol processing is terminated.
[0253] On the other hand, if the special symbol jackpot activation flag is not set to 5AH (step S203: OFF), the processing state indicating the behavior of the special symbol, that is, the value of the special symbol operation status flag is confirmed (step S204). More specifically, if the value of the special symbol operation status flag is 00H or 01H, the main control CPU 600a determines that the special symbol is waiting for a change (indicating that the special symbol has not changed and is in a waiting state for the next change), and performs special symbol change start processing (step S205).
[0254] <Main control: Special symbol processing: Explanation of special symbol variation start processing> This process will be explained in detail with reference to Fig. 22. The main control CPU 600a checks whether the start pending ball count, which is the trigger for the special symbol to fluctuate, is 0 or not (step S300). That is, the main control CPU 600a checks whether it is stored in the main control RAM 600c, and if it determines that the start pending ball count is 0 (step S300: = 0), it checks whether the value of the special symbol operation status flag is 00H or not (step S301). If the value of the special symbol operation status flag is 00H (step S301: YES), the special symbol variation start process is terminated.
[0255] On the other hand, if the value of the special symbol operation status flag is not 00H (step S301: NO), the main control CPU 600a transmits a customer waiting demo command as a performance control command DI_CMD to the sub-control board 80 (see FIG. 3) (step S302).
[0256] Next, the main control CPU 600a sets the special symbol operation status flag to 00H (step S303), and ends the special symbol variation start process.
[0257] On the other hand, if the main control CPU 600a determines that the number of start-up pending balls is not 0 (step S300: ≠ 0), it subtracts 1 (-1) from the start-up pending ball number (step S304) and sends the start-up pending subtraction command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S305).
[0258] Next, the main control CPU 600a checks the value of a rescue count counter, which will be described later, and transmits a rescue count command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S306).
[0259] Next, the main control CPU 600a checks the value of a special symbol time-saving count counter (described later) and transmits a time-saving count command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S307). In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list related to images (video) that will either not display the current time-saving count on the liquid crystal display device 41 or display a fixed number, such as 100, on the liquid crystal display device 41 until the current time-saving count reaches a predetermined number or less. The VDP 803 then generates image (video) data to display an image based on the command list and transmits the generated image (video) data to the liquid crystal display device 41. The liquid crystal display device 41 then does not display the current time-saving count or displays a fixed number, such as 100. When the predetermined number of time-saving counts is reached, the sub-control CPU 800a transmits to the VDP 803 a command list related to images (video) that will display the received time-saving count information on the liquid crystal display device 41. As a result, VDP803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to liquid crystal display device 41, thereby displaying the current number of time-saving times on liquid crystal display device 41.
[0260] Next, the main control CPU 600a shifts the memory area in the main control RAM 600c in which the random number values used when the special pattern stops, the random number values for the variable pattern, and the random number values for determining the jackpot (see step S253 in Figure 21) are stored (step S308), and sets 0 to the area in the main control RAM 600c in which the random number values used to draw the winning or losing lottery for the special pattern corresponding to start hold 4 were stored (step S309).
[0261] Next, the main control CPU 600a performs a hit determination process (step S310).
[0262] <Main control: Special pattern processing: Explanation of hit detection processing> This process will be explained in detail with reference to Figure 23. The main control CPU 600a acquires a random number value for determining a jackpot from the main control RAM 600c in which the random number value for determining a jackpot (see step S253 in Figure 21) is stored (step S370).
[0263] Next, the main control CPU 600a acquires the address of the win determination table corresponding to the changing special symbol. That is, in the case of a type 1 / type 2 gaming machine, the main control CPU 600a acquires the address of the special symbol big win determination value table SDH_TBL1 shown in Figure 27(b) and the special symbol small win determination value table SDP_TBL shown in Figure 27(e).
[0264] On the other hand, in the case of a V-ST type gaming machine, the address of the special symbol big win determination value table SDH_TBL2 shown in FIG. 28(b) is obtained (step S371).
[0265] Next, the main control CPU 600a changes the acquired address to the address where the determination value is stored, depending on whether a big win determination or a small win determination is to be performed (step S372).
[0266] Next, the main control CPU 600a acquires information on whether the judgment value differs for each set value (step S373), and checks the value of the acquired information (step S374). If the acquired value is "0" (step S374:=0), the process proceeds to step S377. If the acquired value is not "0" (step S374:≠0), the main control CPU 600a acquires a set value (for example, a set value of "00H" to "05H" corresponding to "1" to "6") of the probability of generating a special game state advantageous to the player, which is stored in the main control RAM 600c (see FIG. 3) (step S375). In the special symbol big win determination value table SDH_TBL1 shown in FIG. 27(b) and the special symbol big win determination value table SDH_TBL2 shown in FIG. 28(b), the determination value differs for each setting value, so "1" is set as information on whether the determination value differs for each setting value. In the special symbol small win determination value table SDP_TBL shown in FIG. 27(e), the determination value does not differ for each setting value, so "0" is set as information on whether the determination value differs for each setting value.
[0267] Next, the main control CPU 600a changes the address to the address where the determination value corresponding to the acquired setting value is stored (step S376).
[0268] Next, the main control CPU 600a acquires a determination value from the current address (step S377).
[0269] Next, the main control CPU 600a changes the address to the top address where the next determination value is stored (step S378), and compares the acquired random number value for determining a big win with the acquired determination value (step S379).
[0270] Next, if the acquired random number value for determining a jackpot is not smaller than the acquired judgment value (step S380: NO), the main control CPU 600a returns to the processing of step S373 and repeats the processing of steps S373 to S380 until the acquired random number value for determining a jackpot becomes smaller than the acquired judgment value (step S380: YES).
[0271] Next, if the acquired random number value for determining a jackpot is smaller than the acquired determination value (step S380: YES), the main control CPU 600a acquires a special pattern jackpot determination flag and a special pattern small jackpot determination flag according to the game status (step S381) and ends the win determination process.
[0272] <Main control: Special symbol processing: Explanation of special symbol variation start processing> After the above-described winning determination process (step S310) is completed, the main control CPU 600a performs a special electric support symbol winning determination process (step S311). This process is a process of performing a lottery using a random number for determining a big win when playing a special electric support symbol without using it as a small win symbol.
[0273] <Main control: Special symbol processing: Explanation of special electric support symbol winning judgment processing> This process will be explained in detail with reference to Figure 24. The main control CPU 600a acquires a random number value for determining a jackpot from the main control RAM 600c in which the random number value for determining a jackpot (see step S253 in Figure 21) is stored (step S390).
[0274] Next, in the case of a type 1 / type 2 gaming machine, the main control CPU 600a obtains the address of the special electric support symbol winning determination value table TDS_TBL1 shown in Figure 27(g), and if the special electric support symbol is won, obtains the address of the special electric support symbol winning symbol determination value table TDSZ_TBL1 shown in Figure 27(h).
[0275] On the other hand, in the case of a V-ST type gaming machine, the address number of the special electric support symbol winning determination value table TDS_TBL2 shown in Figure 28(e) is obtained, and if the special electric support symbol is won, the address number of the special electric support symbol winning symbol determination value table TDSZ_TBL2 shown in Figure 28(f) is obtained (step S391).
[0276] Next, the main control CPU 600a changes the acquired address to the address where the determination value is stored (step S392).
[0277] Next, the main control CPU 600a acquires a determination value from the current address (step S393).
[0278] Next, the main control CPU 600a changes the address to the top address where the next determination value is stored (step S394), and compares the acquired random number value for determining a big win with the acquired determination value (step S395).
[0279] Next, if the acquired random number value for determining a jackpot is not smaller than the acquired judgment value (step S396: NO), the main control CPU 600a returns to the processing of step S393 and repeats the processing of steps S393 to S396 until the acquired random number value for determining a jackpot becomes smaller than the acquired judgment value (step S396: YES).
[0280] Next, if the acquired random number value for determining a jackpot becomes smaller than the acquired determination value (step S396: YES), the main control CPU 600a acquires a special electric support symbol hit determination flag (step S397) and ends the special electric support symbol hit determination process.
[0281] The special electric support symbol may be set to only hit with special symbol 1. This is a supplementary hit to prevent a long period of no jackpot in the normal game state. Also, the game state drawn with special symbol 2 is a game state in which a jackpot or a special electric support symbol has already been won, and whether or not a jackpot will be won in the lottery for special symbol 2 is the game state that the player expects.
[0282] <Main control: Special symbol processing: Explanation of special symbol variation start processing> Thus, after completing the special electric support symbol winning determination process (step S311) as described above, the main control CPU 600a generates a stopping symbol for the special symbol using the random number value used when stopping the special symbol stored in the main control RAM 600c in step S253 of FIG. 21 (step S312). At this time, in the case of a type 1 / type 2 gaming machine, if special symbol 1 wins the jackpot, the main control CPU 600a determines the number of time-saving periods based on the special symbol jackpot symbol determination value table SDHZ_TBLA shown in FIG. 27(c). Also, if special symbol 2 wins the jackpot, the main control CPU 600a determines the number of time-saving periods based on the special symbol jackpot symbol determination value table SDHZ_TBLB shown in FIG. 27(d). On the other hand, if a small jackpot is won, the main control CPU 600a determines the number of time-saving periods based on the special symbol small jackpot symbol determination value table SDPZ_TBL shown in FIG. 27(f). On the other hand, in the case of a V-ST type gaming machine, if special pattern 1 wins the jackpot, the main control CPU 600a determines the number of time-saving periods based on the special pattern jackpot pattern determination value table SDHZ_TBLA1 shown in Figure 28(c), and if special pattern 2 wins the jackpot, the main control CPU 600a determines the number of time-saving periods based on the special pattern jackpot pattern determination value table SDHZ_TBLB1 shown in Figure 28(d).
[0283] Next, the main control CPU 600a prepares to transition to a game state such as a normal state, a time-saving state, a latent probability variable state, or a probability variable state (step S313). Here, flag data is prepared in advance to turn on a flag corresponding to the game state after the transition, among the normal symbol time-saving flag, the normal symbol probability variable flag, the special symbol time-saving flag, the special symbol probability variable flag, and the easy-to-win flag, which are set after a jackpot. The number of time-saving times to be set in the special symbol time-saving count counter and the number of probability variable times to be set in the special symbol probability variable count counter are also prepared. The easy-to-win flag is a flag that indicates whether the game state is a time-saving game state or not.
[0284] Next, the main control CPU 600a generates a special symbol variation pattern using the variation pattern random number value stored in the main control RAM 600c in step S253 of Fig. 21, and transmits the variation pattern command of the generated special symbol variation pattern as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S314). At this time, in the case of the V-ST type gaming machine shown in Fig. 5 as described above, the main control CPU 600a uses the table TBL shown in Fig. 7(a) to select the first variation pattern selection table NOR_TBL1 shown in Fig. 7(b), the second variation pattern selection table NOR_TBL2 shown in Fig. 8(a), and the third variation pattern selection table LAST_TBL shown in Fig. 8(b) according to the game state shown in Fig. 5. As explained above, in the case of the Type 1 / Type 2 gaming machine shown in Figure 6, the first variation pattern selection table NOR_TBL1 shown in Figure 9, the second variation pattern selection table NOR_TBL2 shown in Figure 10(a), and the third variation pattern selection table LAST_TBL shown in Figure 10(b) will be selected using the table TBL shown in Figure 7(a) depending on the gaming status shown in Figure 6.
[0285] Thus, the main control CPU 600a transmits the variation pattern command of the variation pattern selected by the variation pattern selection table to the sub-control board 80 (sub-control CPU 800a) as a performance control command DI_CMD. In response to this, the sub-control CPU 800a transmits to the VDP 803 a command list that causes the selected variation pattern to be displayed on the liquid crystal display device 41. As a result, the VDP 803 generates image (video) data to display an image based on the command list, and transmits the generated image (video) data to the liquid crystal display device 41, thereby displaying the selected variation pattern on the liquid crystal display device 41.
[0286] Furthermore, when the sub-control CPU 800a determines a variation pattern, the main control CPU 600a selects the first variation pattern selection table NOR_TBL1 shown in FIG. 11(b) using the table TBLA shown in FIG. 11(a). The selected content is then sent as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a). In response to this, the sub-control CPU 800a determines a variation pattern using the first performance variation pattern selection table ENOR_TBL1 shown in FIG. 12 and the second performance variation pattern selection table ENOR_TBL2 shown in FIG. 13, both of which are stored in the sub-control ROM 800b. The sub-control CPU 800a then sends a command list to the VDP 803 to display the determined variation pattern on the liquid crystal display device 41. The VDP 803 then generates image (video) data to display an image based on the command list, and sends the generated image (video) data to the liquid crystal display device 41, thereby displaying the determined variation pattern on the liquid crystal display device 41.
[0287] In this way, by determining the variation pattern using an appropriate variation pattern selection table for each game state, it is possible to determine the optimal variation pattern, thereby reducing situations that reduce the interest of the player and thereby increasing the interest of the player.
[0288] In step S314, the main control CPU 600a sets a variation time in the special symbol variation timer.
[0289] Next, the main control CPU 600a sets the special symbol varying flag to 5AH, and turns it ON (step S315).
[0290] Next, the main control CPU 600a generates a pattern designation command that designates the special pattern to be displayed on the liquid crystal display device 41 (step S316), and performs processing to send the generated pattern designation command to the sub-control board 80 (sub-control CPU 800a) as a performance control command DI_CMD (step S317).
[0291] Next, the main control CPU 600a sets the special symbol operation status flag to 02H (step S318), and ends the special symbol variation start process.
[0292] <Main control: Explanation of special pattern processing> On the other hand, as shown in Figure 20, if the value of the special pattern operation status flag is 02H, the main control CPU 600a determines that the special pattern is changing (indicating that the special pattern is currently changing) and performs special pattern changing processing (step S206).
[0293] <Main control: Special symbol processing: Explanation of processing during special symbol fluctuation> This process will be explained in detail with reference to Fig. 25. First, the main control CPU 600a checks whether the change time set in the special symbol change timer in step S314 of Fig. 22 has elapsed, that is, whether it has reached 0 (step S400). If the special symbol change timer is not 0 (step S400: NO), the main control CPU 600a ends the special symbol change process.
[0294] On the other hand, if the special symbol variation timer is 0 (step S400: YES), the main control CPU 600a transmits a symbol determination command as a performance control command DI_CMD to the sub-control board 80 (sub-control CPU 800a) (step S401).
[0295] Next, the main control CPU 600a sets the special symbol operation status flag to 03H and the special symbol changing flag to 00H. Furthermore, the main control CPU 600a sets the special symbol changing timer to, for example, about 500 ms in order to maintain the result of the special symbol winning / losing lottery for a certain period of time (step S402). Thereafter, the main control CPU 600a ends the special symbol changing process.
[0296] <Main control: Explanation of special pattern processing> On the other hand, as shown in Figure 20, if the value of the special pattern operation status flag is 03H, the main control CPU 600a determines that the special pattern is being confirmed (indicating that the special pattern fluctuation has ended and is stopped), and performs processing during the special pattern confirmation time (step S207).
[0297] <Main control: Special pattern processing: Explanation of processing during special pattern confirmation time> This process will be explained in detail with reference to Fig. 26. First, the main control CPU 600a checks whether the change time set in the special symbol change timer in step S314 of Fig. 22 has elapsed, that is, whether it has reached 0 (step S450). If the special symbol change timer is not 0 (step S450 ≠ 0), the main control CPU 600a ends the special symbol confirmation time process.
[0298] On the other hand, if the special symbol fluctuation timer is 0 (step S450 = 0), the main control CPU 600a sets the special symbol operation status flag to 01H (step S451) and checks whether the special symbol jackpot determination flag is set to ON (5AH is set) (step S452). If the special symbol jackpot determination flag is set to ON (5AH is set) (step S452: YES), the special symbol jackpot determination flag is set to 00H, the special symbol jackpot activation flag is set to 5AH, the normal symbol time-saving flag is set to 00H, the normal symbol probability variable flag is set to 00H, the special symbol time-saving flag is set to 00H, the special symbol probability variable flag is set to 00H, and the easy winning flag is set to 00H. Then, the special symbol time-saving count counter (described later) is set to 0000H, and the special symbol probability variable count counter is set to 00H (step S453).
[0299] Next, the main control CPU 600a sets the rescue count counter to 0000H, and sets the rescue activation flag, which indicates that the special symbol has been changed to a non-winning state a predetermined number of times (for example, 1000 times) in the rescue game, to 0FFH (step S454). After that, the main control CPU 600a ends the special symbol confirmation time process.
[0300] On the other hand, if the special symbol big win determination flag is not set to ON (if 5AH is not set) (step S452: NO), the main control CPU 600a checks whether the special symbol small win determination flag is set to ON (if 5AH is set) (step S455). If the special symbol small win determination flag is set to ON (if 5AH is set) (step S455: YES), the special symbol small win determination flag is set to 00H, and the special symbol small win activation flag is set to 5AH (step S456). At this time, if the special electric support symbol win determination flag is set to ON, the special electric support symbol determination flag is set to 00H, the normal symbol time reduction flag, the special symbol time reduction flag, and the easy winning flag are set to ON (5AH is set), and the number of time reductions is set in the special symbol time reduction count counter.
[0301] After completing the processing of step S456, or if the special pattern small win determination flag is not set to ON (if 5AH is not set) (step S455: NO), the main control CPU 600a checks whether the value of the special pattern time-saving count counter is 0 (step S457).
[0302] If the value of the special symbol time-shortening counter is not 0 (step S457: NO), the value of the special symbol time-shortening counter is decremented by 1 (-1) (step S458), and the main control CPU 600a again checks whether the value of the special symbol time-shortening counter is 0 (step S459). If the value of the special symbol time-shortening counter is 0 (step S459: YES), the normal symbol time-shortening flag is set to 00H, the normal symbol probability variable flag is set to 00H, the easy winning flag is set to 00H, and the normal symbol time-shortening flag is set to 00H. Furthermore, the rescue count counter is set to its initial value (step S460).
[0303] After completing the processing of step S460, or if the value of the special symbol time-saving counter is 0 (step S457: YES), or if the value of the special symbol time-saving counter is not 0 (step S459: NO), the main control CPU 600a checks whether the value of the special symbol probability change counter is 0 (step S461). If the value of the special symbol probability change counter is 0 (step S461: YES), the process proceeds to step S465.
[0304] On the other hand, if the value of the special symbol probability change counter is not 0 (step S461: NO), the main control CPU 600a subtracts 1 (-1) from the value of the special symbol probability change counter (step S462) and checks again whether the value of the special symbol probability change counter is 0 (step S463). If the value of the special symbol probability change counter is not 0 (step S463: NO), the process proceeds to step S465.
[0305] On the other hand, if the value of the special pattern probability change count counter is 0 (step S463: YES), the main control CPU 600a sets the normal pattern time-saving flag to 00H, the normal pattern probability change flag to 00H, the easy winning flag to 00H, the special pattern time-saving flag to 00H, and the special pattern probability change flag to 00H (step S464), and then proceeds to the processing of step S465.
[0306] Next, the main control CPU 600a checks whether the special symbol probability variable flag is ON (5AH is set) (step S465). If the special symbol probability variable flag is set ON (5AH is set) (step S465: YES), the main control CPU 600a ends the processing during the special symbol confirmation time.
[0307] On the other hand, if the special symbol probability variable flag is not set to ON (if not set to 5AH) (step S465: NO), the main control CPU 600a checks whether the rescue activation flag is ON (set to 5AH) (step S466). If the rescue activation flag is set to ON (set to 5AH) (step S466: YES), the main control CPU 600a ends the processing during the special symbol confirmation time.
[0308] On the other hand, if the relief activation flag is not set to ON (if not set to 5AH) (step S466: NO), the main control CPU 600a checks whether the value of the relief count counter is 0 (step S467). If the value of the relief count counter is 0 (step S466: YES), the main control CPU 600a ends the processing during the special symbol confirmation time.
[0309] On the other hand, if the value of the rescue count counter is not 0 (step S467: NO), the main control CPU 600a subtracts 1 (-1) from the value of the rescue count counter (step S468), and checks again whether the value of the rescue count counter is 0 (step S469). If the value of the rescue count counter is not 0 (step S469: NO), the main control CPU 600a ends the special symbol confirmation time processing. On the other hand, if the value of the rescue count counter is 0 (step S469: YES), the main control CPU 600a turns the special symbol time-shortening flag ON (sets 5AH) and sets the number of time-shortening times in the special symbol time-shortening count counter. Furthermore, the main control CPU 600a turns the rescue activation flag and the easy winning flag ON (sets 5AH), turns the right-hit state flag ON (sets 5AH) (step S470), and ends the special symbol confirmation time processing.
[0310] <Main control: Explanation of special pattern processing> Thus, when the processing of any one of steps S205, S206, and S207 shown in FIG. 20 is completed, the main control CPU 600a updates the display data of the special symbol (step S208), and then ends the special symbol processing.
[0311] In this embodiment, an example in which the repair count counter is decremented has been shown, but it may also be incremented. This point will be explained in detail using Figure 29. Note that the same processes as those explained above will be assigned the same reference numerals, and explanations thereof will be omitted.
[0312] <Main Control: Special Symbol Processing: Explanation of Special Symbol Confirmation Time Processing (Variation)> 29, if the special symbol probability variable flag is not set to ON (if it is not set to 5AH) (step S465: NO), the main control CPU 600a increments (+1) the value of the rescue count counter (step S500) and checks whether the value of the rescue count counter has reached the rescue reach count (step S501). If the rescue reach count has been reached (step S501: YES), the process of step S470 is performed and the process during the special symbol confirmation time is terminated.
[0313] On the other hand, if the number of rescue attempts has not been reached (step S501: NO), the main control CPU 600a checks whether the value of the rescue attempt counter is 0000H (step S502). If the value of the rescue attempt counter is not 0000H (step S502: NO), the special symbol confirmation time processing is terminated.
[0314] On the other hand, if the value of the relief count counter is 0000H (step S502: YES), the value of the relief count counter is decremented (-1) (step S503), and the special symbol confirmation time processing is terminated. The reason for decrementing (-1) the value of the relief count counter in step S503 is as follows. That is, unless the special symbol probability change is in progress, the relief count counter increments (+1). Therefore, after the value of the relief count counter reaches the relief reach count, the relief count counter will continue counting up to FFFFH, which is the upper limit value of 2 bytes, unless a jackpot occurs. Therefore, if the count value of the relief count counter is incremented (+1) when it is FFFFH, the count value becomes 0000H, so it is decremented (-1) to return it to FFFFH (0000H-0001H=FFFFH).
[0315] According to the present embodiment described above, the interest of the player can be increased.
[0316] In this embodiment, the sound LSI 801 and the VDP 803 are configured separately, but they may be integrated into one chip.
[0317] Furthermore, in this embodiment, an example has been shown in which the sub-control CPU 800 a is provided in the sub one-chip microcomputer 800 , but this is not limiting, and the sub-control CPU 800 a may be provided in the VDP 803 . [Explanation of symbols]
[0318] 1. Pachinko machines 44 Special Design 1 Starter Hole (Starter Hole) 45 Special Design 2 Starter Hole (Starter Hole) 600a Main control CPU (lottery processing execution means, bonus game execution means) 600c Main control RAM (RAM) 620 RAM clear switch (RAM clearing means) 800a Sub-control CPU (sub-control means) SDHZ_TBLB Special jackpot symbol judgment value table SDHZ_TBLB1 Special jackpot symbol judgment value table TBL,TBLA Table NOR_TBL1 First fluctuation pattern selection table NOR_TBL2 Second fluctuation pattern selection table LAST_TBL 3rd fluctuation pattern selection table (4th fluctuation pattern selection table) ENOR_TBL1 First performance change pattern selection table (performance change pattern selection table) ENOR_TBL2 Second performance change pattern selection table (performance change pattern selection table)
Claims
1. The gaming state includes a normal gaming state, an advantageous state, and a special gaming state, A first starting hole through which a game ball can be inserted; A second starting hole into which the game ball can be inserted; a lottery process execution means for executing a lottery process resulting from a game ball entering the first start hole or the second start hole; a bonus game execution means for executing a bonus game advantageous to a player according to a result of the lottery when the lottery processing execution means is executed; Identification information that starts a variable display in response to a lottery result when a lottery process is executed due to a game ball entering the first start opening or the second start opening; A plurality of variation pattern selection tables used when selecting a variation pattern of the variation display of the identification information; A main control means for transmitting information about the variation pattern selected using the variation pattern selection table to a sub-control means; A sub-control means for displaying a performance pattern in a performance variation pattern according to information on the variation pattern and controlling various performance operations; A performance variation pattern selection table used when selecting the performance variation pattern; a RAM for storing predetermined information; RAM clearing means for clearing the RAM when power is turned on; A transition from the normal gaming state to the advantageous state via the bonus gaming state is possible; The advantageous state and the special game state are game states in which it is easier to win a normal electric device having the second starting hole than in the normal game state, The variation pattern selection table is A first variation pattern selection table selected in the normal gaming state; A second variation pattern selection table selected in the advantageous state or the special game state, The sub-control means In the normal game state after the RAM clearing means has cleared the RAM, when the variation of the identification information starts in response to the lottery result when the lottery process resulting from the game ball entering the first starting hole is executed, information regarding the variation pattern selected by the main control means using the first variation pattern selection table is transmitted from the main control means, and the presentation symbols are variably displayed in a presentation variation pattern selected using the first presentation variation pattern selection table A according to the information regarding the variation pattern, In the normal game state to which the game is transitioned after the end of the advantageous state or the special game state, when the variation of the identification information starts in response to the lottery result when the lottery process resulting from the game ball entering the first starting hole is executed, information regarding the variation pattern selected by the main control means using the first variation pattern selection table is transmitted from the main control means, and the presentation pattern is variably displayed in the presentation variation pattern selected using the first presentation variation pattern selection table B according to the information regarding the variation pattern, The variation pattern has a loss variation pattern that is selected when the lottery result is a loss, In the normal game state after being cleared by the RAM clearing means, a miss presentation variation pattern is selected by the sub-control means using a first presentation variation pattern selection table A in accordance with information regarding the miss presentation variation pattern to be selected if the lottery result when the lottery process is executed is a miss, and in the normal game state to which the state is shifted after the advantageous state or the special game state has ended, a miss presentation variation pattern is selected by the sub-control means using a first presentation variation pattern selection table B in accordance with information regarding the miss presentation variation pattern to be selected if the lottery result when the lottery process is executed is a miss, and a different miss presentation variation pattern can be selected, and the different miss presentation variation pattern is not selected by the first presentation variation pattern selection table A but is selected only by the first presentation variation pattern selection table B.
2. The gaming state includes a normal gaming state, an advantageous state, and a special gaming state, A first starting hole through which a game ball can be inserted; A second starting hole into which the game ball can be inserted; a lottery process execution means for executing a lottery process resulting from a game ball entering the first start hole or the second start hole; a bonus game execution means for executing a bonus game advantageous to a player according to a result of the lottery when the lottery processing execution means is executed; Identification information that starts a variable display in response to a lottery result when a lottery process is executed due to a game ball entering the first start opening or the second start opening; A plurality of variation pattern selection tables used when selecting a variation pattern of the variation display of the identification information; A sub-control means for displaying a performance pattern in a performance variation pattern according to the variation pattern and controlling various performance operations; a RAM for storing predetermined information; RAM clearing means for clearing the RAM when power is turned on; A transition from the normal gaming state to the advantageous state via the bonus gaming state is possible; The advantageous state and the special game state are game states in which it is easier to win a normal electric device having the second starting hole than in the normal game state, The variation pattern selection table is A first variation pattern selection table and a second variation pattern selection table selected in the normal game state; A third variation pattern selection table selected in the advantageous state or the special game state, The sub-control means In a normal game state after the RAM clearing means has cleared the RAM, when the variation of the identification information is started in response to a lottery result when a lottery process resulting from the entry of a game ball into the first starting hole is executed, the effect symbols are variably displayed in accordance with a variation pattern selected using the first variation pattern selection table, In a normal game state to which a transition occurs after the end of the advantageous state or the special game state, when variation of the identification information starts in response to a lottery result when a lottery process resulting from the entry of a game ball into the first starting hole is executed, the effect symbols are variably displayed in accordance with a variation pattern selected using the second variation pattern selection table, The variation pattern has a plurality of loss variation patterns to be selected when the lottery result is a loss, In the normal game state after being cleared by the RAM clearing means, if the lottery result when the lottery process is executed is a loss, a loss variation pattern is selected from the plurality of loss variation patterns using the first variation pattern selection table, and in the normal game state to which the game is shifted after the advantageous state or the special game state ends, if the lottery result when the lottery process is executed is a loss, a loss variation pattern is selected from the plurality of loss variation patterns using the second variation pattern selection table, which are different loss variation patterns, and the different loss variation pattern is not selected by the first variation pattern selection table but is selected only by the second variation pattern selection table.
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