gaming machines
The gaming machine enhances the transition to an advantageous state by varying decorative patterns with shorter and longer display periods and special actions, improving player engagement and excitement.
Patent Information
- Application Number
- JP2021203051
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-12-15
- Publication Date
- 2025-12-09
- Estimated Expiration
- 2041-12-15
AI Technical Summary
Existing gaming machines do not effectively emphasize the transition to an advantageous state, such as a jackpot state, by enhancing decorative patterns during the notification period, leading to a diminished performance effect.
The gaming machine is designed to display decorative identification information in a manner that highlights the transition to an advantageous state through variable and control methods, including a special state with a shorter duration of variable display in the special state, and the display means can be controlled to a special state with a higher probability of being advantageous, featuring different expansion periods and special actions.
This approach increases the excitement and anticipation for players by ensuring a high probability of continuing the advantageous state, thereby enhancing the gaming experience.
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine such as a pachinko machine on which games can be played. [Background technology]
[0002] As a conventional gaming machine, a gaming machine that displays a decorative symbol when notifying that control is being performed in an advantageous state has been proposed (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2009-233467 Summary of the Invention [Problem to be solved by the invention]
[0004] There was room for improvement in the way the decorative image displayed when informing the player that the machine was in a jackpot state.
[0005] Therefore, the present invention provides a game machine capable of emphasizing a decorative pattern displayed when informing that the game will be controlled to an advantageous state in a special state in which the period of variable display until the game is controlled to an advantageous state is shorter than in a normal state. [Means for solving the problem]
[0006] (A) A gaming machine that can perform variable display and control to an advantageous state that is advantageous to the player, A display means is provided, The game is controllable into a normal state and a special state that is more easily controlled to the advantageous state than the normal state, a variable display time of the variable display determined to be controlled to the advantageous state in the special state is shorter than a variable display time of the variable display determined to be controlled to the advantageous state in the normal state; The display means During the variable display determined to be controlled to the advantageous state in the normal state, First expansion period Over the Before Informing that the advantageous state will be achieved advantageous Decorative identification information in the manner After enlarging and displaying the decorative identification information in the advantageous mode to a first size, the decorative identification information in the first size can be displayed over a first display period, During the variable display determined to be controlled to the advantageous state in the special state, Second expansion period Over the course of In the advantageous embodiment Decoration identification information After enlarging and displaying the decorative identification information in the advantageous mode in the second size, the decorative identification information in the advantageous mode in the second size can be displayed for a second display period that is longer than the first display period, And the second display During the period In the first display period, Decoration Identification Information Show Decorative identification information is provided with special actions that are not accompanied by the display of the Show It is possible to show The decoration identification information displayed when controlled to the normal state and the decoration identification information displayed when controlled to the special state are decoration identification information that use at least a common symbol in part, and the decoration identification information displayed when controlled to the normal state is given a predetermined effect, while the decoration identification information displayed when controlled to the special state is not given the predetermined effect. It is characterized by:
[0007] According to this feature, in a special state, the probability of being controlled to an advantageous state is high, and by shortening the period before the decorative identification information is highlighted, it is possible to prevent the performance effect from being impaired. [Brief explanation of the drawings]
[0008] [Figure 1] 1 is a front view of a pachinko gaming machine according to this embodiment. [Figure 2] FIG. 1 is a configuration diagram showing various control boards and the like installed in a pachinko gaming machine. [Figure 3] 10 is a flowchart showing an example of a game control main process. [Figure 4] 10 is a flowchart showing an example of a timer interrupt process for game control. [Figure 5] 10 is a flowchart illustrating an example of a special symbol process. [Figure 6] 10 is a flowchart showing an example of a performance control main process. [Figure 7] 10 is a flowchart showing an example of a performance control process. [Figure 8-1] FIG. 1 is a front view of a pachinko gaming machine in characteristic part 010IW. [Figure 8-2] An explanatory diagram showing an example configuration of a special variable winning ball device in characteristic part 010IW. [Figure 8-3] This is a configuration diagram showing various control boards and the like in the characteristic part 010IW. [Figure 8-4] An explanatory diagram showing examples of a big hit determination table and a small hit determination table. [Figure 8-5] An explanatory diagram showing a big hit type determination table and a small hit type determination table. [Figure 8-6] This is an explanatory diagram to explain the opening pattern of small hit game. [Figure 8-7] An explanatory diagram showing a specific example of a fluctuation pattern table in the feature part 010IW. [Figure 8-8] FIG. 10 is an explanatory diagram showing an example of the content of a performance control command. [Figure 8-9] FIG. 10 is an explanatory diagram showing an example of the content of a performance control command. [Figure 8-10] 10 is a flowchart showing an example of special symbol process processing in the feature section 010IW. [Figure 8-11] 10 is a flowchart showing the start winning determination process. [Figure 8-12] 10 is a flowchart showing normal processing of special symbols. [Figure 8-13] 10 is a flowchart showing a variation pattern setting process. [Figure 8-14] 10 is a flowchart showing a special symbol variation process. [Figure 8-15] 10 is a flowchart showing a special symbol stopping process. [Figure 8-16] This is a flowchart showing the processing before the small win is released. [Figure 8-17] This is a flowchart showing the processing during small win release. [Figure 8-18] This is a flowchart showing the processing after the small hit is closed. [Figure 8-19] A flowchart showing the jackpot end processing. [Figure 8-20] FIG. 10 is a state transition diagram for explaining state transitions in the characteristic part 010IW. [Figure 8-21] 10 is a flowchart showing a specific example of a command analysis process. [Figure 8-22] 10 is a flowchart showing a specific example of a command analysis process. [Figure 8-23] 10 is a flowchart showing a specific example of a command analysis process. [Figure 8-24] 10 is a flowchart showing a variable display start setting process. [Figure 8-25] 10 is a flowchart showing a variable display effect process. [Figure 8-26] This is a flowchart showing the special winning waiting process. [Figure 8-27] This is an explanatory diagram to explain the presentation mode when controlled to special presentation mode in the first high base state. [Figure 8-28] An explanatory diagram to explain the presentation mode when controlled to a specific presentation mode in the second high base state. [Figure 8-29] An explanatory diagram to explain the presentation mode when controlled to a specific presentation mode in the second high base state. [Figure 8-30] An explanatory diagram to explain the presentation mode when controlled to a specific presentation mode in the second high base state. [Figure 8-31] This is an explanatory diagram to explain the presentation mode when a small hit B occurs during the second high base state. [Figure 8-32] This is an explanatory diagram to explain the presentation mode when a small hit B occurs during the second high base state. [Figure 8-33] This is an explanatory diagram to explain the presentation mode when a presentation is executed in which the specific presentation mode is switched to the special presentation mode when a small hit A occurs during the second high base state. [Figure 8-34] This is an explanatory diagram to explain the presentation mode when a presentation is executed in which the specific presentation mode is switched to the special presentation mode when a small hit A occurs during the second high base state. [Figure 8-35] This is an explanatory diagram to explain the presentation mode when a small hit B occurs during the second high base state and there is a big hit or small hit A among the remaining reserves at the start of the small hit B fluctuation. [Figure 8-36]This is an explanatory diagram to explain the presentation mode when a small hit B occurs during the second high base state and there is a big hit or small hit A among the remaining reserves at the start of the small hit B fluctuation. [Figure 8-37] This is an explanatory diagram to explain the presentation mode when a small hit B occurs during the second high base state, and a remaining hold occurs that becomes a new big hit or small hit A after the start of the small hit B fluctuation. [Figure 8-38] This is an explanatory diagram to explain the presentation mode when a small hit B occurs during the second high base state, and a remaining hold occurs that becomes a new big hit or small hit A after the start of the small hit B fluctuation. [Figure 8-39] This is an explanatory diagram to explain the presentation style when the remaining reserves after the end of the first high base state result in a big hit or a small hit. [Figure 8-40] This is an explanatory diagram to explain the presentation style when the remaining reserves after the end of the first high base state result in a big hit or a small hit. [Figure 9-1] An explanatory diagram showing a table of the big win determination values for the first special symbol and the second special symbol and the small win determination value for the second special symbol in the pachinko machine 1 of the characteristic parts 1144SKY to 1148SKY. [Figure 9-2] 11 is an explanatory diagram showing a table showing determination values for big win types and small win types in pachinko machine 1 of characteristic parts 1144SKY to 1148SKY. [Figure 9-3] An explanatory diagram showing a table of the change patterns when the first special pattern and the second special pattern are variably displayed. [Figure 9-4] 10 is an explanatory diagram showing an example of the content of a performance control command sent to the performance control CPU 120. FIG. [Figure 9-5] 10 is an explanatory diagram showing an example of the content of a performance control command sent to the performance control CPU 120. FIG. [Figure 9-6] 11 is a flowchart showing an example of special symbol process processing in feature sections 1144SKY to 1148SKY. [Figure 9-7] 10 is a flowchart showing the start winning determination process (step 010IWS101). [Figure 9-8]10 is a flowchart showing a variation pattern setting process. [Figure 9-9] 10 is a flowchart showing a special symbol stopping process. [Figure 9-10] This is a flowchart showing the processing after the small hit is closed. [Figure 9-11] A flowchart showing the jackpot end processing. [Figure 9-12] This is an explanatory diagram showing an example of a presentation when, in a normal state, the variable display of the decorative pattern has reached a reach state and then a super reach α presentation is executed. [Figure 9-13] This is an explanatory diagram showing an example of the presentation when the game medium enters the second start winning port when controlled to a high base state, and after the variable display is executed, the game is controlled to a small win state. [Figure 9-14] This is an explanatory diagram showing an example of the presentation when the high base state is controlled to a small win state and the special winning port opens. [Figure 9-15] FIG. 10 is an explanatory diagram showing an example of a performance when a "Bow and Arrow Chance" performance is executed. [Figure 9-16] This is an explanatory diagram showing an example of a presentation up to the point where a rescue presentation is executed based on receiving a variation pattern command corresponding to variation pattern PE1-3. [Figure 9-17] FIG. 10 is an explanatory diagram showing a comparison between when a three-count effect is executed and when a bow and arrow chance is executed. [Figure 9-18] This is an explanatory diagram showing the timing at which a definitive notification is executed in the three-count presentation when the state is controlled to a jackpot state in which a high base state is granted. [Figure 9-19] This is an explanatory diagram showing a pattern in which the decorative symbol "666" is displayed as a jackpot display result in the normal state. [Figure 9-20] This is an explanatory diagram showing a pattern in which the decorative pattern "666" is displayed as a jackpot display result in a high base state. [Figure 9-21] This is an explanatory diagram showing the different output sounds depending on the number when the decorative pattern "666" is displayed as a jackpot display result in a high base state. [Figure 9-22] An explanatory diagram showing a comparison of the expansion period of decorative patterns in a normal state and a high base state. [Figure 9-23] FIG. 10 is an explanatory diagram showing a comparison of the period before the decorative pattern in the normal state and the high base state is enlarged and displayed. [Figure 9-24] An explanatory diagram showing the effect execution period and changes in the effect mode of the 3-count effect. [Figure 9-25] FIG. 10 is an explanatory diagram showing the pattern of the three-count effect. [Figure 9-26] FIG. 10 is an explanatory diagram showing a table of three-count effect selection patterns. [Figure 9-27] This is an explanatory diagram showing a gathering effect that, when executed after a three-count effect, controls the state to a jackpot and confirms that the high base state will continue. DETAILED DESCRIPTION OF THE INVENTION
[0009] (Feature 1144SKY form) Form 1-1 gaming machine is, A gaming machine that can be controlled to an advantageous state (jackpot state) that is advantageous to a player, Equipped with a performance execution means (for example, a performance control CPU 120, etc.) capable of executing performance, After being controlled to the advantageous state, it is possible to control it to a special state (for example, a high base state) that is more easily controlled to the advantageous state than a normal state, The advantageous state includes a first advantageous state (for example, a small win A shown in FIG. 9-2) that is controlled to the advantageous state and then controlled to the special state, and a second advantageous state (for example, a small win B shown in FIG. 9-2) that is not controlled to the special state after being controlled to the advantageous state, The performance execution means In the special state, the first performance (the three-count performance shown in Figures 9-13(C) to 9-13(E)) can be executed, In the special state, the second performance (the bow and arrow chance shown in Figures 9-15(A) to 9-15(D)) can be executed. In the special state, when it is determined that the game is controlled to the first advantageous state, it is possible to execute either the first effect or the second effect; In the special state, when it is determined that the game is controlled to the second advantageous state, the second performance can be executed, but the first performance cannot be executed; In the special state, when it is determined that neither the first advantageous state nor the second advantageous state is to be controlled, the first performance can be executed, but the second performance cannot be executed; In the special state, when it is determined that the game will be controlled to the first advantageous state, the second performance has a higher execution rate than the first performance. (In the variation pattern selection rate shown in FIG. 9-3 (D), the rate at which small hit A is executed is higher for PC3-2 than for PC3-6.) It is characterized by the following.
[0010] According to this feature, the notification effect after the first effect has a high probability of announcing that the special state will continue, which increases the opportunities to excite the player and heightens the sense of excitement as to whether or not the special state will continue even after the advantageous state has been achieved.
[0011] The gaming machine of form 1-2 is the gaming machine described in form 1-1. A notification effect can be executed after the first effect, and in the notification effect, there are multiple periods in which it is notified whether the special state will continue, and the period in which it is notified that the special state will continue is the first notification period (for example, as shown in Figures 9-14(C) to 9-14(H), it indicates that a win has been made in Figure 9-14(G) and it notifies that the continuation has been confirmed), and the second notification period that takes place before the first notification period (for example, as shown in Figures 9-16(A) to 9-16(C), it indicates that a win has been made in Figure 9-16(C)). and a third notification period in which, after notifying that the special state will not continue during the notification effect, it is notified that the continuation is confirmed as a relief effect (for example, as shown in Figures 9-16(D) to 9-16(G), after notifying a miss result in Figure 9-16(F), it is notified that the continuation of the special state is confirmed in Figure 9-16(G)). When the special state continues, the probability of notifying that the continuation is confirmed is higher in the third notification period than in the second notification period. It is characterized by the following.
[0012] According to this feature, there is a high probability that continuation will be notified in the latter half of the notification effect, so that the player can be made to feel a sense of anticipation until the very end of the notification effect.
[0013] The gaming machine of form 1-3 is the gaming machine according to form 1-1, The execution period of the first effect (for example, the countdown effect shown in Figures 9-13(C) to (E)) is composed of at least a first period (for example, the portion displaying the count "three" as shown in Figure 9-13(C)), a second period that follows the first period (for example, the portion displaying the count "two" as shown in Figure 9-13(D)), and a third period that follows the second period (for example, the portion displaying the count "one" as shown in Figure 9-13(E)). The execution period from the first period to the third period can be in a normal mode (for example, in the case of a three-count effect of 6000 ms as shown in Figure 9-17) or in a special mode with a longer execution period than the normal mode (for example, in the case of a three-count effect of 10000 ms, although not shown), and it is easier to control to the advantageous state when executed in the special mode than when executed in the normal mode. It is characterized by the following.
[0014] According to this feature, unlike the normal first effect, the first effect can attract more attention from the player.
[0015] The gaming machine of form 1-4 is a modified example of form 1-1, In the case where a special state (for example, a high base state) continues, there are notification effects that can be executed after the first effect (for example, an effect that notifies the player that the high base state will continue next time when the high base state is in effect, as shown in Figure 9-14), a second effect (for example, a bow and arrow chance as shown in Figure 9-15), and a third effect that can be executed after the first effect (for example, a gathering effect executed during the "Aim for V" period as shown in Figure 9-27, which indicates the next high base state), and the notification effects have a higher execution rate than the second and third effects. It is characterized by the following.
[0016] According to such a feature, it is possible to reassure the player by increasing the number of presentation patterns that confirm the special state, and also to entertain the player by making it clear whether the next special state will be controlled to the normal state or will continue, by making the number of patterns that notify the player of continuation the most numerous.
[0017] The gaming machine of form 1-5 is a gaming machine according to any one of forms 1-1 to 1-4, The execution period of the second effect (for example, the bow and arrow chance shown in FIG. 9-15) is longer than the execution period of the first effect (for example, the 3-count effect shown in FIG. 9-13(C) to FIG. 9-13(E)). It is characterized by the following.
[0018] According to this feature, the second performance can be controlled to an advantageous state or can be variably displayed in a special state again, so even when the second performance is executed, it will not be controlled to the normal state, and it is possible to build excitement over time as to whether it will be controlled to an advantageous state, thereby increasing the player's sense of excitement.
[0019] (SKY1145SKY form) Form 2-1 gaming machine is, A gaming machine that can be controlled to an advantageous state that is advantageous to a player, Equipped with a performance execution means (for example, a performance control CPU 120, etc.) capable of executing performance, After being controlled to the advantageous state, it is possible to control it to a special state (for example, a high base state) that is more easily controlled to the advantageous state than a normal state, The advantageous state includes a first advantageous state (for example, a small win A shown in FIG. 9-2) that is controlled to the advantageous state and then controlled to the special state, and a second advantageous state (for example, a small win B shown in FIG. 9-2) that is not controlled to the special state after being controlled to the advantageous state, The performance execution means In the special state, the first effect (for example, the default three-count effect shown in FIG. 9-24(A)) can be executed, In the special state, a second effect (for example, a 3-count effect of the chance up pattern in FIG. 9-25(D) to FIG. 9-25(F)) having a higher expectation of being controlled to the first advantageous state than when the first effect is executed can be executed, During the first advantageous state, after the end of the first advantageous state, it is possible to execute an effect that notifies the player that the player will be controlled to the special state in one of the following patterns: a normal pattern (for example, an effect shown in Figures 9-14(C) to 9-14(H) in which the player wins against an enemy character in a battle effect during a round and notifies the player that the time-saving state will continue); and a rescue pattern that is different from the normal pattern and first notifies the player that the player will not be controlled to the special state (for example, after displaying a result display screen as shown in Figure 9-16(F)), and then notifies the player that the player will be controlled to the special state (for example, a pattern shown in Figures 9-16(D) to 9-16(G) in which the player is defeated by an enemy character in a battle effect, and then a result display screen is displayed, and then a rescue effect is executed in which the player will be controlled to the special state); During the second advantageous state, after the end of the second advantageous state, it is possible to execute a performance that notifies the player that the special state will not be controlled, When it is determined that control will be made to the first advantageous state and the first effect is taken, the execution rate of the rescue pattern during the first advantageous state is higher than when it is determined that control will be made to the first advantageous state and the second effect is taken (for example, as shown in FIG. 9-3(D), the rate at which a rescue effect is executed after a default three-count effect is performed is higher than the rate at which a rescue effect is executed after a three-count effect with a chance up is performed). It is characterized by the following.
[0020] According to this feature, by executing a first effect in which it is not known whether the game will be controlled to an advantageous state and a second effect in which it is certain that the game will be controlled to an advantageous state, the performance configuration is simple and light, but by making the occurrence rate of rescue patterns from the first effect higher than that of rescue patterns from the second effect, the appearance of the first and second effects is maintained and the period from an advantageous state to being controlled to the next advantageous state can be lengthened, thereby reducing the tendency to gamble.
[0021] The gaming machine of form 2-2 is the gaming machine according to form 2-1, The first effect (for example, a performance pattern that notifies that the high base state will continue during the round performance after the three-count performance, as shown in Figures 9-14(C) to 9-14(G)) is executed more frequently than a rescue pattern that first notifies that the player will not be controlled to the special state and then notifies that the player will be controlled to the special state (for example, a performance pattern that executes a round performance after the three-count performance, as shown in Figures 9-16(D) to 9-16(G), shows that the round performance has finished, and then displays the word "Congratulations" to notify that the high base state will continue). It is characterized by the following.
[0022] According to such a feature, even if the number of times the game is controlled to be in an advantageous state increases, multiple patterns can be selected while emphasizing the speed of the balls being dispensed, thereby making it possible to adjust the presentation time and reduce the tendency towards gambling.
[0023] The gaming machine of form 2-3 is the gaming machine according to form 2-1 to form 2-2, The first pattern (for example, a presentation pattern that notifies that a high base state will continue during a round presentation after a three-count presentation, as shown in Figures 9-14(C) to 9-14(G)) is executed more frequently than the second pattern (for example, a presentation pattern that notifies that a high base state will continue during a round presentation after a three-count presentation of a chance-up pattern, as shown in Figure 9-24(B)). It is characterized by the following.
[0024] According to this feature, it is possible to emphasize to the player the ball-out speed when controlled to an advantageous state.
[0025] (SKY1146SKY form) Form 3-1 gaming machine is, A gaming machine that can perform variable display and be controlled to an advantageous state (for example, a jackpot state) that is advantageous to a player, A display means is provided, It is possible to control it into a normal state and a special state (for example, a time-saving state) that is more easily controlled to the advantageous state than the normal state, The variable display time of the variable display determined to be controlled to the advantageous state in the special state (for example, the variable period of 7000 ms in the time-saving state shown in Figure 9-22) is shorter than the variable display time of the variable display determined to be controlled to the advantageous state in the normal state (for example, the variable period of 200000 ms in the normal state shown in Figure 9-22), The display means During the variable display in which it has been determined that the normal state will be controlled to the advantageous state, the decorative identification information can be enlarged and displayed in a manner that notifies the user that the normal state will be controlled to the advantageous state over a first period (for example, the maximum decorative pattern enlargement period of the time chart T3 in the normal state shown in FIG. 9-23 ); During the variable display determined to be controlled to the advantageous state in the special state, it is possible to enlarge and display the decorative identification information in a manner that notifies the player that the display will be controlled to the advantageous state for a second period longer than the first period (for example, the maximum enlargement period of the decorative pattern in the time chart T9 in the time-saving state shown in Figure 9-23), and during the second period, it is possible to enlarge and display the decorative identification information with a special action that is not accompanied when the decorative identification information is enlarged and displayed during the variable display determined to be controlled to the advantageous state in the normal state (for example, it is possible to show a state in which the pattern vibrates when enlarged and displayed as shown in Figure 9-20(B)). It is characterized by the following.
[0026] According to this feature, in a special state in which the fluctuation time is short, the player is likely to be controlled to an advantageous state, and therefore there is no need to use decorative identification information to hype up the player. However, in order to emphasize that the player has been controlled to an advantageous state, the decorative identification information can be enlarged and displayed for a longer period of time and vibrated, thereby emphasizing the decorative identification information to the player.
[0027] The gaming machine of form 3-2 is the gaming machine of form 3-1, The display positions of the decorative identification information displayed when notifying that the game will be controlled to a jackpot state in the normal state (for example, as shown in Figure 9-19(C), the left, center, and right decorative patterns are enlarged at equal intervals) are different from the display positions of the decorative identification information displayed when notifying that the game will be controlled to a jackpot state in the special state (for example, as shown in Figure 9-20(B), the left, center, and right decorative patterns are enlarged and overlapped). It is characterized by the following.
[0028] According to this feature, the decorative identification information can be highlighted for the player.
[0029] The gaming machine of form 3-3 is the gaming machine according to form 3-1 or 3-2, When the decorative identification information is enlarged from the period before the decorative pattern enlargement in a special state (for example, a time-saving state), the display is vibrated (for example, as shown in Figure 9-20(C), the display is vibrated or swayed when the decorative pattern is enlarged). It is characterized by the following.
[0030] According to this feature, the decorative identification information can be highlighted for the player.
[0031] The gaming machine of form 3-4 is the gaming machine according to form 3-1 to form 3-3, The display mode of the decorative identification information displayed when controlled to the normal state (for example, the decorative pattern depicting an ally character as shown in Figures 9-19(A) to 9-19(F)) and the display mode of the decorative identification information displayed when controlled to the special state (for example, the decorative pattern depicting no ally character as shown in Figures 9-20(A) to 9-20(F)) are at least partially common display modes (the shape of the numbers in the decorative pattern is common). It is characterized by the following.
[0032] According to this feature, when decorative identification information is highlighted in a special state, it can be easily seen by the player.
[0033] (SKY1147SKY form) Form 4-1 gaming machine is, A gaming machine that can perform variable display and be controlled to an advantageous state (for example, a jackpot state) that is advantageous to a player, A display means is provided, It is possible to control it into a normal state and a special state (for example, a time-saving state) that is more easily controlled to the advantageous state than the normal state, The variable display time of the variable display determined to be controlled to the advantageous state in the special state (for example, the variable period of 7000 ms in the time-saving state shown in Figure 9-22) is shorter than the variable display time of the variable display determined to be controlled to the advantageous state in the normal state (for example, the variable period of 200000 ms in the normal state shown in Figure 9-22), The display means During the variable display in which it has been determined that the normal state will be controlled to the advantageous state, it is possible to enlarge and display the decorative identification information in a manner that notifies the user that the normal state will be controlled to the advantageous state, and after the start of the enlarged display and the first period before the enlarged display (for example, the period from T1 to T2 in the normal state time chart shown in Figure 9-23), it is possible to enlarge and display the decorative identification information at its maximum size (for example, the period T3 in the normal state time chart shown in Figure 9-23), During the variable display in which it has been determined that the special state will be controlled to the advantageous state, it is possible to enlarge and display the decorative identification information in a manner that notifies the user that the special state will be controlled to the advantageous state, and after a pre-enlargement display period of a second period that is shorter than the first period from the start of the enlargement display (for example, a period T2 in the normal state shown in Figure 9-23 and a period T8 in the special state that is shorter than T2), it is possible to enlarge and display the decorative identification information at its maximum size. It is characterized by the following.
[0034] According to this feature, in a special state, the probability of being controlled to an advantageous state is high, and by shortening the period before the decorative identification information is highlighted, it is possible to prevent the performance effect from being impaired.
[0035] A form 4-2 is the gaming machine according to the form 4-1, The decorative identification information includes first decorative identification information (for example, the "6" located on the left side of the three decorative patterns as shown in Figure 9-19(A)), second decorative identification information (for example, the "6" located on the right side of the three decorative patterns as shown in Figure 9-19(A)), and third decorative identification information located between the first decorative identification information and the second decorative identification information (for example, the "6" located in the middle of the three decorative patterns as shown in Figure 9-19(A)).When the decorative identification information is enlarged and displayed in the normal state, the third decorative identification information is displayed in a manner that is partially visible from the display means, and when the decorative identification information is enlarged and displayed in the special state, the third decorative identification information is displayed in a manner that is partially visible. It is characterized by the following.
[0036] According to such a feature, when emphasizing and displaying the decorative identification information in a special state, it can be made easier for the player to visually recognize it.
[0037] (SKY1148SKY form) The gaming machine of form 5-1 is a gaming machine that can be controlled to an advantageous state (for example, a jackpot state) advantageous to the player, equipped with effect execution means (for example, effect control CPU 120, etc.) capable of executing effects, The effect execution means is at least composed of a first period (for example, the period of displaying "san" in FIG. 9-24(A)), a second period executed after the first period (for example, the period of displaying "ni" in FIG. 9-24(A)), and a third period executed after the second specific period (for example, the period of displaying "ichi" in FIG. 9-24(A)), and is capable of executing a specific effect (the 3-count effect shown in FIG. 9-24(A)) that can notify that it is controlled to the advantageous state, The advantageous state includes a first advantageous state (for example, minor jackpot A shown in FIG. 9-2) and a second advantageous state (for example, minor jackpot B shown in FIG. 9-2) with a lower degree of advantage than the first advantageous state, The specific effect includes a normal mode and a specific mode (for example, a time-saving state) with a higher expectation of being controlled to the first advantageous state than the normal mode, The execution pattern of the specific effect when it is determined that it is controlled to the first advantageous state is a first execution pattern in which the specific mode is set in the first period and the second and third periods are also the specific mode (for example, in "san", "ni", "ichi" shown in FIGS. 9-25(D) to 9-25(F), the background and the color of the numbers are displayed in a mode different from the default pattern in FIGS. 9-25(A) to 9-25(C), the chance-up pattern), and a second execution pattern in which the normal mode is set in the first and second periods and the specific mode is set in the third period (for example, as shown in FIGS. 9-25(J) to 9-25(L), the pattern that changes to a chance-up mode different from the default in the period of "ichi" in "san", "ni", "ichi"), When it is determined that the game is controlled to the first advantageous state, the second execution pattern has a higher execution rate than the first execution pattern. A gaming machine characterized by: It is characterized by the following.
[0038] According to this feature, by increasing the rate at which the specific presentation changes to a specific form in the third period compared to when it changes to a specific form in the first period, it is possible to keep the player's attention until the latter half of the specific presentation.
[0039] A form 5-2 is the gaming machine according to the form 5-1, In a specific effect (for example, the three-count effect shown in Figure 9-24(A)), the rate at which a specific mode occurs is higher in the first period (for example, the period displaying the count "three" shown in Figure 9-24(A)) and the third period (for example, the period displaying the count "one" shown in Figure 9-24(A)) than in the second period (for example, the period displaying the count "two" shown in Figure 9-24(A)). It is characterized by the following.
[0040] Such a feature can enhance the special effects.
[0041] (Basic explanation) First, the basic configuration and control of the pachinko gaming machine 1 (which also applies to the configuration and control of a general pachinko gaming machine) will be described.
[0042] (Configuration of Pachinko Machine 1) Figure 1 is a front view of a pachinko gaming machine 1, showing the layout of the main components. The pachinko gaming machine (gaming machine) 1 is broadly composed of a gaming board (gauge board) 2 that forms the gaming board surface, and a gaming machine frame (base frame) 3 that supports and fixes the gaming board 2. A gaming area is formed on the gaming board 2, and gaming balls, which serve as gaming media, are shot into this gaming area by a predetermined ball shooting device.
[0043] At a predetermined position on the game board 2 (in the example shown in FIG. 1, to the right of the play area), a first special symbol display device 4A and a second special symbol display device 4B are provided, which perform a variable display (also called a special symbol game) of special symbols (also called special symbols) as multiple types of special identification information. Each of these devices is made up of a 7-segment LED or the like. The special symbols are represented by numbers from "0" to "9" or lighting patterns such as "-". The special symbols may include a pattern in which all LEDs are turned off.
[0044] Note that the "variable display" of special symbols refers to, for example, the variable display of multiple types of special symbols (the same applies to other symbols described below). Variations include updating the display of multiple symbols, scrolling multiple symbols, transforming one or more symbols, and enlarging / reducing one or more symbols. When special symbols or the normal symbols described below vary, multiple types of special symbols or normal symbols are updated and displayed. When decorative symbols described below vary, multiple types of decorative symbols are scrolled or updated, or one or more decorative symbols are transformed or enlarged / reduced. Note that variations also include the display of a certain symbol flashing. At the end of the variable display, a predetermined special symbol is displayed stationary (also called derived or derived display) as the display result (the same applies to the variable display of other symbols described below). Note that variable display may also be expressed as variable display or variation.
[0045] The special symbol variably displayed on the first special symbol display device 4A is also called the "first special symbol," and the special symbol variably displayed on the second special symbol display device 4B is also called the "second special symbol." Also, a special symbol game using the first special symbol is also called the "first special symbol game," and a special symbol game using the second special symbol is also called the "second special symbol game." Note that there may be only one type of special symbol display device that variably displays the special symbol.
[0046] An image display device 5 is provided near the center of the play area on the game board 2. The image display device 5 is composed of, for example, an LCD (liquid crystal display device) or an organic EL (electro luminescence) display, and displays various effect images. The image display device 5 may also be composed of a projector and a screen. The image display device 5 displays various effect images.
[0047] For example, on the screen of the image display device 5, in synchronization with the first special symbol game or the second special symbol game, a variable display of multiple types of decorative symbols (such as symbols showing numbers, etc.) as decorative identification information different from the special symbols is performed. Here, in synchronization with the first special symbol game or the second special symbol game, decorative symbols are variably displayed (for example, scrolled up and down or updated) in each of the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R. Note that the special symbol game and the variable display of decorative symbols executed in synchronization are collectively referred to simply as variable display.
[0048] A display area for displaying a pending display corresponding to a variable display whose execution is pending and an active display corresponding to a variable display that is currently being executed may be provided on the screen of the image display device 5. The pending display and the active display are collectively referred to as a variable display-compatible display corresponding to the variable display.
[0049] The number of reserved variable displays is also called the reserved memory number. The reserved memory number corresponding to the first special game is also called the first reserved memory number, and the reserved memory number corresponding to the second special game is also called the second reserved memory number. The sum of the first reserved memory number and the second reserved memory number is also called the total reserved memory number.
[0050] In addition, a first hold indicator 25A and a second hold indicator 25B each including a plurality of LEDs are provided at predetermined positions on the game board 2, and the first hold indicator 25A displays the number of first hold memories by the number of lit LEDs, and the second hold indicator 25B displays the number of second hold memories by the number of lit LEDs.
[0051] Below the image display device 5, a winning ball device 6A and a variable winning ball device 6B are provided.
[0052] The winning ball device 6A forms a first start winning opening that is always kept in a constant open state so that game balls can enter, for example, by a predetermined ball receiving member. When a game ball enters the first start winning opening, a predetermined number of prize balls (for example, three) are paid out and a first special game can be started.
[0053] The variable winning ball device 6B (a standard electric device) forms a second starting winning opening that changes between a closed state and an open state due to a solenoid 81 (see FIG. 2). The variable winning ball device 6B, for example, comprises an electric tulip-type device with a pair of movable wings. When the solenoid 81 is in the off state, the movable wings are in a vertical position, bringing the tips of the movable wings close to the winning ball device 6A, and the second starting winning opening is in a closed state where game balls cannot enter (also referred to as the second starting winning opening being in a closed state). On the other hand, when the solenoid 81 is in the on state, the movable wings of the variable winning ball device 6B are in a tilted position, so the second starting winning opening is in an open state where game balls can enter (also referred to as the second starting winning opening being in an open state). When a game ball enters the second starting winning opening, a predetermined number of prize balls (e.g., three) are paid out, and the second special game can be initiated. The variable winning ball device 6B may be any device that can be changed between a closed state and an open state, and is not limited to devices that include an electric tulip-type accessory.
[0054] General winning openings 10, which are always kept in a constant open state by a predetermined ball receiving member, are provided at predetermined positions on the game board 2 (four positions at the bottom left and right of the game area in the example shown in FIG. 1). In this case, when a ball enters one of the general winning openings 10, a predetermined number of game balls (for example, 10 balls) are paid out as prize balls.
[0055] Below the winning ball device 6A and the variable winning ball device 6B, a special variable winning ball device 7 having a large winning opening is provided. The special variable winning ball device 7 has a large winning opening door that is driven to open and close by a solenoid 82 (see Figure 2), and the large winning opening door forms the large winning opening as a specific area that changes between an open state and a closed state.
[0056] As an example, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door (for the special electric device) is in the off state, the large prize opening door closes the large prize opening, preventing game balls from entering (passing through) the large prize opening. On the other hand, in the special variable winning ball device 7, when the solenoid 82 for the large prize opening door is in the on state, the large prize opening door opens the large prize opening, making it easier for game balls to enter the large prize opening.
[0057] When a game ball enters the large prize opening, a predetermined number of game balls (for example, 14 balls) are paid out as prize balls. When a game ball enters the large prize opening, more prize balls are paid out than when a game ball enters, for example, the first start prize opening, the second start prize opening, or the general prize opening 10.
[0058] The entry of a game ball into each winning port, including the general winning port 10, is also referred to as a "winning." In particular, entry into a starting port (first starting winning port, second starting winning port) is also referred to as a starting winning.
[0059] A normal symbol display 20 is provided at a predetermined position on the game board 2 (in the example shown in FIG. 1, on the left side of the game area). As an example, the normal symbol display 20 is made up of a 7-segment LED or the like, and performs a variable display of normal symbols as multiple types of normal identification information different from the special symbols. The normal symbols are represented by numbers showing "0" to "9" or lighting patterns such as "-". The normal symbols may include a pattern in which all LEDs are turned off. Such a variable display of normal symbols is also called a normal symbol game.
[0060] A passing gate 41 through which the gaming ball can pass is provided on the left side of the image display device 5. When the gaming ball passes through the passing gate 41, a normal game is executed.
[0061] A normal symbol hold indicator 25C is provided above the normal symbol indicator 20. The normal symbol hold indicator 25C is configured to include, for example, four LEDs, and displays the normal symbol hold memory number, which is the number of normal symbol games that are pending execution, by the number of lit LEDs.
[0062] In addition to the above features, the surface of the game board 2 is provided with a windmill that changes the direction and speed of the game balls, as well as numerous obstacle nails. At the bottom of the game area, there is an outlet that takes in game balls that do not enter any of the winning holes.
[0063] Speakers 8L and 8R for playing and outputting sound effects and the like are provided at the upper left and right positions of the gaming machine frame 3, and gaming effect lamps 9 for gaming effects are provided around the periphery of the gaming area. The gaming effect lamps 9 are configured to include LEDs.
[0064] A movable body 32 that moves in accordance with the performance is provided at a predetermined position on the game board 2 (not shown in FIG. 1).
[0065] At the lower right position of the gaming machine frame 3, there is provided a ball-hitting operation handle (operation knob) 30 that is operated by a player or the like to launch a gaming ball toward the gaming area by the ball-hitting device.
[0066] At a predetermined position in the gaming machine frame 3 below the gaming area, a ball supply tray (upper tray) is provided to hold (store) gaming balls dispensed as prize balls or gaming balls loaned from a predetermined ball loaning machine so that they can be supplied to the ball launching device. Below the upper tray, a ball supply tray (lower tray) is provided from which prize balls are dispensed when the upper tray is full.
[0067] A stick controller 31A that can be held and tilted by a player is attached to a predetermined position on the gaming machine frame 3 below the gaming area. The stick controller 31A is provided with a trigger button that can be pressed by a player. Operations on the stick controller 31A are detected by a controller sensor unit 35A (see FIG. 2).
[0068] A push button 31B that a player can press to give a predetermined instruction is provided at a predetermined position on the gaming machine frame 3 below the gaming area. The operation of the push button 31B is detected by a push sensor 35B (see FIG. 2).
[0069] In the pachinko gaming machine 1, the stick controller 31A and the push button 31B are provided as detection means for detecting the actions (operations, etc.) of the player, but detection means other than these may also be provided.
[0070] (Outline of game progress) The game ball is launched towards the game area by the player rotating the ball hitting operation handle 30 provided on the pachinko game machine 1. When the game ball passes through the passing gate 41, a normal game is started by the normal symbol display 20. If the game ball passes through the passing gate 41 while the previous normal game is being played (if the game ball passes through the passing gate 41 but the normal game based on that passage cannot be played immediately), the normal game based on that passage is put on hold up to a predetermined upper limit number (for example, 4).
[0071] In this normal game, if a specific normal symbol (a normal winning symbol) is displayed, the display result of the normal symbol will be "normal winning". On the other hand, if a normal symbol other than the normal winning symbol (a normal losing symbol) is displayed as a confirmed normal symbol, the display result of the normal symbol will be "normal losing". When it becomes a "normal winning", an opening control is performed to keep the variable winning ball device 6B in an open state for a predetermined period of time (the second starting winning port is opened).
[0072] When a gaming ball enters a first start winning hole formed in the winning ball device 6A, a first special symbol game is started by the first special symbol display device 4A.
[0073] When a gaming ball enters a second start winning hole formed in the variable winning ball device 6B, a second special symbol game is started by the second special symbol display device 4B.
[0074] In addition, if a game ball enters (wins) the start winning hole during the period when the special game is being played or during the period when the game is controlled to the big win game state or small win game state described below (when a start winning occurs but the special game based on that start winning cannot be played immediately), the execution of the special game based on that entry will be suspended up to a specified upper limit number (for example, 4).
[0075] In special game, if a specific special symbol (a big win symbol, for example, "7"; the actual symbol varies depending on the type of big win, as described below) is displayed as a fixed special symbol, it is a "big win," and if a predetermined special symbol different from the big win symbol (a small win symbol, for example, "2") is displayed as a fixed special symbol, it is a "small win." Also, if a special symbol different from the big win symbol or small win symbol (a losing symbol, for example, "-") is displayed as a fixed special symbol, it is a "losing" symbol.
[0076] After the display result in the special game becomes "big win," the game state is controlled to a big win game state, which is advantageous for the player. After the display result in the special game becomes "small win," the game state is controlled to a small win game state.
[0077] In the jackpot game state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined manner. This open state continues until either a predetermined period (for example, 29 seconds or 1.8 seconds) has elapsed, or until the number of game balls entering the large prize opening reaches a predetermined number (for example, 9), whichever comes first. The predetermined period is the maximum period during which the large prize opening can be opened in one round, and is hereinafter also referred to as the maximum opening period. This cycle in which the large prize opening is opened is called a round (round game). In the jackpot game state, the round can be repeated until the predetermined maximum number of times (15 times or 2 times) is reached.
[0078] In the jackpot gaming state, the player can win prize balls by making the game ball enter the big prize opening. Therefore, the jackpot gaming state is advantageous to the player. The more rounds in the jackpot gaming state and the longer the open upper limit period, the more advantageous it is for the player.
[0079] It should be noted that a "jackpot" has a set type of jackpot. For example, there are prepared a number of types of opening modes of the jackpot entrance (number of rounds and upper limit of opening period) and game states after the jackpot game state (normal state, time-saving state, probability variable state, etc., as described below), and the jackpot type is set according to these. There may be provided jackpot types that allow a large number of prize balls to be obtained, and jackpot types that allow a small number of prize balls or almost no prize balls to be obtained.
[0080] In the small win gaming state, the large prize opening formed by the special variable prize ball device 7 is opened in a predetermined opening manner. For example, in the small win gaming state, the large prize opening is opened in the same opening manner as in the large win gaming state for some large win types (the number of times the large prize opening is opened is the same as the number of rounds, and the timing of closing the large prize opening is also the same, etc.). Note that, like the large win types, small win types may also be set for "small wins."
[0081] After the jackpot game state ends, the game may be controlled to a time-saving state or a special state depending on the type of jackpot.
[0082] In the time-saving state, control (time-saving control) is executed to shorten the average fluctuation time (the period during which the special symbol fluctuates) compared to the normal state. In the time-saving state, control (high opening control, high base control) is also executed to make it easier for the game ball to enter the second start winning hole by shortening the average normal symbol fluctuation time (the period during which the normal symbol fluctuates) compared to the normal state and by improving the probability of a "normal symbol hit" in the normal symbol game compared to the normal state. The time-saving state is a state in which the fluctuation efficiency of special symbols (especially the second special symbol) is improved, so it is an advantageous state for the player.
[0083] In the probability variable state (probability variable state), in addition to time-saving control, probability variable control is executed, which increases the probability that the display result will be a "jackpot" compared to the normal state. The probability variable state is an even more advantageous state for the player, as it not only improves the fluctuation efficiency of special symbols but also makes it easier to win a "jackpot."
[0084] The time-saving state or the probability variation state continues until one of the termination conditions is met first, such as the execution of a predetermined number of special game games or the start of the next jackpot game state. The termination condition, which is the execution of a predetermined number of special game games, is also called a count-cut (count-cut time-saving, count-cut probability variation, etc.).
[0085] The normal state refers to a gaming state other than advantageous states such as a jackpot gaming state that is advantageous to the player, and special states such as a time-saving state and a special probability state, and is a state in which the pachinko gaming machine 1, such as the probability that the display result in a normal game will be a "normal hit" and the probability that the display result in a special game will be a "jackpot", is controlled in the same way as the initial setting state of the pachinko gaming machine 1 (for example, when the specified recovery process is not executed after power is turned on, such as when a system reset is performed).
[0086] The state in which probability variable control is being executed is also called a high probability state, and the state in which probability variable control is not being executed is also called a low probability state. The state in which time-saving control is being executed is also called a high base state, and the state in which time-saving control is not being executed is also called a low base state. Combining these, the time-saving state is also called a low probability high base state, the probability variable state is a high probability high base state, and the normal state is a low probability low base state. The high probability state and low base state are also called a high probability low base state.
[0087] After the small win game state ends, the game state is not changed, and the game state before the display result of the special game becomes "small win" is continued (however, if the special game when the "small win" occurs is the special game of the predetermined number of times in the number cut, the game state will naturally be changed). Note that "small win" does not have to be the display result of the special game.
[0088] The game state may change based on the game ball passing through a specific area (for example, a specific area in a big prize opening) during the big win game state. For example, when the game ball passes through the specific area, the game state may be controlled to a probability variable state after the big win game state.
[0089] (Progress of the production, etc.) In the pachinko gaming machine 1, various effects (effects that notify the progress of the game or that liven up the game) are executed according to the progress of the game. These effects are explained below. Note that these effects are performed by displaying various effect images on the image display device 5, but in addition to or instead of these displays, they may also be performed by audio output from the speakers 8L and 8R, and / or by turning on / off the game effect lamp 9, operating the movable body 32, etc.
[0090] As an effect executed in accordance with the progress of the game, in response to the start of the first special symbol game or the second special symbol game, variable display of decorative symbols begins in the "left," "center," and "right" decorative symbol display areas 5L, 5C, and 5R provided on the image display device 5. At the timing when the display result (also called the determined special symbol) in the first special symbol game or the second special symbol game is statically displayed, the determined decorative symbol (combination of three decorative symbols) that is the display result of the variable display of the decorative symbols is also statically displayed (derived).
[0091] During the period from when the variable display of the decorative symbols starts to when it ends, the variable display of the decorative symbols may become a predetermined reach state (a reach is achieved). Here, the reach state refers to a state in which the decorative symbols that have not yet been stopped and displayed on the screen of the image display device 5 continue to be variable displayed when the decorative symbols that have stopped and displayed form part of a jackpot combination, which will be described later.
[0092] Furthermore, when the ready state is reached during the variable display of the decorative symbols, a ready effect is executed. In the pachinko gaming machine 1, a plurality of types of ready effects are executed, each with a different probability (also called the reliability of a jackpot or the expected probability of a jackpot) of the display result (the display result of the special game or the display result of the variable display of the decorative symbols) becoming a "jackpot" depending on the effect state. The ready effects include, for example, a normal reach and a super reach, which has a higher reliability of a jackpot than a normal reach.
[0093] When the display result of the special game is a "jackpot," a fixed decorative pattern that is a predetermined jackpot combination is derived as the display result of the variable display of decorative patterns on the screen of the image display device 5 (the display result of the variable display of decorative patterns is a "jackpot"). As an example, the same decorative patterns (for example, "7") are displayed stopped on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R.
[0094] In the case of a "probability variable jackpot" that is controlled to a probability variable state after the end of the jackpot gaming state, odd numbered decorative symbols (for example, "7") are displayed stopped and aligned, and in the case of a "non-probability variable jackpot (normal jackpot)" that is not controlled to a probability variable state after the end of the jackpot gaming state, even numbered decorative symbols (for example, "6") may be displayed stopped and aligned. In this case, odd numbered decorative symbols are also called probability variable symbols, and even numbered decorative symbols are also called non-probability variable symbols (normal symbols). After a reach state is reached with non-probability variable symbols, a promotion effect may be executed that ultimately results in a "probability variable jackpot."
[0095] When the display result of the special game is a "small win," a fixed decorative pattern (for example, "1 3 5") that is a predetermined small win combination is derived on the screen of the image display device 5 as the display result of the variable display of decorative patterns (the display result of the variable display of decorative patterns is a "small win"). As an example, decorative patterns that constitute chance eyes are displayed stationary on predetermined effective lines in the "left," "center," and "right" decorative pattern display areas 5L, 5C, and 5R. Note that a common fixed decorative pattern may be derived and displayed when the display result of the special game is a "jackpot" of some jackpot types (jackpot types in a jackpot game state that are similar to a small win game state) and when it is a "small win."
[0096] When the display result of the special symbol game is a "miss," the mode of the variable display of the decorative symbol does not become a reach mode, and a fixed decorative symbol of a non-reach combination (also called a "non-reach miss") may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "non-reach miss"). Also, when the display result is a "miss," after the mode of the variable display of the decorative symbol becomes a reach mode, a fixed decorative symbol of a predetermined reach combination (also called a "reach miss") that is not a jackpot combination may be displayed as a static display as a display result of the variable display of the decorative symbol (the display result of the variable display of the decorative symbol becomes a "reach miss").
[0097] The effects that the pachinko gaming machine 1 can execute include displaying the above-mentioned variable display compatible display (reserved display or active display). In addition, as other effects, for example, a preview effect that predicts the jackpot reliability is executed during the variable display of the decorative symbols. The preview effects include a preview effect that predicts the jackpot reliability in the variable display currently being executed, and a pre-read preview effect that predicts the jackpot reliability in the variable display before execution (variable display whose execution is reserved). As a pre-read preview effect, an effect that changes the display mode of the variable display compatible display (reserved display or active display) to a mode different from normal may be executed.
[0098] In addition, in the image display device 5, by temporarily stopping the decorative pattern during variable display and then restarting the variable display, a pseudo consecutive performance may be executed in which one variable display appears to be multiple variable displays.
[0099] During a jackpot gaming state, a jackpot effect is executed to notify the player of the jackpot gaming state. The jackpot effect may include an effect to notify the number of rounds or an upgrade effect indicating that the value of the jackpot gaming state is increasing. Also, during a small jackpot gaming state, a small jackpot effect is executed to notify the player of the small jackpot gaming state. It should be noted that common effects may be executed during a small jackpot gaming state and during jackpot gaming states for some jackpot types (jackpot types in jackpot gaming states similar to a small jackpot gaming state, for example, jackpot types in which the subsequent gaming state is a high-probability state), preventing the player from knowing whether they are currently in a small jackpot gaming state or a jackpot gaming state. In such a case, common effects may be executed after the end of the small jackpot gaming state and after the end of the jackpot gaming state, preventing the player from distinguishing between a high-probability state and a low-probability state.
[0100] Also, for example, when a special game or the like is not being executed, a demo (demonstration) image is displayed on the image display device 5 (a customer waiting demo effect is executed).
[0101] (Board configuration) The pachinko gaming machine 1 is equipped with a main board 11, a performance control board 12, a sound control board 13, a lamp control board 14, a relay board 15, and the like, as shown in Fig. 2. In addition, various other boards are arranged on the back of the pachinko gaming machine 1, such as a payout control board, an information terminal board, a firing control board, and a power supply board.
[0102] The main board 11 is the main control board and has the function of controlling the progress of the above-mentioned games in the pachinko game machine 1 (execution of special game (including management of reserved games), execution of regular game (including management of reserved games), big win game state, small win game state, game state, etc.). The main board 11 has a game control microcomputer 100, a switch circuit 110, a solenoid circuit 111, etc.
[0103] The game control microcomputer 100 mounted on the main board 11 is, for example, a one-chip microcomputer, and is equipped with a ROM (Read Only Memory) 101, a RAM (Random Access Memory) 102, a CPU (Central Processing Unit) 103, a random number circuit 104, and an I / O (Input / Output port) 105.
[0104] The CPU 103 executes a program stored in the ROM 101 to perform processing to control the progress of the game (processing to realize the functions of the main board 11). At this time, various data stored in the ROM 101 (such as data on variation patterns, performance control commands, and tables referenced when making various decisions) are used, and the RAM 102 is used as the main memory. The RAM 102 serves as a backup RAM in which the stored contents are preserved for a predetermined period of time even if a part or all of the power supply to the pachinko gaming machine 1 is stopped. Note that all or part of the program stored in the ROM 101 may be loaded into the RAM 102 and executed on the RAM 102.
[0105] The random number circuit 104 counts updatable numerical data indicating various random number values (game random numbers) used when controlling the progress of the game. The game random numbers may be updated by the CPU 103 executing a predetermined computer program (updated by software).
[0106] I / O105 is configured to include, for example, an input port into which various signals (detection signals described below) are input, and an output port for transmitting various signals (signals that control (drive) the first special pattern display device 4A, the second special pattern display device 4B, the normal pattern display device 20, the first hold display device 25A, the second hold display device 25B, the normal pattern hold display device 25C, etc., solenoid drive signals).
[0107] The switch circuit 110 takes in detection signals (such as a detection signal indicating that a game ball has passed or entered and the switch has been turned on) from various switches for detecting game balls (gate switch 21, start port switches (first start port switch 22A and second start port switch 22B), count switch 23), and transmits them to the game control microcomputer 100. The transmission of the detection signal indicates that the game ball has passed or entered.
[0108] The solenoid circuit 111 transmits a solenoid drive signal (for example, a signal to turn on the solenoid 81 or the solenoid 82) from the game control microcomputer 100 to the solenoid 81 for the normal electric device and the solenoid 82 for the big prize opening door.
[0109] As part of controlling the progress of the game, the main board 11 (game control microcomputer 100) supplies presentation control commands (commands that specify (notify) the progress of the game, etc.) to the presentation control board 12 in accordance with the progress of the game. The presentation control commands output from the main board 11 are relayed by the relay board 15 and supplied to the presentation control board 12. The presentation control commands include, for example, commands that specify various determination results on the main board 11 (for example, the display results of the special game (including the type of jackpot), the variable patterns used when executing the special game (details will be described later)), the status of the game (for example, the start and end of the variable display, the opening status of the big prize opening, the occurrence of a win, the number of reserved memories, the game status), the occurrence of an error, etc.
[0110] The performance control board 12 is a sub-control board independent of the main board 11, and has the function of receiving performance control commands and executing performances (various performances according to the progress of the game, including various notifications such as driving the movable body 32, error notifications, and notifications of power outage recovery) based on the received performance control commands.
[0111] The performance control board 12 is equipped with a performance control CPU 120, a ROM 121, a RAM 122, a display control unit 123, a random number circuit 124, and an I / O 125.
[0112] The performance control CPU 120 executes a program stored in the ROM 121 to perform processing for executing performances (processing for realizing the above-mentioned functions of the performance control board 12, including determining the performance to be executed) together with the display control unit 123. At this time, various data (data such as various tables) stored in the ROM 121 are used, and the RAM 122 is used as the main memory.
[0113] The presentation control CPU 120 may instruct the display control unit 123 to execute a presentation based on detection signals from the controller sensor unit 35A or the push sensor 35B (signals that are output when an operation by a player is detected and that appropriately indicate the content of the operation).
[0114] The display control unit 123 includes a VDP (Video Display Processor), a CGROM (Character Generator ROM), a VRAM (Video RAM), etc., and executes a performance based on a performance execution instruction from the performance control CPU 120.
[0115] The display control unit 123 supplies a video signal corresponding to the effect to be executed to the image display device 5 based on an instruction to execute the effect from the effect control CPU 120, thereby displaying an effect image on the image display device 5. The display control unit 123 further supplies a sound designation signal (a signal designating the sound to be output) to the sound control board 13 and a lamp signal (a signal designating the on / off state of the lamp) to the lamp control board 14 in order to output sound synchronized with the display of the effect image and turn on / off the game effect lamp 9. The display control unit 123 also supplies a signal to operate the movable body 32 to the movable body 32 or a drive circuit that drives the movable body 32.
[0116] The audio control board 13 is equipped with various circuits that drive the speakers 8L and 8R, and drives the speakers 8L and 8R based on the sound designation signal, causing the speakers 8L and 8R to output the sound designated by the sound designation signal.
[0117] The lamp control board 14 is equipped with various circuits that drive the game effect lamps 9, and drives the game effect lamps 9 based on the lamp signals, turning the game effect lamps 9 on and off in the manner specified by the lamp signals. In this way, the display control unit 123 controls the sound output and the turning on and off of the lamps.
[0118] In addition, the control of audio output, turning on / off of lamps (such as supplying sound designation signals and lamp signals), and control of movable body 32 (such as supplying signals to operate movable body 32) may be performed by the performance control CPU 120.
[0119] The random number circuit 124 counts updatable numerical data indicating various random number values (performance random numbers) used to execute various performances. The performance random numbers may be updated by the performance control CPU 120 executing a predetermined computer program (updated by software).
[0120] The I / O 125 mounted on the performance control board 12 includes an input port for taking in performance control commands transmitted from, for example, the main board 11, and an output port for transmitting various signals (video signals, sound designation signals, lamp signals).
[0121] Sub-boards other than the main board 11, such as the performance control board 12, the sound control board 13, and the lamp control board 14, are also called sub-boards. As in the pachinko game machine 1, multiple sub-boards may be provided for different functions, or one sub-board may be configured to have multiple functions.
[0122] (operation) Next, the operation (action) of the pachinko gaming machine 1 will be described.
[0123] (Main operations of the main board 11) First, we will explain the main operations of the main board 11. When power supply to the pachinko gaming machine 1 starts, the game control microcomputer 100 starts up and the game control main process is executed by the CPU 103. Figure 3 is a flowchart showing the game control main process executed by the CPU 103 on the main board 11.
[0124] 3, the CPU 103 first disables interrupts (step S1). Then, it performs necessary initial settings (step S2). The initial settings include setting a stack pointer, register settings for built-in devices (CTC (counter / timer circuit), parallel input / output port, etc.), and setting the RAM 102 to an accessible state.
[0125] Next, it is determined whether or not the output signal from the clear switch is on (step S3). The clear switch is mounted on, for example, a power supply board. When the power is turned on with the clear switch in the on state, the output signal (clear signal) is input to the game control microcomputer 100 via the input port. If the output signal from the clear switch is on (step S3; Yes), an initialization process (step S8) is executed. In the initialization process, the CPU 103 executes a RAM clear process to clear flags, counters, and buffers stored in the RAM 102, and sets initial values in the working area.
[0126] Furthermore, the CPU 103 transmits a performance control command instructing initialization to the performance control board 12 (step S9). Upon receiving the performance control command, the performance control CPU 120 displays a screen on the image display device 5, for example, to notify that the control of the gaming machine has been initialized.
[0127] If the output signal from the clear switch is not ON (step S3; No), it is determined whether backup data is stored in the RAM 102 (backup RAM) (step S4). When the power supply to the pachinko gaming machine 1 is stopped due to an unexpected power outage or the like (power interruption), the CPU 103 executes a power supply stoppage process immediately before the pachinko gaming machine 1 becomes inoperable due to the power supply stoppage. This power supply stoppage process includes a process of turning on a backup flag indicating that data is to be backed up in the RAM 102, a data protection process for the RAM 102, and the like. The data protection process includes a process of adding an error detection code (checksum, parity bit, etc.) and a process of backing up various data. The backed up data includes various data for progressing the game (including various flags, the status of various timers, etc.), as well as the status of the backup flag and the error detection code. In step S4, it is determined whether the backup flag is ON. If the backup flag is OFF and no backup data is stored in the RAM 102 (step S4; No), an initialization process (step S8) is executed.
[0128] If backup data is stored in RAM 102 (step S4; Yes), CPU 103 checks the backed up data (using an error detection code) to determine whether the data is normal (step S5). In step S5, for example, a parity bit or a checksum is used to determine whether the data in RAM 102 matches the data at the time of power outage. If it is determined that they match, it is determined that the data in RAM 102 is normal.
[0129] If it is determined that the data in the RAM 102 is not normal (step S5; No), the internal state cannot be restored to the state when the power supply was stopped, so initialization processing (step S8) is executed.
[0130] If it is determined that the data in RAM 102 is normal (step S5; Yes), the CPU 103 performs a recovery process (step S6) to return the internal state of the main board 11 to the state it was in when the power supply was stopped. In the recovery process, the CPU 103 sets a work area based on the memory contents (contents of the backed-up data) of RAM 102. This restores the gaming state to the state it was in when the power supply was stopped, and if a special symbol was fluctuating, the fluctuation of the special symbol will be resumed from the state before the recovery by executing a gaming control timer interrupt process described later.
[0131] Then, the CPU 103 transmits a presentation control command to the presentation control board 12 to instruct recovery from the power outage (step S7). In conjunction with this, a presentation control command specifying the backed-up game state before the power outage, or, if a special symbol game was being executed, a presentation control command specifying the display result of the currently executing special symbol game, may be transmitted. These commands can be the same as the commands transmitted and set in the special symbol process described below. Upon receiving a presentation control command specifying the time of recovery from the power outage, the presentation control CPU 120 displays a screen on the image display device 5, for example, to notify the user that recovery from the power outage has been achieved or that recovery from the power outage is in progress. The presentation control CPU 120 may display an appropriate screen based on the presentation control command.
[0132] After completing the recovery process or initialization process and sending a performance control command to the performance control board 12, the CPU 103 executes a random number circuit setting process to initialize the random number circuit 104 (step S10). Then, the CPU 103 sets the register of the CTC built into the game control microcomputer 100 so that a timer interrupt occurs periodically at predetermined intervals (e.g., 2 ms) (step S11), and permits the interrupt (step S12). After that, a loop process is entered. After that, an interrupt request signal is sent from the CTC to the CPU 103 at predetermined intervals (e.g., 2 ms), and the CPU 103 can periodically execute timer interrupt processing.
[0133] After executing the game control main process, the CPU 103 receives an interrupt request signal from the CTC and accepts the interrupt request, and then executes the game control timer interrupt process shown in the flowchart of Fig. 4. When the game control timer interrupt process shown in Fig. 4 starts, the CPU 103 first executes a predetermined switch process to determine whether or not detection signals have been received from various switches, such as the gate switch 21, the first start port switch 22A, the second start port switch 22B, and the count switch 23, via the switch circuit 110 (step S21). Next, the CPU 103 executes a predetermined main error process to diagnose abnormalities in the pachinko gaming machine 1, and can issue a warning if necessary based on the diagnosis results (step S22). After that, the CPU 103 executes a predetermined information output process to output data, such as jackpot information (information indicating the number of jackpots), start information (information indicating the number of start winnings), and probability fluctuation information (information indicating the number of times a probability variable state has been entered), which are supplied to a hall management computer installed outside the pachinko gaming machine 1 (step S23).
[0134] Following the information output process, a game random number update process is executed to update at least a part of the game random numbers used on the main board 11 side by software (step S24). After this, the CPU 103 executes a special symbol process process (step S25). By executing the special symbol process process at each timer interruption, the CPU 103 realizes the management of the execution and reservation of the special symbol game, the control of the big win game state and the small win game state, the control of the game state, etc. (details will be described later).
[0135] Following the special symbol process, a normal symbol process is executed (step S26). By the CPU 103 executing the normal symbol process at each timer interrupt, it is possible to manage the execution and reservation of the normal symbol game based on the detection signal from the gate switch 21 (based on the game ball passing through the passage gate 41), and to control the opening of the variable winning ball device 6B based on a "normal symbol hit". The normal symbol game is executed by driving the normal symbol display 20, and the number of normal symbols reserved is displayed by lighting up the normal symbol reservation display 25C.
[0136] After the normal symbol process processing is executed, as part of the game control timer interrupt processing, processing when a power outage occurs, processing for paying out prize balls, etc. may be executed. After that, the CPU 103 executes command control processing (step S27). The CPU 103 may set a performance control command to be sent in each of the above processes. In the command control processing of step S27, a process is performed in which the set performance control command to be sent is transmitted to a sub-side control board such as the performance control board 12. After the command control processing is executed, an interrupt is permitted and then the game control timer interrupt processing is terminated.
[0137] Fig. 5 is a flowchart showing an example of the special symbol process executed in step S25 shown in Fig. 4. In this special symbol process, the CPU 103 first executes a start winning determination process (step S101).
[0138] In the start winning determination process, a process is executed in which the occurrence of a start winning is detected, pending information is stored in a predetermined area of RAM 102, and the pending memory count is updated. When a start winning occurs, a random number value for determining the display result (including the type of jackpot) and the variation pattern is extracted and stored as pending information. A process for predicting the display result and variation pattern may also be executed based on the extracted random number value. After the pending information and the pending memory count are stored, a transmission setting is performed to transmit a performance control command to the performance control board 12 to specify the determination results, such as the occurrence of a start winning, the pending memory count, and the predictive determination. The thus-set transmission performance control command for the start winning is transmitted from the main board 11 to the performance control board 12, for example, after the special symbol process is completed, by executing the command control process of step S27 shown in FIG. 4.
[0139] After executing the start winning determination process in S101, the CPU 103 selects and executes one of the processes of steps S110 to S120 according to the value of the special symbol process flag provided in the RAM 102. In each process of the special symbol process process (steps S110 to S120), a transmission setting is made to transmit a performance control command corresponding to each process to the performance control board 12.
[0140] The normal special symbol processing in step S110 is executed when the value of the special symbol process flag is "0" (initial value). In this normal special symbol processing, a determination is made as to whether to start the first or second special symbol game based on the presence or absence of reserved information. Furthermore, in the normal special symbol processing, based on a random number value for determining the display result, whether the display result of the special symbol or decorative symbol is a "jackpot" or a "small jackpot," and if a "jackpot," the type of jackpot, is determined (predetermined) before the display result is derived and displayed. Furthermore, in the normal special symbol processing, a fixed special symbol (either a jackpot symbol, a small jackpot symbol, or a losing symbol) to be displayed in the special symbol game is set in accordance with the determined display result. Thereafter, the value of the special symbol process flag is updated to "1," and the normal special symbol processing ends. The special symbol game using the second special symbol may be executed with priority over the special symbol game using the first special symbol (also known as special symbol 2 priority consumption). In addition, the order in which the game balls enter the first start winning port and the second start winning port may be stored, and the conditions for starting the special game may be met in the order in which the balls enter (also called "consuming the order in which the balls enter").
[0141] When making various decisions based on random numbers, various tables stored in ROM 101 (tables in which decision values compared with random numbers are assigned to decision results) are referenced. The same applies to other decisions on the main board 11 and various decisions on the performance control board 12. In the performance control board 12, various tables are stored in ROM 121.
[0142] The fluctuation pattern setting process of step S111 is executed when the value of the special chart process flag is "1". This fluctuation pattern setting process includes a process of determining the fluctuation pattern as one of a plurality of types using a random number value for determining the fluctuation pattern based on the result of a prior decision on whether the display result is a "big hit" or a "small hit". In the fluctuation pattern setting process, when the fluctuation pattern is determined, the value of the special chart process flag is updated to "2", and the fluctuation pattern setting process ends.
[0143] The variable pattern specifies the execution time (variable time) of the special game (which is also the execution time of the variable display of the decorative pattern), the manner of variable display of the decorative pattern (whether or not there is a reach, etc.), and the content of the presentation during the variable display of the decorative pattern (type of reach presentation, etc.), and is also called a variable display pattern.
[0144] The special symbol variation process in step S112 is executed when the value of the special symbol process flag is "2." This special symbol variation process includes a process for setting the first special symbol display device 4A and the second special symbol display device 4B to vary the special symbol, and a process for measuring the elapsed time since the special symbol began to vary. It also determines whether the measured elapsed time has reached the variation time corresponding to the variation pattern. When the elapsed time since the special symbol began to vary reaches the variation time, the value of the special symbol process flag is updated to "3," and the special symbol variation process ends.
[0145] The special symbol stop process of step S113 is executed when the value of the special symbol process flag is "3." This special symbol stop process includes a process for stopping the variation of the special symbol on the first special symbol display device 4A and the second special symbol display device 4B and setting the display (deriving) of the confirmed special symbol that will be the display result of the special symbol. If the display result is a "jackpot," the value of the special symbol process flag is updated to "4." On the other hand, if the jackpot flag is off and the display result is a "small jackpot," the value of the special symbol process flag is updated to "8." If the display result is a "miss," the value of the special symbol process flag is updated to "0." If the display result is a "small jackpot" or a "miss," the game state is also updated if the game is in a time-saving state or a probability variable state and the end of the count limit is established. When the value of the special symbol process flag is updated, the special symbol stop process ends.
[0146] The pre-opening process for the jackpot in step S114 is executed when the value of the special symbol process flag is "4." This pre-opening process for the jackpot includes a process for starting the execution of a round in the jackpot game state and setting the jackpot opening port to an open state, based on the display result being "jackpot." When the jackpot opening port is set to an open state, a process for supplying a solenoid drive signal to the solenoid 82 for the jackpot opening port is executed. At this time, for example, depending on the type of jackpot, the maximum opening period for the jackpot opening port and the maximum number of rounds to be executed are set. When these settings are completed, the value of the special symbol process flag is updated to "5," and the pre-opening process for the jackpot is completed.
[0147] The jackpot opening process of step S115 is executed when the value of the special symbol process flag is "5." This jackpot opening process includes a process for measuring the time elapsed since the special symbol opening was opened, and a process for determining whether it is time to return the special symbol opening from the open state to the closed state based on the measured elapsed time and the number of game balls detected by the count switch 23. When the special symbol opening is returned to the closed state, the process for stopping the supply of the solenoid drive signal to the solenoid 82 for the special symbol opening door is executed, and then the value of the special symbol process flag is updated to "6," and the jackpot opening process is terminated.
[0148] The post-jackpot release process of step S116 is executed when the value of the special symbol process flag is "6." This post-jackpot release process includes a process for determining whether the number of rounds that open the jackpot entry port has been executed has reached a set upper limit, and a process for making settings to end the jackpot game state when the upper limit has been reached. When the number of rounds executed has not reached the upper limit, the value of the special symbol process flag is updated to "5," while when the number of rounds executed has reached the upper limit, the value of the special symbol process flag is updated to "7." When the value of the special symbol process flag is updated, the post-jackpot release process ends.
[0149] The jackpot end process of step S117 is executed when the value of the special symbol process flag is "7." This jackpot end process includes a process of waiting until a waiting time corresponding to the period during which an ending presentation, which is a presentation operation that notifies the end of the jackpot game state, is executed, and a process of making various settings to start probability variable control and time-saving control in response to the end of the jackpot game state. When these settings are made, the value of the special symbol process flag is updated to "0," and the jackpot end process ends.
[0150] The small win opening pre-processing in step S118 is executed when the value of the special chart process flag is "8". This small win opening pre-processing includes processing to set the large prize entry port to an open state in the small win game state based on the display result being "small win". At this time, the value of the special chart process flag is updated to "9", and the small win opening pre-processing is completed.
[0151] The small win opening process in step S119 is executed when the value of the special symbol process flag is "9." This small win opening process includes a process for measuring the elapsed time since the large prize opening was opened, and a process for determining whether it is time to return the large prize opening from an open state to a closed state based on the measured elapsed time. When the large prize opening is returned to a closed state and it is time to end the small win game state, the value of the special symbol process flag is updated to "10," and the small win opening process ends.
[0152] The small win end processing of step S120 is executed when the value of the special symbol process flag is "10". This small win end processing includes a process of waiting until a waiting time corresponding to the period during which the performance operation that notifies the end of the small win game state is executed has elapsed. Here, when the small win game state ends, the game state in the pachinko game machine 1 before the small win game state is entered is continued. When the waiting time at the end of the small win game state has elapsed, the value of the special symbol process flag is updated to "0", and the small win end processing is terminated.
[0153] (Major operations of the performance control board 12) Next, the main operations of the performance control board 12 will be explained. When the performance control board 12 receives a supply of power voltage from a power supply board or the like, the performance control CPU 120 starts up and executes the performance control main process as shown in the flowchart of Fig. 6. When the performance control main process shown in Fig. 6 starts, the performance control CPU 120 first executes a predetermined initialization process (step S71), clearing RAM 122, setting various initial values, and setting registers for the CTC (counter / timer circuit) mounted on the performance control board 12. It also executes an initial operation control process (step S72). In the initial operation control process, control is executed to perform the initial operation of the movable body 32, such as control to drive the movable body 32 to return it to its initial position and control to perform predetermined operation checks.
[0154] Thereafter, it is determined whether or not the timer interrupt flag is on (step S73). The timer interrupt flag is set to the on state every time a predetermined time (for example, 2 milliseconds) elapses, for example, based on the register setting of the CTC. At this time, if the timer interrupt flag is off (step S73; No), the process of step S73 is repeatedly executed and the process waits.
[0155] In addition to the timer interrupts generated every time a predetermined time elapses, the performance control board 12 also generates an interrupt for receiving a performance control command from the main board 11. This interrupt is generated, for example, when the performance control INT signal from the main board 11 turns on. When an interrupt occurs due to the performance control INT signal turning on, the performance control CPU 120 automatically disables the interrupt. However, if a CPU that does not automatically disable interrupts is used, it is preferable to issue an interrupt disable command (DI command). In response to the interrupt due to the performance control INT signal turning on, the performance control CPU 120 executes, for example, a predetermined command reception interrupt process. In this command reception interrupt process, the performance control command is acquired from a predetermined input port included in the I / O 125 that receives a control signal transmitted from the main board 11 via the relay board 15. The acquired performance control command is stored in a performance control command reception buffer, for example, provided in the RAM 122. The performance control CPU 120 then enables interrupts and terminates the command reception interrupt process.
[0156] If the timer interrupt flag is on in step S73 (step S73; Yes), the timer interrupt flag is cleared to an off state (step S74), and a command analysis process is executed (step S75). In the command analysis process, for example, various performance control commands transmitted from the game control microcomputer 100 on the main board 11 and stored in the performance control command receiving buffer are read, and then settings and controls corresponding to the read performance control commands are performed. For example, the read performance control command may be stored in a predetermined area of the RAM 122, or a reception flag provided in the RAM 122 may be turned on, so that the received performance control command and the contents specified by the performance control command can be confirmed in the performance control process, etc. Furthermore, if the performance control command specifies a game status, the display control unit 123 may be instructed to display a background corresponding to the game status.
[0157] After executing the command analysis process in step S75, the performance control process is executed (step S76). In the performance control process, for example, control is performed to operate various performance devices, such as the display operation of the performance image in the display area of the image display device 5, the sound output operation from the speakers 8L and 8R, the lighting operation of the decorative light-emitting elements such as the game effect lamp 9 and the decorative LED, and the driving operation of the movable body 32. In addition, the control contents of the performance operations using the various performance devices are judged, determined, set, etc. in accordance with the performance control commands transmitted from the main board 11.
[0158] Following the performance control process processing in step S76, a performance random number update processing is executed (step S77), and at least a part of the performance random numbers used on the performance control board 12 side is updated by software. Then, the processing returns to step S73. Before returning to the processing in step S73, other processing may be executed.
[0159] Fig. 7 is a flowchart showing an example of the processing executed in step S76 of Fig. 6 as the performance control process. In the performance control process shown in Fig. 7, the performance control CPU 120 first executes a pre-reading notice setting process (step S161). In the pre-reading notice setting process, for example, judgments, decisions, settings, etc. for executing a pre-reading notice performance are made based on the performance control command at the time of start winning transmitted from the main board 11. In addition, a process is executed to display a hold display based on the number of hold memories specified from the performance control command.
[0160] After executing the process of step S161, the performance control CPU 120 selects and executes one of the processes of steps S170 to S177 described below, depending on the value of a performance process flag provided in the RAM 122, for example.
[0161] The variable display start waiting process of step S170 is a process that is executed when the value of the effect process flag is "0" (initial value). This variable display start waiting process includes a process of determining whether or not to start variable display of decorative patterns on the image display device 5, based on whether or not a command specifying the start of variable display has been received from the main board 11. If it is determined that variable display of decorative patterns on the image display device 5 should be started, the value of the effect process flag is updated to "1", and the variable display start waiting process ends.
[0162] The variable display start setting process of step S171 is a process that is executed when the value of the effect process flag is "1". In this variable display start setting process, based on the display result and variation pattern specified by the effect control command, the display result of the variable display of the decorative symbol (confirmed decorative symbol), the mode of the variable display of the decorative symbol, whether or not various effects such as reach effects and various preview effects will be executed, their mode, and the execution start timing are determined. Then, an effect control pattern (a collection of control data for instructing the display control unit 123 to execute an effect) that reflects the determination results is set. Thereafter, based on the set effect control pattern, the display control unit 123 is instructed to start execution of the variable display of the decorative symbol, the value of the effect process flag is updated to "2", and the variable display start setting process is terminated. In response to the instruction to start execution of the variable display of the decorative symbol, the display control unit 123 starts the variable display of the decorative symbol on the image display device 5.
[0163] The variable display effect processing of step S172 is processing that is executed when the effect process flag value is "2." In this variable display effect processing, the effect control CPU 120 instructs the display control unit 123 to display an effect image based on the effect control pattern set in step S171 on the display screen of the image display device 5, drive the movable body 32, output voice and sound effects from the speakers 8L and 8R by outputting a command (sound effect signal) to the audio control board 13, and turn on / off / blink the game effect lamp 9 and decorative LEDs by outputting a command (illumination signal) to the lamp control board 14, thereby executing various effect controls during the variable display of the decorative pattern. After performing such effect control, the CPU 120 stops and displays the fixed decorative pattern that is the display result of the decorative pattern, for example, in response to reading an end code indicating the end of the variable display of the decorative pattern from the effect control pattern or receiving a command specifying the stop display of the fixed decorative pattern from the main board 11. When the fixed decorative pattern is displayed in a stopped state, the value of the effect process flag is updated to "3" and the effect processing during variable display is terminated.
[0164] The special symbol win waiting process of step S173 is executed when the value of the presentation process flag is "3." In this special symbol win waiting process, the presentation control CPU 120 determines whether a presentation control command specifying the start of a big hit game state or a small hit game state has been received from the main board 11. Then, when a presentation control command specifying the start of a big hit game state or a small hit game state is received, if the command specifies the start of a big hit game state, the value of the presentation process flag is updated to "6." On the other hand, if the command specifies the start of a small hit game state, the value of the presentation process flag is updated to "4," which corresponds to the small hit presentation process. Furthermore, if a command specifying the start of a big hit game state or a small hit game state has not been received and the waiting time for receiving the command has elapsed, the display result in the special symbol game is determined to be a "miss," and the value of the presentation process flag is updated to the initial value of "0." When the value of the performance process flag is updated, the special winning waiting process is terminated.
[0165] The small win performance processing in step S174 is a process executed when the performance control process flag value is "4". In this small win performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the small win gaming state, for example, and executes various performance controls in the small win gaming state based on the set content. Also, in the small win performance processing, for example, in response to receiving a command from the main board 11 specifying that the small win gaming state is to be ended, the value of the performance process flag is updated to "5", which is the value corresponding to the small win end performance, and the small win performance processing is ended.
[0166] The small win end effect processing of step S175 is a process executed when the value of the effect control process flag is "5". In this small win end effect processing, the effect control CPU 120 sets an effect control pattern corresponding to the end of the small win game state, for example, and executes various effect controls at the end of the small win game state based on the setting contents. After that, the value of the effect process flag is updated to the initial value "0", and the small win end effect processing is terminated.
[0167] The jackpot performance processing of step S176 is a process executed when the performance process flag value is "6." In this jackpot performance processing, the performance control CPU 120 sets a performance control pattern corresponding to the performance content in the jackpot gaming state, for example, and executes various performance controls in the jackpot gaming state based on the set content. Also, in the jackpot performance processing, for example, in response to receiving a command from the main board 11 specifying that the jackpot gaming state should be ended, the value of the performance control process flag is updated to "7," which is a value corresponding to the ending performance processing, and the jackpot performance processing is ended.
[0168] The ending effect processing in step S177 is executed when the value of the effect process flag is "7." In this ending effect processing, the effect control CPU 120 sets an effect control pattern corresponding to, for example, the end of a jackpot gaming state, and executes various effect controls for the ending effect at the end of the jackpot gaming state based on the set contents. Thereafter, the value of the effect process flag is updated to the initial value "0," and the ending effect processing is terminated.
[0169] (Variation of the basic explanation) The present invention is not limited to the pachinko gaming machine 1 described in the basic explanation above, and various modifications and applications are possible within the scope of the gist of the present invention.
[0170] The pachinko gaming machine 1 described above is a payout type gaming machine that pays out a predetermined number of gaming media as prizes when a prize is won, but it may also be an enclosed type gaming machine that encloses gaming media and awards points when a prize is won.
[0171] Only one type of symbol (for example, a symbol indicating "-") may be displayed during the variable display of the special symbol, and the variable display may be performed by repeatedly displaying and extinguishing the symbol. Furthermore, even if the symbol is displayed during the variable display, the symbol may not be displayed when the variable display is stopped (the symbol indicating "-" may not be displayed as a display result).
[0172] In the above basic explanation, a pachinko gaming machine 1 is shown as the gaming machine, but the present invention can also be applied to slot machines (for example, slot machines equipped with one or more of big bonus, regular bonus, RT, AT, ART, CZ (hereinafter referred to as bonus, etc.)) that can execute a game in which medals are inserted, a predetermined bet number is set, multiple types of patterns are rotated in response to the player's operation of the control lever, and when the patterns are stopped in response to the player's operation of the stop button, a combination of stopped patterns forms a specific combination, and a predetermined number of medals is paid out to the player.
[0173] The programs and data for realizing the present invention are not limited to being distributed or provided to a computer device, etc. included in the pachinko gaming machine 1, by a removable recording medium, but may be distributed by being pre-installed in a storage device of the computer device, etc. Furthermore, the programs and data for realizing the present invention may be distributed by being downloaded from another device on a network connected via a communication line, etc., by providing a communication processing unit.
[0174] The game may be executed not only by inserting a removable recording medium, but also by temporarily storing a program and data downloaded via a communication line or the like in an internal memory or the like, or by directly executing the game using the hardware resources of another device on a network connected via a communication line or the like. Furthermore, the game may be executed by exchanging data with another computer device or the like via a network.
[0175] In this specification, expressions for comparing various percentages such as the execution percentage of effects (such as "high," "low," and "different") may include one being a "0%" percentage. For example, this also includes one being a "0%" percentage and the other being a "100%" percentage or a percentage less than "100%."
[0176] (Explanation about feature part 010IW) Next, the characteristic section 010IW of this embodiment will be described. In this characteristic section 010IW, the game state is controlled to either the normal state (non-high base state (low base state)) or the high base state. In this example, in the high base state, the average normal symbol fluctuation time is shortened compared to the normal state, and the probability of a "normal symbol win" in the normal symbol game is higher compared to the normal state. For example, while the normal symbol win probability is 10% in the normal state, in the high base state, the normal symbol win probability is increased to 90%, making it easier for the game ball to win the variable prize ball device 6B (second start prize hole). However, this is not limited to such a configuration. For example, in the high base state, the opening time of the variable prize ball device 6B may be lengthened compared to the normal state, making it easier for the game ball to win the variable prize ball device 6B (second start prize hole). In addition, in the high base state, the average fluctuation time may be shortened compared to the normal state, so that it becomes easier for the game ball to enter the variable winning ball device 6B (second starting winning port).
[0177] In this example, the variable display of the second special pattern is likely to be executed in the high base state, but as will be described later, the system is configured so that a small win can be determined only when the variable display of the second special pattern is executed, so the high base state is likely to be controlled to a small win game state.
[0178] (Board configuration) 8-1 is a front view of a pachinko gaming machine with the characteristic part 010IW. In the pachinko gaming machine 1 with the characteristic part 010IW, in the gaming area, a first path among the paths along which gaming balls flow is mainly provided in an area to the left of the image display device 5 when viewed from the front, and a second path among the paths along which gaming balls flow, which is different from the first path, is mainly provided in an area to the right of the image display device 5 when viewed from the front.
[0179] Hitting a gaming ball into the left area (left gaming area) of the image display device 5 to make the gaming ball flow down the first path is called a left hit. Hitting a gaming ball into the right area (right gaming area) of the image display device 5 to make the gaming ball flow down the second path is called a right hit. The first path is a path that allows the gaming ball to flow down by hitting the gaming ball into the left side of the gaming area, so it may also be called a left hit path. Furthermore, the second path is a path that allows the gaming ball to flow down by hitting the gaming ball into the right side of the gaming area, so it may also be called a right hit path.
[0180] The first path and the second path may be separate paths, or may be paths that share a portion. The left and right game areas may be separated, for example, by the end face of the image display device 5 or the arrangement of game nails within the game area.
[0181] When a gaming ball is launched from the ball launching device in response to the operation of the ball launching handle 30 and shot into the gaming area, if it is guided to the left gaming area, it will be guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the right gaming area. Also, when a gaming ball is guided to the right gaming area, it will be guided, for example, along the arrangement of gaming nails, making it impossible or difficult to guide it to the left gaming area.
[0182] A winning ball device 6A constituting a first starting winning hole is provided as a structure into which a game ball hit into the left game area of the game area can enter.
[0183] Structures through which game balls hit into the right game area of the game area can enter include a passing gate 41, a variable winning ball device 6B that constitutes the second starting winning port, a special variable winning ball device 010IW17 that constitutes the special winning port, and a special variable winning ball device 7 that constitutes the large winning port.
[0184] In the left game area, game nails are planted so that the game ball is guided to the winning ball device 6A of the prize opening structure. Therefore, when aiming to have the game ball enter the winning ball device 6A, the player simply hits the game ball to the left. In the right game area, game nails are planted so that the game ball is guided to the variable winning ball device 6B, the passing gate 41, the special variable winning ball device 010IW17, and the special variable winning ball device 7 of the prize opening structure. Therefore, when aiming to have the game ball enter the variable winning ball device 6B, the passing gate 41, the special variable winning ball device 010IW17, and the special variable winning ball device 7, the player simply hits the game ball to the right.
[0185] Although it is possible for a gaming ball hit into the right gaming area to potentially enter the winning ball device 6A, from the viewpoint of playability, it is desirable to make this possibility extremely low compared to the possibility of a gaming ball hit into the left gaming area entering them. Conversely, it is possible for a gaming ball hit into the left gaming area to potentially enter the passing gate 41 and the variable winning ball device 6B, but from the viewpoint of playability, it is desirable to make this possibility extremely low compared to the possibility of a gaming ball hit into the right gaming area entering them.
[0186] The special variable winning ball device 010IW17 is a device for determining whether a game ball has V-entered, which is a condition for generating a big win when a small win occurs.
[0187] (Special variable winning ball device) FIG. 8-2 is an explanatory diagram showing an example of the configuration of the special variable winning ball device 010IW17 in this characteristic part 010IW. As shown in FIG. 8-2, the special variable winning ball device 010IW17 is provided with a plate-shaped bottom member 010IW17a that forms the bottom of the flow path through which the game ball flows. During a small win game, the bottom member 010IW17a moves forward to a closed state, and then moves backward to open the special winning port, which serves as the winning area. A game ball that enters the special winning port is detected by the special winning port switch 010IW24.
[0188] In this example, if a game ball enters the special variable prize ball device 7 (large prize opening) and is detected by the count switch 23, 15 prize balls will be awarded, whereas if a game ball enters the special variable prize ball device 010IW17 (special prize opening) and is detected by the special prize opening switch 010IW24, 3 prize balls will be awarded.
[0189] The bottom member 010IW17a is controlled to change from a closed state to an open state by the game control microcomputer 100 (specifically, the CPU 103) driving the solenoid 010IW83.
[0190] In this characteristic part 010IW, as shown in FIG. 8-2, a game ball that enters the special variable winning ball device 010IW17 (special winning port) is further guided to a guide path 010IW01 provided to the right of the special variable winning ball device 010IW17. The guide path 010IW01 further branches into two paths 010IW02 and 010IW03, and a game ball guided to the guide path 010IW01 is guided to the left path 010IW02 or the right path 010IW03. The left path 010IW02 is a V winning port, and a game ball that enters the V winning port is detected by a V winning port switch 010IW25.
[0191] As shown in Figure 8-2, a V prize opening opening / closing plate 010IW04 is provided near the entrance of the left path 010IW02 (V prize opening), and when the V prize opening / closing plate 010IW04 is in the open state, a gaming ball guided to the guide path 010IW01 enters the left path 010IW02 (V prize opening) and can win a V prize. Also, when the V prize opening / closing plate 010IW04 is in the closed state, a gaming ball guided to the guide path 010IW01 enters the right path 010IW03 and is discharged to the back side of the gaming area.
[0192] The V winning opening opening / closing plate 010IW04 is controlled from a closed state to an open state by the game control microcomputer 100 (specifically, the CPU 103) driving the solenoid 010IW84.
[0193] Furthermore, in this feature part 010IW, when it is controlled to a small hit game state, it is controlled to a big hit game state after the end of the small hit game, provided that the game ball enters the V prize entry port 010IW02 during the small hit game state and is detected by the V prize entry port switch 010IW25.
[0194] In this example, the special variable winning ball device 010IW17 is provided with a plurality of regulating pieces that slow down the speed of the game balls flowing down the bottom member 010IW17a. In this example, the provision of the regulating pieces in the special variable winning ball device 010IW17 changes the direction of the game balls flowing down from the upper right to the lower left, causing them to snake with a forward-backward component, and the time it takes for the game balls to flow down is slower than when there are no regulating pieces.
[0195] In this example, as shown in Figure 8-2, the special variable winning ball device 010IW17 (special winning port) has the special winning port switch 010IW24 provided on the upstream side, and the special variable winning ball device 010IW17 (special winning port) branches into a V winning port and a discharge port on the downstream side, with the V winning port switch 010IW25 provided on the V winning port side, but this is not limited to this. For example, the special variable winning ball device 010IW17 (special winning port) may be configured so that the special variable winning ball device 010IW17 (special winning port) branches into a V winning port side and a general winning port side on the upstream side, with the V winning port switch 010IW25 provided on the V winning port side and the special winning port switch 010IW24 provided on the general winning port side.
[0196] (Board configuration) FIG. 8-3 is a configuration diagram showing various control boards and the like in the characteristic part 010IW. As shown in FIG. 8-3, in this characteristic part 010IW, the switch circuit 110 takes in detection signals (such as detection signals indicating that a gaming ball has passed or entered and the switch has been turned on) from the gate switch 21, the start port switch (first start port switch 22A and second start port switch 22B), the count switch 23, the special winning port switch 010IW24, and the V winning port switch 010IW25, and transmits them to the game control microcomputer 100. The transmission of the detection signals indicates that the gaming ball has passed or entered.
[0197] The solenoid circuit 111 transmits solenoid drive signals (for example, signals to turn on solenoid 81, solenoid 82, solenoid 010IW83, and solenoid 010IW84) from the game control microcomputer 100 to the solenoid 81 for the normal electric device, the solenoid 82 for the large prize opening door (special variable prize ball device 7), the solenoid 010IW83 for the special variable prize ball device 010IW17, and the solenoid 010IW84 for the V prize opening opening and closing plate 010IW04.
[0198] (Big hit determination table and small hit determination table) Figure 8-4 is an explanatory diagram showing examples of a jackpot determination table and a small jackpot determination table. Of these, Figure 8-4(A) shows an example of a jackpot determination table. In this example, as shown in Figure 8-4, whether the first special symbol variable display is executed or the second special symbol variable display is executed, it is determined that the probability of a jackpot is approximately 1 / 300.
[0199] Figure 8-4(B) shows an example of a small win determination table when the first special symbol variable display is executed. Also, Figure 8-4(C) shows an example of a small win determination table when the second special symbol variable display is executed. As shown in Figure 8-4(B), in this example, when the first special symbol variable display is executed, the small win probability is 0%. Also, as shown in Figure 8-4(C), in this example, when the second special symbol variable display is executed, it is determined that there is a small win probability of approximately 17.4%.
[0200] (Big hit type determination table, small hit type determination table) 8-5(A) and (B) are explanatory diagrams showing the jackpot type determination table stored in ROM 101. Of these, FIG. 8-5(A) shows a specific example of the jackpot type determination table for the first special symbol. Also, FIG. 8-5(B) shows a specific example of the jackpot type determination table for the second special symbol.
[0201] As shown in Figure 8-5(A), the jackpot type determination table for the first special pattern is a table that is referenced to determine the type of jackpot as either "7R jackpot A" or "7R jackpot B" based on a random number for type determination when a determination is made that the variable display result will be a jackpot pattern.
[0202] As shown in Figure 8-5(B), the jackpot type determination table for the second special pattern is a table that is referenced to determine the type of jackpot as either a "10R jackpot" or a "4R jackpot" based on a random number for type determination when a determination is made that the variable display result will be a jackpot pattern.
[0203] "7R Jackpot A" is a jackpot that controls the jackpot game state to 7 rounds and transitions to a high base state after the jackpot game state ends. Once the high base state is transitioned to, the high base state will be maintained until the 99 variable display ends or the next jackpot occurs.
[0204] "7R Jackpot B" is a jackpot that controls the jackpot game state to 7 rounds and transitions to a high base state after the jackpot game state ends. When transitioning to a high base state, the high base state is maintained until one variable display ends or the next jackpot occurs.
[0205] A "10R jackpot" is a jackpot that controls the game to a 10-round jackpot game state and transitions to a high base state after the jackpot game state ends. Once the game transitions to a high base state, the high base state will be maintained until the 99th or 4th variable display is completed, or until the next jackpot occurs.
[0206] A "4R jackpot" is a jackpot that controls the game to a 4-round jackpot game state and transitions to a high base state after the jackpot game state ends. Once the game transitions to a high base state, the high base state will be maintained until the 99th or 4th variable display is completed or the next jackpot occurs.
[0207] In this example, if a "10R jackpot" or "4R jackpot" occurs during normal mode, the four variable displays will end or the high base state will be maintained until the next jackpot occurs. Also, if a "10R jackpot" or "4R jackpot" occurs during high base mode, the 99 variable displays will end or the high base state will be maintained until the next jackpot occurs.
[0208] In this example, when controlled to a high base state, the high base count can be as low as 1 or 4, or as high as 99. A high base state with a low high base count of 1 or 4 is also called the "first high base state," and a high base state with a high high base count of 99 is also called the "second high base state."
[0209] In this example, when the variable display of the second special symbol is executed and a "10R jackpot" or a "4R jackpot" occurs, the high base count is 4 or 99 depending on whether the state is normal or high base, but this is not limited to this. For example, when the variable display of the second special symbol is executed, a jackpot type may be set in which the high base count is uniformly 99 with a low probability.
[0210] As shown in Figure 8-5(A), in this example, when the variable display of the first special symbol is executed and a jackpot occurs, it is determined to be a "7R jackpot A" with a 5% probability, and a "7R jackpot B" with a 95% probability. Also, as shown in Figure 8-5(B), in this example, when the variable display of the second special symbol is executed and a jackpot occurs, it is determined to be a "10R jackpot" with a 50% probability, and a "4R jackpot" with a 50% probability.
[0211] Figure 8-5 (C) is an explanatory diagram showing the small win type determination table stored in ROM 101. In this example, since a small win may occur only when the variable display of the second special symbol is executed, the small win type determination table shown in Figure 8-5 (C) is used when the variable display of the second special symbol is executed.
[0212] As shown in Figure 8-5 (C), the small win type determination table for the second special pattern is a table that is referenced to determine the type of small win as either "small win A" or "small win B" based on a random number for type determination when a determination is made to make the variable display result a small win pattern.
[0213] "Small hit A" is a small hit that is configured to allow V entry during small hit play, and on the condition that V entry occurs during small hit play (first round), it controls the game to a big hit play state from round 2 to round 10, and after the big hit play state ends, it transitions to a high base state. When it transitions to the high base state, it maintains the high base state until the 99th or 4th variable display ends or the next big hit occurs.
[0214] In this example, after a "small hit A" occurs during the normal state, a V win is made, and the jackpot game ends, the high base state is maintained until four variable displays end or the next jackpot occurs. Also, after a "small hit A" occurs during the high base state, a V win is made, and the jackpot game ends, the high base state is maintained until 99 variable displays end or the next jackpot occurs.
[0215] "Small hit B" is a small hit that is configured so that V entry is not possible during small hit play, and V entry does not occur during small hit play, and there is no transition to big hit play after the end of small hit play. However, if small hit B occurs during the second high base state, the second high base state will end at the end of the small hit play and the state will transition to normal. Therefore, since "small hit B" is also a condition for ending the second high base state, it is also called a "falling small hit."
[0216] As shown in Figure 8-5(C), in this example, of the 780 determination values for the type determination random number from "0" to "779", 640 are allocated to "small hit A" and 140 are allocated to "small hit B". As shown in Figure 8-4(C), in this example, the small hit probability itself is approximately 17.4%, so the total probability of "small hit A" is 17.4 x 640 / 780, or approximately 1 / 7. Also, the total probability of "small hit B" is 17.4 x 140 / 780, or approximately 1 / 32.
[0217] (Small win game opening pattern) Next, the opening pattern of the small win game will be explained. Figure 8-6 is an explanatory diagram for explaining the opening pattern of the small win game. As shown in Figure 8-6, after the small win game starts at timing S1, when 8 seconds have passed (timing S2), the V winning opening opening / closing plate 010IW04 is controlled to an open state, and thereafter, the V winning opening opening / closing plate 010IW04 continues to be open until 8 seconds have passed (see Figure 8-6 (D)).
[0218] In the case of a small win A, a time period (fanfare time) of 8 seconds is set as the pre-opening time of the special winning opening from the start of the small win game until the special variable winning ball device 010IW17 is controlled to the open state, and the V winning opening opening / closing plate 010IW04 is controlled to the open state, and at the same time, the special variable winning ball device 010IW17 (special winning opening) is controlled to the open state. Also, as shown in Figure 8-6 (1), during the period in which the V winning opening opening / closing plate 010IW04 is controlled to the open state, the special winning opening is opened four times for 0.016 seconds. Therefore, in the case of a small win A, the special winning opening is opened four times for 0.016 seconds during the period in which a V winning is possible.
[0219] In this example, the opening time of each special winning port in small win A is extremely short at 0.016 seconds, but as already explained, the special variable winning ball device 010IW17 has multiple regulating pieces formed therein, and approximately 2 to 3 game balls snake down the bottom member 010IW17a of the special variable winning ball device 010IW17. Therefore, even if the opening time is short, if the bottom member 010IW17a is controlled to the open state, the game balls on the bottom member 010IW17a can fall into the special variable winning ball device 010IW17 and win a prize.
[0220] If the game ball enters the special winning port and makes a V-winning, after the final opening of the special winning port, a predetermined period of closing time (interval time) and a small win end time (ending time) have passed, and then the game enters a big win game state, and the special variable winning ball device 7 is controlled to the open state from the second round to the tenth round, as shown in Figure 8-6 (2).
[0221] In this example, when the final opening of the special winning port in a small win game is completed, the small win game ends based on the lapse of the closing time (interval time) and the small win end time (ending time), but this is not limited to such a case. For example, it is also possible to provide detection switches capable of detecting game balls in two locations, one upstream and one downstream, in the special variable winning ball device 010IW17 (special winning port), and after the final closing time (interval time) has passed, wait until the detection numbers of the upstream detection switch and the downstream detection switch match (all game balls that have entered the special winning port are discharged), then transition to the small win end time (ending time), and end the small win game when the small win end time (ending time) has passed.
[0222] On the other hand, if a small win B is achieved, the time before the special winning opening (fanfare time) is set to 3.8 seconds, and as shown in Figure 8-6 (3), the special variable winning ball device 010IW17 (special winning opening) is controlled to an open state for 1.6 seconds after 3.8 seconds have elapsed since the start of the small win game. Therefore, 5.4 seconds after the start of the small win game, the special winning opening is already in a closed state, and even if the V winning opening plate 010IW20 is controlled to an open state 8 seconds after the start of the small win game, V winning is not possible. Note that, in the case of a small win B, the V winning opening plate 010IW20 is controlled to a closed state after the closing time (interval time) after the special winning opening has finished opening and the small win end time (ending time) have elapsed, without waiting for the end of the 8-second opening time.
[0223] (Fluctuation pattern table) Figure 8-7 is an explanatory diagram showing a specific example of a fluctuation pattern table in the feature part 010IW. Of these, Figure 8-7(A) shows a specific example of a fluctuation pattern table for the first special symbol. Also, Figure 8-7(B) shows a specific example of a fluctuation pattern table [for normal state] for the second special symbol. Also, Figure 8-7(C) shows a specific example of a fluctuation pattern table [for first high base state] for the second special symbol. Also, Figure 8-7(D) shows a specific example of a fluctuation pattern table [for second high base state] for the second special symbol.
[0224] First, using Figure 8-7 (A), the fluctuation pattern of the first special symbol will be explained. As shown in Figure 8-7 (A), in this example, when the fluctuation display of the first special symbol is executed, if it is a miss during the normal state, the fluctuation pattern is determined to be one of the fluctuation patterns PA1-1 (normal fluctuation), fluctuation pattern PA1-2 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (super reach α), and fluctuation pattern PA2-3 (super reach β). Also, when the fluctuation display of the first special symbol is executed, if it is a miss during the high base state (first high base state, second high base state), the fluctuation pattern is determined to be one of the fluctuation patterns PA1-3 (shortened fluctuation), fluctuation pattern PA2-1 (normal reach), fluctuation pattern PA2-2 (super reach α), and fluctuation pattern PA2-3 (super reach β).
[0225] Also, as shown in Figure 8-7 (A), in this example, when the variable display of the first special symbol is executed, if a jackpot occurs during the normal state, the variable pattern is determined to be one of the variable patterns PB1-1 (normal reach), PB1-2 (super reach α), and PB1-3 (super reach β). Also, when the variable display of the first special symbol is executed, if a jackpot occurs during the high base state, the variable pattern is determined to be one of the variable patterns PB1-1 (normal reach), PB1-2 (super reach α), PB1-3 (super reach β), and PB1-4 (shortened variation).
[0226] Next, the variation pattern of the second special symbol will be explained using Figures 8-7(B) to (D). As shown in Figure 8-7(B), in this example, when the variation display of the second special symbol is executed, if there is a miss during the normal state, the variation pattern is determined to be variation pattern PA3-1. Also, as shown in Figure 8-7(B), when the variation display of the second special symbol is executed, if there is a big win during the normal state, the variation pattern is determined to be variation pattern PB3-1. Also, as shown in Figure 8-7(B), when the variation display of the second special symbol is executed, if there is a small win during the normal state, the variation pattern is determined to be variation pattern PC3-1.
[0227] Also, as shown in FIG. 8-7(C), in this example, when the variable display of the second special symbol is executed, if it is a miss during the first high base state, the variable pattern is determined to be the variable pattern PD1-1. In this example, during the first high base state, a special effect mode is executed, and internally, one variable display is executed over a variable time of 300 seconds, but in appearance, 10 pseudo variable displays (hereinafter referred to as pseudo-variations) are executed during one variable display. Note that the specific content of the effect during the special effect mode is determined by the effect control CPU 120 side, and for example, in the case of a big win or a small win A variation, a reach effect is executed in the last pseudo-variation and a winning symbol is displayed in a stopped state.
[0228] Also, as shown in FIG. 8-7(D), in this example, when the variable display of the second special symbol is executed, if there is a miss during the second high base state, the variable pattern is determined to be variable pattern PD1-2 or variable pattern PD1-3. In this example, during the second high base state, variable pattern PD1-2 is mainly selected and the performance as a specific performance mode is executed, and internally, one variable display is executed over a 120-second fluctuation time, but apparently four pseudo-variations are executed during one variable display. Note that the specific performance content during the specific performance mode is determined by the performance control CPU 120 side, and for example, in the case of a big win fluctuation or a small win A fluctuation, a reach performance is executed in the last pseudo-variation and a performance in which the winning symbol is stopped and displayed is executed.
[0229] Also, as shown in Figure 8-7 (D), even during the second high base state, if a small hit B (a small fall hit) occurs, the fluctuation pattern PD1-3 is selected and the mode is switched to the special effect mode, and internally, one fluctuation display is executed over a fluctuation time of 400 seconds, but apparently 10 pseudo fluctuations are executed during one fluctuation display. Therefore, in this example, if the mode is switched to the special effect mode during the specific effect mode, it becomes a small hit B and the player can be made to recognize that the second high base state may end.
[0230] In this example, as shown in Figures 8-7(C) and (D), in the special effect mode during the first high base state, the fluctuation pattern PD1-1 is selected and a 300-second effect is executed internally, whereas when the fluctuation pattern PD1-3 is selected during the second high base and the special effect mode is switched to, a 400-second effect is executed internally. Therefore, in this example, in the special effect mode during the first high base state, the proportion of relatively short pseudo fluctuations such as non-reach is higher than when the special effect mode is switched to during the second high base.
[0231] Also, in this example, as shown in Figure 8-7 (D), even if a small hit A occurs during the second high base state, the variable pattern PD1-3 may be selected and the special effect mode may be switched to. Therefore, it is possible to realize an unexpected effect such as switching to the special effect mode during the specific effect mode and making the player think that the second high base state may end, and then returning to the small hit A and transitioning to a big hit game after winning a V prize.
[0232] In this example, the fluctuation pattern PD1-2 is also selected in the case of a miss fluctuation, but since the probability of a miss is overwhelmingly higher than that of a big hit or a small hit, the probability of a small hit A is relatively higher when the fluctuation pattern PD1-3 is selected than when the fluctuation pattern PD1-2 is selected. Therefore, the reliability is higher when the fluctuation pattern PD1-3 is selected and the specific performance mode is switched to the special performance mode to become a small hit A than when the fluctuation pattern PD1-2 is selected and the specific performance mode is switched to become a small hit A.
[0233] For example, the configuration may be such that, when variation pattern PD1-3 is selected and the specific presentation mode is switched to special presentation mode resulting in small win A, the game will transition to a jackpot game with a larger number of rounds after winning V, and a larger number of prize balls will be awarded, compared to when variation pattern PD1-2 is selected and the game goes straight from the specific presentation mode to a small win A.
[0234] Also, in this example, in the normal symbol process processing (step S26), the CPU 103 determines whether the variable display result of the normal symbol is a hit (normal symbol hit), and controls the variable display of the normal symbol based on the result of the determination, but in this example, in the normal state, it is determined that the normal symbol will be a hit with a probability of 10%, and in the high base state, it is determined that the normal symbol will be a hit with a probability of 90%. Also, in the normal symbol process processing (step S26), the CPU 103 controls the variable winning ball device 6B (second starting winning port) to an open state based on the determination that the normal symbol is a hit.
[0235] (Game flow) Here, the flow of the game in this feature part 010IW will be explained. In this example, when the game state is in the normal state (normal state (non-high base state)), the player aims the game ball at the left side of the game area and performs the shooting operation (so-called left shot). In this example, a game ball that enters the left area of the game area cannot or has difficulty entering the second start winning slot, and since the probability of winning a normal symbol is low in the normal state, it is extremely rare for a game ball to enter the second start winning slot, and the variable display of the first special symbol is almost always executed. Therefore, in this example, small wins rarely occur during the normal state.
[0236] Next, when the jackpot symbol is derived and displayed in the variable display of the first special symbol during the normal state, the game state is controlled to the jackpot game state (the so-called first jackpot game state). After the jackpot game state ends, the game state is controlled to the high base state, and since the probability of 7R jackpot B is high at 95%, the high base state (first high base state) is mainly maintained until the end of one variable display at the first jackpot (in the rare case where a 7R variable jackpot A occurs with a probability of 5%, the first jackpot may immediately transition to the 99-time high base state (second high base state)).
[0237] In addition, when the transition to the second high base state occurs immediately upon the first hit, for example, the transition to the second high base state may not be announced during the jackpot game of the first hit, but the first variable display after the transition to the second high base state may intentionally execute an effect according to the same special effect mode as the first high base state, and after it is announced that the first variable display will not be a jackpot or a small jackpot, it may be configured to announce that the state is in the second high base state and transition to the specific effect mode. Also, for example, after the transition to the second high base state, an effect according to the special effect mode may be executed until the fifth variable display (i.e., one variable display in the first high base state and a number of variable displays corresponding to the four remaining reserved variable displays) is executed, and after it is announced that none of the variable displays until the fifth variable display is executed will be a jackpot or a small jackpot, it may be configured to announce that the state is in the second high base state and transition to the specific effect mode.
[0238] When the game is controlled to the high base state (first high base state), the player aims the game ball to the right of the game area and performs the operation of firing the game ball (so-called right shot). In this example, a game ball that enters the right area of the game area cannot or has difficulty entering the first start winning slot, and since the probability of winning a normal symbol is high in the high base state (and the variable display of the second special symbol is executed in priority over the variable display of the first special symbol), the variable display of the second special symbol will be executed in the first high base state. Also, in this case, although the high base count itself is one, since a maximum of four second reserved memories (hereinafter referred to as remaining reserved) can be stored during the first high base state, the variable display of the second special symbol can be executed a maximum of five times, combining one first high base state and the variable displays for the four remaining reserved symbols. In this example, since the probability of getting a small hit A is about 1 / 7 (see Figure 8-5 (C)), if a small hit A occurs during the five variable displays of the second special symbol, the high base state can be continued. In this case, if a small hit A occurs during one first high base, the game will be controlled to the second high base state of 99 times after the big hit game after V entry, and if a small hit A occurs with the remaining reserve, the game state is already in the normal state, so it will be controlled to the first high base state of 4 times.
[0239] When controlled to the first high base state four times, the high base count itself is four, but since a maximum of four remaining reserves can be stored during the first high base state, the variable display of the second special symbol can be executed up to eight times. In this case, if a small hit A occurs during the first high base four times, it will be controlled to the second high base state 99 times after the big hit game after the V win, and if a small hit A occurs with the remaining reserve, the game state is already in the normal state, so it will be controlled to the first high base state four times.
[0240] When controlled to the second high base state, the second high base state can be continued repeatedly as long as a small hit A occurs during that second high base state (consecutive win state). On the other hand, if a small hit B occurs during the second high base state, the second high base state ends and the game transitions to normal, even before the 99 variable display times are completed, without a V winning during the small hit game. However, even in this case, since it is possible to accumulate up to four remaining reserves, if a small hit A occurs with the remaining reserves, it is possible to return to the first high base state again. If there are no remaining reserves that result in a small hit A, the game will return to normal, and the consecutive win state will end.
[0241] Although the probability is low at approximately 1 / 300, a 10R or 4R jackpot may occur during a high base state or with remaining reserves, resulting in a continuation of the second high base state for 99 times or the first high base state for 4 times.
[0242] (Performance control command) 8-8 and 8-9 are explanatory diagrams showing an example of the content of a performance control command sent to the performance control CPU 120. In the example shown in FIG. 8-8 and FIG. 8-9, command 80XX(H) is a performance control command (variation pattern command) that specifies the variation pattern of the decorative symbols that are variably displayed on the image display device 5 in response to the variable display of the special symbols. Note that the performance control command that specifies the variation pattern is also a command for specifying the start of variation. Therefore, when the performance control CPU 120 receives any of commands 80XX(H), it controls the image display device 5 to start the variable display of the decorative symbols.
[0243] Command 9000(H) is a performance control command (display result 1 designation command) (loss designation command)) that designates that the display result of the variable display of the decorative pattern designated by the variable pattern command is a loss.
[0244] Command 9001 (H) is a presentation control command (display result 2 designation command (7R jackpot A designation command)) that specifies that the display result of the variable display of the decorative pattern specified by the variation pattern command is a 7R jackpot A. Command 9002 (H) is a presentation control command (display result 3 designation command (7R jackpot B designation command)) that specifies that the display result of the variable display of the decorative pattern specified by the variation pattern command is a 7R jackpot B. Command 9003 (H) is a presentation control command (display result 4 designation command (10R jackpot designation command)) that specifies that the display result of the variable display of the decorative pattern specified by the variation pattern command is a 10R jackpot. Command 9004 (H) is a presentation control command (display result 5 designation command (4R jackpot designation command)) that specifies that the display result of the variable display of the decorative pattern specified by the variation pattern command is a 4R jackpot.
[0245] Command 9005(H) is a presentation control command (display result 6 designation command (small win A designation command)) that specifies that the display result of the variable display of the decorative pattern designated by the variation pattern command is small win A. Command 9006(H) is a presentation control command (display result 7 designation command (small win B designation command)) that specifies that the display result of the variable display of the decorative pattern designated by the variation pattern command is small win B.
[0246] Command A000(H) is a performance control command (first symbol determination command) that can specify that the variable display of the first special symbol will be stopped. Command A100(H) is a performance control command (second symbol determination command) that can specify that the variable display of the second special symbol will be stopped.
[0247] Command B000(H) is a presentation control command (a fanfare command) that specifies the start of a jackpot game. Command B001(H) is a presentation control command (a fanfare command) that specifies the end of a jackpot game.
[0248] Command B1XX(H) is a presentation control command (large prize opening display command) that specifies the display during a round during a jackpot game. The number of rounds to be displayed is set in "XX." Command B2XX(H) is a presentation control command (large prize opening display command) that specifies the display after a round during a jackpot game (display of the interval between rounds).
[0249] Command B300(H) is a presentation control command (small win start designation command) that specifies the start of a small win game. Command B301(H) is a presentation control command (small win end designation command) that specifies the end of a small win game.
[0250] In this example, a common small win start designation command and small win end designation command are sent regardless of whether it is a small win A or a small win B, but this is not limited to this. For example, a small win start designation command and a small win end designation command for a small win A are sent, and a small win start designation command and a small win end designation command for a small win B are sent, and different commands may be sent depending on whether it is a small win A or a small win B. In this case, for example, in the case of a small win B, the small win start period and small win end period are shortened compared to the case of a small win A, so that the small win game ends in a short period, and the small win presentation period may be specified depending on which small win type the presentation control CPU 120 receives the small win start designation command and small win end designation command.
[0251] Command B400(H) is a presentation control command (large prize entry designation command) that specifies that a gaming ball has entered a large prize entry port. Command B401(H) is a presentation control command (special prize entry designation command) that specifies that a gaming ball has entered a special prize entry port. Command B402(H) is a presentation control command (V prize entry designation command) that specifies that a gaming ball has entered a V prize entry port within a special prize entry port.
[0252] Command C000(H) is a presentation control command (first pending memory number addition specification command) that specifies that the first pending memory number has increased by 1. Command C001(H) is a presentation control command (second pending memory number addition specification command) that specifies that the second pending memory number has increased by 1. Command C100(H) is a presentation control command (first pending memory number subtraction specification command) that specifies that the first pending memory number has decreased by 1. Command C101(H) is a presentation control command (second pending memory number subtraction specification command) that specifies that the second pending memory number has decreased by 1.
[0253] Commands C4XX(H) and C6XX(H) are presentation control commands (prize winning judgment result specification commands) that indicate the content of the prize winning judgment results. Of these, command C4XX(H) is a presentation control command (symbol specification command) that indicates the judgment results of whether or not a prize winning will result in a big win, whether or not a small win will result, the type of big win, and the type of small win. Furthermore, command C6XX(H) is a presentation control command (variation category command) that indicates the judgment results of the variation pattern or variation pattern type from the prize winning judgment results.
[0254] Command E000(H) is a presentation control command (normal state designation command) that specifies that the game state is controlled to the normal state. Command E001(H) is a presentation control command (first high base state designation command) that specifies that the game state is controlled to the first high base state. Command E002(H) is a presentation control command (second high base state designation command) that specifies that the game state is controlled to the second high base state.
[0255] When the performance control CPU 120 (specifically, the performance control CPU 120) mounted on the performance control board 12 receives the above-mentioned performance control command from the game control microcomputer 100 mounted on the main board 11, it changes the display state of the image display device 5 according to the contents shown in FIGS. 8-8 and 8-9, changes the display state of the lamps, and outputs sound number data to the sound control board 13. Note that performance control commands other than those shown in FIGS. 8-8 and 8-9 are also transmitted from the main board 11 to the performance control board 12. For example, more detailed performance control commands related to jackpot games and performance control commands indicating the game status (for example, a performance control command indicating an initialization command) are also transmitted from the main board 11 to the performance control board 12.
[0256] (Special pattern processing) 8-10 is a flowchart showing an example of the special symbol process in the feature part 010IW. In this example, the start winning determination process (step 010IWS101) is generally the same as the start winning determination process (step S101) shown in FIG. 5. In addition, the special symbol normal process (step 010IWS110) to the special symbol stop process (step 010IWS113) are generally the same as the special symbol normal process (step S110) to the special symbol stop process (step S113) shown in FIG. 5. However, in this example, when a small win symbol is derived and displayed, the process proceeds to the small win release pre-processing (step 010IWS114). In addition, when a big win symbol is derived and displayed (in the case of a so-called direct win), the process proceeds to the big win release pre-processing (step 010IWS117).
[0257] Pre-small win opening process (step 010IWS114): Executed when the value of the special symbol process flag is 4. The game control microcomputer 100 executes a process to control the special variable winning ball device 010IW17 to the open state, and updates the internal state (specifically, the value of the special symbol process flag) to a value (5 in this example) corresponding to the small win opening process (step 010IWS115).
[0258] Small Win Opening Processing (Step 010IWS115): Executed when the value of the special symbol process flag is 5. If the opening time has elapsed while the special variable winning ball device 010IW17 is open, the special variable winning ball device 010IW17 is controlled to a closed state. If the closing time has elapsed while the special variable winning ball device 010IW17 is closed and there are still openings remaining, the special variable winning ball device 010IW17 is controlled to an open state. Also, when it is time to open the V winning opening opening / closing plate 010IW04, the V winning opening opening / closing plate 010IW04 is controlled to an open state. When it is time to close the V winning opening opening / closing plate 010IW04, the V winning opening opening / closing plate 010IW04 is controlled to a closed state. Also, it is checked whether the V winning opening switch 010IW25 is on, and if the V winning opening switch 010IW25 is on, the V winning flag is set. When all openings of the special variable winning ball device 010IW17 have been completed and the closing time (interval time) has elapsed, the internal state (special pattern process flag) is updated to a value (6 in this example) corresponding to the small win closing post-processing (step 010IWS116).
[0259] Processing after closing the small win (step 010IWS116): Executed when the value of the special symbol process flag is 6. If the V winning flag is set, the internal state (special symbol process flag) is updated to a value (7 in this example) corresponding to the processing before opening the big win (step 010IWS117). If the V winning flag is not set, the internal state (special symbol process flag) is updated to a value (0 in this example) corresponding to the normal processing of the special symbol (step 010IWS110).
[0260] The process before the big win release (step S10IWS117) to the process after the big win (step S10IWS120) is generally the same as the process before the big win release (step S114) to the process after the big win (step S117) shown in FIG.
[0261] In this example, the game immediately transitions to the jackpot game after a jackpot is determined and the jackpot / small jackpot symbols are derived and displayed, or after a V win occurs during a small jackpot game and the small jackpot game ends, but this is not limited to this. For example, instead of immediately transitioning to the jackpot game, the game may be configured to transition to the jackpot game on the condition that the game ball passes through an operating gate (which may also serve as the passing gate 41) provided in the game area.
[0262] (Start winning judgment processing) 8-11 is a flowchart showing the start winning determination process (step 010IWS101). In the start winning determination process, the game control microcomputer 100 (specifically, the CPU 103) first checks whether the first start port switch 22A is on or not (step 010IWS1211). If the first start port switch 22A is not on, the process proceeds to step 010IWS1221. If the first start port switch 22A is on, the CPU 103 checks whether the first reserved memory number has reached the upper limit (specifically, whether the value of the first reserved memory number counter for counting the first reserved memory number is 4 or not) (step 010IWS1212).
[0263] If the first reserved memory number has not reached the upper limit, CPU 103 increments the value of the first reserved memory number counter by 1 (step 010IWS1213). CPU 103 also increments the value of the total reserved memory number counter, which counts the total number of the first reserved memory number and the second reserved memory number, by 1 (step 010IWS1214). Next, CPU 103 extracts values from counters for generating random numbers such as random numbers for winning determination, random numbers for type determination, and random numbers for determining variation patterns, and executes a process of storing these in a storage area in the first reserved memory buffer (step 010IWS1215). In addition, a storage area corresponding to the upper limit of the first reserved memory number (4 in this example) is secured in the first reserved memory buffer and is formed in RAM 102.
[0264] Next, CPU 103 executes a winning time determination process to determine in advance at the time of the starting winning time the result of the change in the display and the change pattern when the change based on the detected starting winning is subsequently executed (step 010IWS1216). Then, CPU 103 controls to send a symbol designation command to performance control CPU 120 based on the determination result of the winning time determination process (step 010IWS1217), and also controls to send a change category command to performance control CPU 120 (step 010IWS1218). CPU 103 also controls to send a first reserved memory number addition designation command to performance control CPU 120 (step 010IWS1219). Then, the process proceeds to step 010IWS1221.
[0265] Next, CPU 103 checks whether second start port switch 22B is on or not (step 010IWS1221). If second start port switch 22B is not on, the process ends. If second start port switch 22B is on, CPU 103 checks whether the second reserved memory count has reached the upper limit (specifically, whether the value of the second reserved memory count counter for counting the second reserved memory count is 4 or not) (step 010IWS1222).
[0266] If the second reserved memory number has not reached the upper limit, CPU 103 increments the value of the second reserved memory number counter by 1 (step 010IWS1223). CPU 103 also increments the value of the total reserved memory number counter by 1 (step 010IWS1224). Next, CPU 103 executes a process of extracting values from counters for generating random numbers such as random numbers for winning determination, random numbers for type determination, and random numbers for determining variation patterns, and stores these in a storage area in the second reserved memory buffer (step 010IWS1225). In addition, a storage area corresponding to the upper limit of the second reserved memory number (4 in this example) is secured in the second reserved memory buffer, and is formed in RAM 102.
[0267] Next, CPU 103 executes a winning determination process (step 010IWS1226). Then, CPU 103 controls to send a pattern designation command to performance control CPU 120 based on the determination result of the winning determination process (step 010IWS1227), and also controls to send a variable category command to performance control CPU 120 (step 010IWS1228). CPU 103 also controls to send a second reserved memory count addition designation command to performance control CPU 120 (step 010IWS1229). Then, the start winning determination process ends.
[0268] (Special pattern normal processing) FIG. 8-12 is a flowchart showing the normal special symbol processing (step 010IWS110) in the special symbol process processing. In the normal special symbol processing, CPU 103 checks the value of the total reserved memory count (step 010IWS51). Specifically, it checks the count value of the total reserved memory count counter for counting the total number of the first reserved memory count and the second reserved memory count. If the total reserved memory count is not 0, CPU 103 checks whether the second reserved memory count is 0 (step 010IWS52). Specifically, it checks whether the value of the second reserved memory count counter for counting the second reserved memory count is 0. If the second reserved memory count is not 0, CPU 103 sets the special symbol pointer (a flag indicating whether the special symbol process processing is being performed for the first special symbol or the second special symbol) to data indicating "2nd" (step 010IWS53). If the second reserved memory number is 0 (that is, if only the first reserved memory number is accumulated), the CPU 103 sets data indicating "first" to the special symbol pointer (step 010IWS54).
[0269] In this characteristic part 010IW, by executing the processing of steps 010IWS52 to S54, the variable display of the second special symbol is executed with priority over the variable display of the first special symbol. In other words, the second start condition for starting the variable display of the second special symbol is controlled to be established with priority over the first start condition for starting the variable display of the first special symbol.
[0270] In addition, the present invention is not limited to the form shown in this example, and may be configured, for example, to execute the variable display of the first special pattern and the variable display of the second special pattern in the order in which the game balls enter the first starting winning port and the second starting winning port.
[0271] Next, CPU 103 reads out each random number stored in the storage area in RAM 102 corresponding to the reserved memory number=1 indicated by the special symbol pointer, and stores it in the random number buffer area of RAM 102 (step 010IWS55). Specifically, when the special symbol pointer indicates "first," CPU 103 reads out each random number stored in the storage area in the first reserved memory number buffer corresponding to first reserved memory number=1, and stores it in the random number buffer area of RAM 102. Also, when the special symbol pointer indicates "second," CPU 103 reads out each random number stored in the storage area in the second reserved memory number buffer corresponding to second reserved memory number=1, and stores it in the random number buffer area of RAM 102.
[0272] Then, CPU103 subtracts 1 from the count value of the reserved memory number counter pointed to by the special symbol pointer, and shifts the contents of each storage area (step 010IWS56). Specifically, when the special symbol pointer points to "1st", CPU103 subtracts 1 from the count value of the first reserved memory number counter, and shifts the contents of each storage area in the first reserved memory number buffer. Also, when the special symbol pointer points to "2nd", CPU103 subtracts 1 from the count value of the second reserved memory number counter, and shifts the contents of each storage area in the second reserved memory number buffer.
[0273] That is, when the special symbol pointer indicates "1st", the CPU 103 stores each random number stored in the storage area corresponding to the first reserved memory number = n (n = 2, 3, 4) in the first reserved memory number buffer of the RAM 102 in the storage area corresponding to the first reserved memory number = n-1. Also, when the special symbol pointer indicates "2nd", the CPU 103 stores each random number stored in the storage area corresponding to the second reserved memory number = n (n = 2, 3, 4) in the second reserved memory number buffer of the RAM 102 in the storage area corresponding to the second reserved memory number = n-1.
[0274] Therefore, the order in which the random number values stored in the respective storage areas corresponding to each first reserved memory number (or each second reserved memory number) are extracted always matches the order of the first reserved memory number (or second reserved memory number) = 1, 2, 3, 4.
[0275] Then, CPU 103 decrements the value of the total pending memory count by 1. That is, the count value of the total pending memory count counter is decremented by 1 (step 010IWS57). CPU 103 stores the value of the total pending memory count counter before the count value is decremented by 1 in a predetermined area of RAM 102.
[0276] Next, CPU 103 reads the random number for determining a win from the random number buffer area (step 010IWS58) and executes the jackpot determination module (step 010IWS59). In this case, CPU 103 reads the random number for determining a win that was extracted in the start winning determination process (step 010IWS101) and previously stored in the first reserved memory buffer or the second reserved memory buffer, and performs a jackpot determination. The jackpot determination module is a program that executes a process that compares a predetermined jackpot determination value (see Figure 8-4(A)) with the random number for determining a win and determines that a jackpot has occurred if they match. In other words, it is a program that executes the jackpot determination process. If the value of the random number for determining a win matches one of the jackpot determination values, CPU 103 determines that a jackpot has occurred for the special symbol. If a jackpot has been determined (Y in step 010IWS60), the process proceeds to step 010IWS61. On the other hand, if it is determined not to be a jackpot (N in step 010IWS60), the process proceeds to step 010IWS63. Note that determining whether to be a jackpot means determining whether to transition to a jackpot gaming state, but also determining whether to set the stopped symbol on the special symbol display as a jackpot symbol.
[0277] In step 010IWS61, CPU 103 sets a jackpot flag indicating a jackpot. Then, CPU 103 determines the type of jackpot to be the type (7R jackpot A, 7R jackpot B, 10R jackpot, 4R jackpot) corresponding to the value that matches the value of the type-determining random number stored in the random number buffer area (step 010IWS62). In this case, CPU 103 reads out the type-determining random number extracted in the start-up winning determination process (step 010IWS101) and stored in advance in the first reserved memory buffer or the second reserved memory buffer, and determines the type of jackpot. Then, the process proceeds to step 010IWS68.
[0278] Meanwhile, in step 010IWS63, the CPU 103 selects the small win determination table indicated by the special symbol pointer. In this case, if the value of the special symbol pointer indicates "1," the small win determination table for the first special symbol is selected, and if the value of the special symbol pointer indicates "2," the small win determination table for the second special symbol is selected. Then, using the selected small win determination table, the CPU 103 performs a lottery process based on the win determination random number to determine whether or not a small win has occurred (step 010IWS64). Note that in this example, as shown in Figures 8-4 (B) and (C), a small win is not determined when the variable display of the first special symbol is executed, but when the variable display of the second special symbol is executed, a small win is determined with a probability of approximately 17.4%.
[0279] In this example, a configuration is shown in which a small win may be determined only when the variable display of the second special pattern is executed, but it may also be configured so that a small win can be determined with a low probability even when the variable display of the first special pattern is executed.
[0280] If it is determined that a small win has occurred (Y in step 010IWS65), CPU 103 sets a small win flag indicating that it is a small win (step 010IWS66). Then, CPU 103 determines the type of small win to be the type (small win A or small win B) corresponding to the value that matches the value of the type determination random number stored in the random number buffer area (step 010IWS67). In this case, CPU 103 reads the type determination random number extracted in the start winning determination process (step 010IWS101) and stored in advance in the second reserved memory buffer, and determines the type of small win. Then, the process proceeds to step 010IWS68.
[0281] Next, the CPU 103 determines whether to make it a big win or a small win, the type of big win, and the stopping symbol of the special symbol according to the determination result of the type of small win (step 010IWS68). In this case, for example, if it is determined to be a 7R big win A, the stopping symbol of the special symbol is determined to be "3", if it is determined to be a 7R big win B, the stopping symbol of the special symbol is determined to be "5", if it is determined to be a 10R big win, the stopping symbol of the special symbol is determined to be "7", if it is determined to be a 4R big win, the stopping symbol of the special symbol is determined to be "9", if it is determined to be a small win A, the stopping symbol of the special symbol is determined to be "1", if it is determined to be a small win B, the stopping symbol of the special symbol is determined to be "2", and if it is determined to be a loss, the stopping symbol of the special symbol is determined to be "-". Furthermore, the CPU 103 stores the determined special symbols to be stopped in a stop symbol storage area provided in the RAM 102 (step 010IWS69).
[0282] Then, the CPU 103 updates the value of the special symbol process flag (step 010IWS70) to a value corresponding to the variable pattern setting process (step 010IWS111).
[0283] (Variation pattern setting process) 8-13 is a flowchart showing the variable pattern setting process (step 010IWS111) in the special symbol process. In the variable pattern setting process, the game control microcomputer 100 (specifically, the CPU 103) first checks whether the value of the special symbol pointer is a value indicating "second" (step 010IWS1701). If the value of the special symbol pointer is not a value indicating "second" (that is, if the variable display of the first special symbol is to be executed), the CPU 103 selects the variable pattern table for the first special symbol shown in FIG. 8-7 (A) as a table for determining the variable pattern (step 010IWS1702).
[0284] If the value of the special symbol pointer is a value indicating "second" (i.e., if the variable display of the second special symbol is executed), the CPU 103 checks whether the first high base flag indicating the first high base state is set (step 010IWS1703). If the first high base flag is set (i.e., if the first high base state is established), the CPU 103 selects the variable pattern table for the second special symbol [for the first high base state] shown in Figure 8-7 (C) as a table for determining the variable pattern (step 010IWS1704).
[0285] If the first high base flag is not set, the CPU 103 checks whether the second high base flag indicating the second high base state is set (step 010IWS1705). If the second high base flag is set (i.e., if the second high base state is in effect), the CPU 103 selects the fluctuation pattern table for the second special symbol shown in Figure 8-7 (D) [for the second high base state] as a table for determining the fluctuation pattern (step 010IWS1706).
[0286] If the second high base flag is also not set (i.e., if it is in a normal state), CPU 103 selects the fluctuation pattern table [for normal state] for the second special pattern shown in Figure 8-7 (B) as a table for determining the fluctuation pattern (step 010IWS1707).
[0287] Next, the CPU 103 determines which of the variation patterns shown in FIG. 8-7 to use based on the variation pattern table determined to be used in steps S1702, S1704, S1706, and S1707 and the variation pattern determination random numbers stored in the first reserved memory buffer and the second reserved memory buffer (step S1708). In this example, by determining the variation pattern, the variation time of the first special symbol and the second special symbol is determined. After determining the variation time, the variation pattern to which the determined variation time is set may be selected from multiple variation patterns.
[0288] When the variation pattern is determined, the CPU 103 performs control to transmit a variation pattern command indicating the determined variation pattern to the performance control CPU 120 (step 010IWS1709).
[0289] Furthermore, when the variation time (variation pattern) of the first special symbol or second special symbol is determined in step 010IWS1708, CPU 103 sets variation time data indicating the determined variation time in a variation time timer and starts measuring the variation time (step 010IWS1710), and starts displaying the variation of the first special symbol on first special symbol display device 4A or the variation of the second special symbol on second special symbol display device 4B (step 010IWS1711). Then, CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol variation process (step 010IWS1712).
[0290] (Special pattern change processing) 8-14 is a flowchart showing the special symbol variation process (step 010IWS112) in the special symbol process. In the special symbol variation process, the game control microcomputer 100 (specifically, the CPU 103) first controls to send any of the display result designation commands (display result 1 designation command to display result 7 designation command) to the performance control CPU 120 based on the decision result of whether or not to determine a big win, the decision result of whether or not to determine a small win, the decision result of the big win type, and the decision result of the small win type, if they have not been sent yet (step 010IWS1121).
[0291] Next, the CPU 103 subtracts 1 from the variable time timer (step 010IWS1122), and when the variable time timer times out (step 010IWS1123), it sets a value corresponding to the symbol determination period (e.g., 0.5 seconds) to a symbol determination period timer for measuring the determined display period of the stopped symbols of the first special symbol and the second special symbol (step 010IWS1124). The CPU 103 also controls to transmit a symbol determination command indicated by the special symbol pointer to the performance control CPU 120 (step 010IWS1125). In this case, if the value of the special symbol pointer is a value indicating "first," it controls to transmit the first symbol determination command, and if the value of the special symbol pointer is a value indicating "second," it controls to transmit the second symbol determination command.
[0292] Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol stop process (step 010IWS113) (step 010IWS1126).
[0293] (Special pattern stop processing) 8-15 is a flowchart showing the special symbol stop process (step 010IWS113) in the special symbol process. In the special symbol stop process, the CPU 103 first subtracts 1 from the value of the symbol determination period timer (step 010IWS131), and then checks whether the value of the symbol determination period timer after subtraction is 0 (step 010IWS132).
[0294] If the value of the symbol determination period timer after subtraction is not 0 (i.e., the determined display period of the stopped symbol of the first special symbol or the second special symbol has not yet ended), the special symbol stop process is ended. If the value of the symbol determination period timer after subtraction is 0 (i.e., the determined display period of the stopped symbol of the first special symbol or the second special symbol has ended), the CPU 103 checks whether the jackpot flag is set (step 010IWS133).
[0295] If the jackpot flag is set, CPU 103 checks whether the first high base flag or the second high base flag is set (step 010IWS134). If the first high base flag or the second high base flag is set, CPU 103 sets a high base memory flag indicating that the high base state was in effect at the start of the jackpot (step 010IWS135). If the flag is set, CPU 103 resets the first high base flag, the second high base flag, and a high base count counter for counting the number of times the variable display was executed during the high base state (step 010IWS136).
[0296] Next, the CPU 103 controls to send a jackpot start command to the performance control CPU 120 (step 010IWS137). Next, the CPU 103 sets a timer for time before the opening of the large prize opening to measure the time before the opening of the large prize opening (fanfare time) until the special variable prize ball device 7 is controlled to the open state (step 010IWS138). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the jackpot opening pre-processing (step 010IWS139).
[0297] If the jackpot flag is not set (N in step 010IWS133), CPU 103 checks whether the value of a high base count counter, which counts the number of times the variable display is executed during the high base state, is 0 (step 010IWS140). If the value of the high base count counter is not 0, CPU 103 subtracts 1 from the value of the high base count counter (step 010IWS141) and checks whether the value of the high base count counter after the subtraction is 0 (step 010IWS142). If the value of the high base count counter after the subtraction is 0, CPU 103 resets the first high base flag or the second high base flag that has been set (step 010IWS143) and ends the high base state. CPU 103 also controls the transmission of a normal state designation command to performance control CPU 120 (step 010IWS144).
[0298] Next, the CPU 103 checks whether the small win flag is set (step 010IWS145). If the small win flag is set, it controls to send a small win start command to the performance control CPU 120 (step 010IWS146). Next, the CPU 103 sets a value corresponding to the fanfare time of the small win (8 seconds in this example) to a special prize opening pre-opening time timer, which measures the time before the special prize opening is opened (fanfare time) until the special variable prize ball device 010IW17 is controlled to the open state (step 010IWS147). Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the small win opening pre-processing (step 010IWS114) (step 010IWS148).
[0299] If the small win flag is not set (that is, if it is a miss), the CPU 103 updates the value of the special symbol process flag to a value corresponding to the normal special symbol processing (step 010IWS110) (step 010IWS149).
[0300] (Pre-processing for small hit release) 8-16 is a flowchart showing the pre-processing for the small win opening in the special symbol process (step 010IWS114). In the pre-processing for the small win opening, the CPU 103 first checks whether the timer for the time before the special winning opening has timed out (step 010IWS401). If the timer for the time before the special winning opening has not timed out (i.e., if the fanfare time has not elapsed), the process ends.
[0301] If the timer for the time before the special winning opening has timed out (i.e., if the fanfare time has elapsed), the CPU 103 starts driving the solenoid 010IW83 and controls the special variable winning ball device 010IW17 to an open state (step 010IWS402). The CPU 10103 also sets the opening time timer to a value corresponding to the first opening time of the special winning opening (step 010IWS403). In this case, if the small win A is selected, the opening time timer is set to a value corresponding to 0.016 seconds (see FIG. 8-6(1)). If the small win B is selected, the opening time timer is set to a value corresponding to 1.6 seconds (see FIG. 8-6(3)).
[0302] Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the small win opening process (step 010IWS115) (step 010IWS404).
[0303] (Processing during small hit opening) 8-17 is a flowchart showing the small win opening process (step 010IWS115) in the special symbol process. In the small win opening process, the CPU 103 first checks whether the special winning hole switch 010IW24 is turned on (step 010IWS421). If the special winning hole switch 010IW24 is turned on (i.e., if the entry of a game ball into the special winning hole is detected), the CPU 103 performs control to send a special winning hole entry designation command to the presentation control CPU 120 (step 010IWS422).
[0304] Next, the CPU 103 checks whether the V winning port switch 010IW25 is turned on (step 010IWS423). If the V winning port switch 010IW25 is turned on (i.e., if the entry of a game ball into the V winning port is detected), the CPU 103 performs control to send a V winning port winning designation command to the performance control CPU 120 (step 010IWS424). In addition, the CPU 103 sets a V winning flag indicating that a V winning has occurred (step 010IWS425).
[0305] Next, the CPU 103 checks whether it is time to open the V prize opening / closing plate 010IW04 (step 010IWS426). Whether it is time to open the V prize opening / closing plate 010IW04 can be determined, for example, by setting a timer when the small win game starts and checking whether a predetermined time (8 seconds in this example) has elapsed since the start of the small win game. If it is time to open the V prize opening / closing plate 010IW04, the CPU 103 starts driving the solenoid 010IW84 and controls the V prize opening / closing plate 010IW04 to the open state (step 010IWS427).
[0306] Next, the CPU 103 checks whether it is time to close the V prize opening opening / closing plate 010IW04 (step 010IWS428). Whether it is time to close the V prize opening opening / closing plate 010IW04 can be determined, for example, by setting a timer when the V prize opening opening / closing plate 010IW04 starts to open, and checking whether a predetermined time (8 seconds in this example) has elapsed since the V prize opening opening / closing plate 010IW04 started to open. If it is time to close the V prize opening opening / closing plate 010IW04, the CPU 103 stops driving the solenoid 010IW84 and controls the V prize opening opening / closing plate 010IW04 to a closed state (step 010IWS429).
[0307] Next, CPU 103 checks whether the value of the open time timer, which measures the opening time of the special winning opening, is 0 (step 010IWS430). If the value of the open time timer is not 0 (i.e., if the special winning opening is currently open), CPU 103 subtracts 1 from the value of the open time timer (step 010IWS431), and checks whether the value of the open time timer after subtraction is 0 (step 010IWS432). If the value of the open time timer is 0, CPU 103 stops driving solenoid 010IW83 and controls special variable winning ball device 010IW17 to a closed state (step 010IWS433). CPU 103 also sets a value equivalent to a predetermined closing time (interval time) to a closing time timer, which measures the closing time after the special winning opening is opened (step 010IWS434). Then, processing ends.
[0308] If the open time timer is 0 in step 010IWS430 (i.e., if the special winning opening is currently closed), CPU 103 subtracts 1 from the value of the close time timer (step 010IWS435) and checks whether the value of the close time timer after subtraction is 0 (step 010IWS436). If the value of the close time timer is 0, CPU 103 checks whether all of the special winning openings have already been opened (step 010IWS437). In this example, if the special winning openings have already been opened four times, the answer is Yes in step 010IWS437 and the process proceeds to step 010IWS440.
[0309] If all the special winning holes have not been opened (i.e., if the second to tenth openings remain), the CPU 103 starts driving the solenoid 010IW83 to control the special variable winning ball device 010IW17 to the open state (step 010IWS438). The CPU 103 also sets a value equivalent to the opening time (0.016 seconds in this example) in the closing time timer (step 010IWS439). Then, the process ends.
[0310] If all the special winning ports have been opened (Y in step 010IWS437), the CPU 103 updates the value of the special symbol process flag to a value corresponding to the small win closing post-processing (step 010IWS116) (step 010IWS440).
[0311] (Processing after closing small hit) 8-18 is a flowchart showing the post-small win closing process (step 010IWS116) in the special symbol process. In the post-small win closing process, the CPU 103 checks whether the small win end display timer is set (step 010IWS451), and if the small win end display timer is set, proceeds to step 010IWS453. If the small win end display timer is not set, the CPU 103 sets the small win end display timer to a value corresponding to the display time corresponding to the time during which the small win end display is being displayed on the image display device 5 (small win end display time) (step 010IWS452), and ends the process.
[0312] In step 010IWS453, the CPU 103 subtracts 1 from the value of the small win end display timer. Then, the CPU 103 checks whether the value of the small win end display timer is 0, that is, whether the small win end display time has elapsed (step 010IWS454). If it has not elapsed, the process ends.
[0313] If the small win end display time has elapsed, CPU 103 checks whether the V prize flag is set (step 010IWS455). If the V prize flag is set, CPU 103 checks whether the first high base flag or the second high base flag is set (step 010IWS456). If the first high base flag or the second high base flag is set, CPU 103 sets the high base memory flag (step 010IWS457). If the flag is set, CPU 103 resets the first high base flag, the second high base flag, and the high base count counter (step 010IWS458).
[0314] Next, the CPU 103 resets the V winning flag (step 010IWS459). Also, the CPU 103 controls to send a big win start designation command to the performance control CPU 120 (step 010IWS460). Also, the CPU 103 sets a big win opening pre-time timer (step 010IWS461).
[0315] Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the pre-hit process (step 010IWS117) (step 010IWS462).
[0316] If it is confirmed that the V winning flag is not set in the processing of step 010IWS456, the CPU 103 resets the small win flag (step 010IWS463). Also, the CPU 103 performs control to send a small win end designation command to the performance control CPU 120 (step 010IWS464).
[0317] Next, the CPU 103 checks whether the second high base flag is set (step 010IWS465). If the second high base flag is set (i.e., if the second high base state is in progress), the CPU 103 checks whether the small win game based on the small win B is to be ended (step 010IWS466). Whether the small win B is reached can be determined, for example, by checking whether the stopped symbol of the special symbol stored in the stopped symbol memory area (see step 010IWS69) is the symbol "2" corresponding to the small win B. If the small win game based on the small win B is to be ended, the CPU 103 resets the set second high base flag (step 010IWS467) and ends the second high base state. The CPU 103 also controls the transmission of a normal state designation command to the performance control CPU 120 (step 010IWS468).
[0318] As described above, in this example, when a small hit B occurs during the second high base state, the second high base state is ended and the state transitions to the normal state when the small hit game ends. Note that this is not limited to the processing mode shown in this example, and for example, the processing of steps 010IWS465 to S468 may be configured to be executed in the special symbol stop processing, and when a small hit B occurs during the second high base state, the second high base state may be ended and the state transitioned to the normal state before the small hit game starts.
[0319] Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step 010IWS110) (step 010IWS469).
[0320] (Jackpot end processing) FIG. 8-19 is a flowchart showing the jackpot end process (step 010IWS121) in the special symbol process. In the jackpot end process, the CPU 103 checks whether the jackpot end display timer is set (step 010IWS531), and if the jackpot end display timer is set, proceeds to step 010IWS535. If the jackpot end display timer is not set, the CPU 103 resets the jackpot flag or the small jackpot flag (step 010IWS532) and performs control to send a jackpot end designation command (step 010IWS533). Then, the CPU 103 sets the jackpot end display timer to a value corresponding to the display time corresponding to the time during which the jackpot end display is being displayed on the image display device 5 (jackpot end display time) (step 010IWS534), and ends the process.
[0321] In step 010IWS535, the CPU 103 subtracts 1 from the value of the jackpot end display timer. Then, the CPU 103 checks whether the value of the jackpot end display timer is 0, that is, whether the jackpot end display time has elapsed (step 010IWS536). If it has not elapsed, the process ends.
[0322] If the jackpot end display time has elapsed (Y in step 010IWS536), the CPU 103 checks whether the jackpot that is ending this time is a 7R jackpot A (step 010IWS537). Whether it is a 7R jackpot A can be determined, for example, by checking the stopped symbol of the special symbol stored in the stopped symbol memory area in step 010IWS69. If it is a 7R jackpot A, the CPU 103 sets a second high base flag and controls to the second high base state (step 010IWS538). The CPU 103 also sets the high base count counter to "99" (step 010IWS539). The CPU 103 also controls to send a second high base state designation command to the performance control CPU 120 (step 010IWS540). Then, the process proceeds to step 010IWS552.
[0323] If it is not a 7R jackpot A, the CPU 103 checks whether the jackpot that will end this time is a 7R jackpot B (step 010IWS541). Whether it is a 7R jackpot B can be determined, for example, by checking the stopped symbol of the special symbol stored in the stopped symbol memory area in step 010IWS69. If it is a 7R jackpot B, the CPU 103 sets the first high base flag and controls to the first high base state (step 010IWS542). The CPU 103 also sets the high base count counter to "1" (step 010IWS543). The CPU 103 also controls to send a first high base state designation command to the performance control CPU 120 (step 010IWS544). Then, the process proceeds to step 010IWS552.
[0324] If it is not a 7R jackpot B (i.e., if it is a jackpot based on a 10R jackpot, a 4R jackpot, or a small jackpot A resulting in a V win), CPU103 checks whether the high base memory flag is set (step 010IWS545). If the high base memory flag is set (i.e., if the high base state was reached at the start of the jackpot), CPU103 sets the second high base flag and controls the state to the second high base state (step 010IWS546). CPU103 also sets the high base count counter to "99" (step 010IWS547). CPU103 also controls the transmission of a second high base state designation command to the performance control CPU120 (step 010IWS548). Then, the process proceeds to step 010IWS552.
[0325] If the high base memory flag is not set (i.e., if the low base state was in effect at the start of the jackpot), CPU 103 sets the first high base flag and controls to the first high base state (step 010IWS549). CPU 103 also sets the high base count counter to "4" (step 010IWS550). CPU 103 also controls to send a first high base state designation command to performance control CPU 120 (step 010IWS551). Then, the process proceeds to step 010IWS552.
[0326] Next, if the high base memory flag is set, the CPU 103 resets the high base memory flag (step 010IWS552).Then, the CPU 103 updates the value of the special symbol process flag to a value corresponding to the special symbol normal process (step 010IWS110) (step 010IWS553).
[0327] In this example, a single high base counter is provided as a counter for counting the number of high base times, but this is not a limitation. For example, in this example, since the variable display of the second special symbol is primarily executed with priority during the high base state, a counter (special symbol 2 high base counter) for counting only the number of times the variable display of the second special symbol is executed during the high base state and a counter (total high base counter) for counting the total number of times the variable display of the first special symbol and the variable display of the second special symbol are executed during the high base state may be provided. Then, in the processing of steps S10IWS140 to S144 of the special symbol stop processing, a process for updating the special symbol 2 high base counter and the total high base counter is executed, and the high base state may be terminated and the state transitioned to the normal state based on which value of either counter reaches 0 first.
[0328] (state transition) Next, the state transition in this feature section 010IW will be explained. Figure 8-20 is a state transition diagram for explaining the state transition in this feature section 010IW. In a normal state (normal state without remaining reserves) that is not a so-called consecutive win state, the variable display of the first special symbol is mainly executed, and the jackpot (so-called first win) may be a 7R jackpot A or a 7R jackpot B. As shown in Figure 8-20, if a 7R jackpot A occurs, the state is controlled to the second high base state (see step 010IWS538). Also, if a 7R jackpot B occurs, the state is controlled to the first high base state (see step 010IWS542).
[0329] As shown in FIG. 8-20, during the first first high base state after the first win, the variable display of the second special symbol is mainly executed, and the first high base state continues until one variable display is completed (see step 010IWS543). If a small win A occurs during the first high base state and a V win occurs during the small win game, the system is controlled to the second high base state as shown in FIG. 8-20 (see step 010IWS546). Even if a 10R jackpot or a 4R jackpot occurs during the first high base state, although the probability is low, the system is also controlled to the second high base state as shown in FIG. 8-20 (see step 010IWS546). On the other hand, if one variable display is completed without the occurrence of a small win A, a 10R jackpot, or a 4R jackpot, the system ends the first high base state and transitions to the normal state as shown in FIG. 8-20 (see steps 010IWS140-S144).
[0330] As shown in FIG. 8-20, in the second high base state, the variable display of the second special symbol is mainly executed, and the second high base state continues until a big win or small win occurs or 99 variable displays are completed (see steps 010IWS539 and S547). If a small win A occurs during the second high base state and a V prize occurs during the small win game, the system is controlled again to the second high base state as shown in FIG. 8-20 (see step 010IWS546). Even if a 10R big win or a 4R big win occurs during the second high base state, although the probability is low, the system is controlled again to the second high base state as shown in FIG. 8-20 (see step 010IWS546). Furthermore, if a small win B occurs during the second high base state, a V prize does not occur during the small win game, and the system ends the second high base state and transitions to the normal state as shown in FIG. 8-20 (see steps 010IWS465-S468).
[0331] In addition, even if the 99 variable displays are completed without the occurrence of any of small hit A, small hit B, 10R jackpot, and 4R jackpot, as shown in Figure 8-20, the second high base state is terminated and the state transitions to the normal state (see steps 010IWS140 to S144). However, in this example, small hit A occurs with a probability of about 1 / 7, and small hit B occurs with a probability of about 1 / 32, so it is rare for the state to transition to the normal state based on the completion of 99 variable displays during the second high base state.
[0332] Since a maximum of four remaining reserves can be accumulated during the first high base state or the second high base state, the variable display of the second special symbol is mainly executed for the period when there are remaining reserves even after transitioning from the first high base state or the second high base state to the normal state. If a small win A occurs in the variable display of the second special symbol for this remaining reserve, and a V win occurs during the small win game, the system is controlled again to the first high base state as shown in Figure 8-20 (see step 010IWS549). Therefore, even if the system transitions to the normal state once, there is still room for the consecutive win state to continue due to the remaining reserves. In addition, even if a 10R jackpot or a 4R jackpot occurs in the variable display of the second special symbol for this remaining reserve, although this is a low probability, the system is controlled again to the first high base state as shown in Figure 8-20 (see step 010IWS549).
[0333] As shown in FIG. 8-20, in the first high base state entered by the remaining reserve, the variable display of the second special symbol is mainly executed, and the first high base state continues until four variable displays are completed (see step 010IWS550). If a small win A occurs during the first high base state and a V win occurs during the small win game, the system is controlled to the second high base state as shown in FIG. 8-20 (see step 010IWS546). Even if a 10R jackpot or a 4R jackpot occurs during the first high base state, although the probability is low, the system is controlled to the second high base state as shown in FIG. 8-20 (see step 010IWS546). On the other hand, if four variable displays are completed without the occurrence of a small win A, a 10R jackpot, or a 4R jackpot, the system ends the first high base state and transitions to the normal state as shown in FIG. 8-20 (see steps 010IWS140-S144). Therefore, the consecutive win state is completely terminated.
[0334] (Command analysis process) 8-21 to 8-23 are flowcharts showing a specific example of the command analysis process (step S75). The performance control commands received from the main board 11 are stored in the received command buffer, and in the command analysis process, the performance control CPU 120 checks the contents of the commands stored in the command receive buffer.
[0335] In the command analysis process, the performance control CPU 120 first checks whether a received command is stored in the command receive buffer (step 010IWS611). Whether a command is stored is determined by comparing the value of the command reception counter with the read pointer. If the two match, the received command is not stored. If a received command is stored in the command receive buffer, the performance control CPU 120 reads out the received command from the command receive buffer (step 010IWS612). After reading out, the value of the read pointer is incremented by 2 (step 010IWS613). The increment of 2 is because two bytes (one command) are read out at a time.
[0336] If the received performance control command is a variation pattern command (step 010IWS614), the performance control CPU 120 stores the received variation pattern command in a variation pattern command storage area formed in the RAM 122 (step 010IWS615), and sets a variation pattern command reception flag (step 010IWS616).
[0337] If the received performance control command is a display result designation command (step 010IWS617), the performance control CPU 120 stores the received display result designation command in a display result designation command storage area formed in RAM 122 (step 010IWS618).
[0338] If the received effect control command is either a symbol determination command (first symbol determination command, second symbol determination command) (step 010IWS619), the effect control CPU 120 sets a determination command reception flag corresponding to the received symbol determination command (step 010IWS620). For example, if the first symbol determination command is received, the first determination command reception flag is set. Also, for example, if the second symbol determination command is received, the second determination command reception flag is set.
[0339] If the received presentation control command is a jackpot start command (step 010IWS621), the presentation control CPU 120 sets a jackpot start command reception flag (step 010IWS622).If the received presentation control command is a jackpot end command (step 010IWS623), the presentation control CPU 120 sets a jackpot end command reception flag (step 010IWS624).
[0340] If the received presentation control command is a command to designate a large prize slot winning (step 010IWS625), the presentation control CPU 120 sets the large prize slot winning designation command reception flag (step 010IWS626). If the received presentation control command is a command to designate a special prize slot winning (step 010IWS627), the presentation control CPU 120 sets the special prize slot winning designation command reception flag (step 010IWS628). If the received presentation control command is a command to designate a V prize slot winning (step 010IWS629), the presentation control CPU 120 sets the V prize slot winning designation command reception flag (step 010IWS630).
[0341] If the received performance control command is any of the pattern designation commands (step 010IWS631), the performance control CPU 120 stores the received pattern designation command in the first available storage area in the start winning command storage area formed in RAM 122 (step 010IWS632).
[0342] If the received performance control command is one of the variable category commands (step 010IWS633), the performance control CPU 120 stores the received variable category command in the storage area of the start winning command storage area formed in RAM 122 in which the latest pattern designation command is stored (step 010IWS634).
[0343] If the received effect control command is a first pending memory addition designation command (step 010IWS635), the effect control CPU 120 stores the received first pending memory addition designation command in a storage area in the start winning command storage area formed in RAM 122 in which the latest symbol designation command and variable category command are stored (step 010IWS636). The effect control CPU 120 also adds 1 to the value of the first pending memory count stored in RAM 122 (step 010IWS637). The effect control CPU 120 also updates the first pending memory display (a display that can identify the first pending memory count) displayed on the image display device 5 based on the value of the first pending memory count after the addition (step 010IWS638).
[0344] If the received effect control command is a second reserved memory addition designation command (step 010IWS639), the effect control CPU 120 stores the received second reserved memory addition designation command in a storage area in the start winning command storage area formed in RAM 122 in which the latest symbol designation command and variable category command are stored (step 010IWS640). The effect control CPU 120 also adds 1 to the value of the second reserved memory count stored in RAM 122 (step 010IWS641). The effect control CPU 120 also updates the second reserved memory display (a display that can identify the second reserved memory count) displayed on the image display device 5 based on the value of the second reserved memory count after the addition (step 010IWS642).
[0345] In this example, by executing the processing of steps 010IWS631 to S642, when a start winning occurs, a pattern designation command, a variable category command, and a reserved memory addition designation command (first reserved memory addition designation command, second reserved memory addition designation command) are stored in association with each other in the command storage area at the time of the start winning.
[0346] It is also possible to configure the system so that it has a first start winning command storage area corresponding to the first reserved memory and a second start winning command storage area corresponding to the second reserved memory separately. In this case, the first start winning command storage area stores a symbol designation command, a variable category command, and a first reserved memory addition designation command in association with each other, and the second start winning command storage area stores a symbol designation command, a variable category command, and a second reserved memory addition designation command in association with each other.
[0347] If the received performance control command is a first reserved memory subtraction command (step 010IWS643), the performance control CPU 120 subtracts 1 from the value of the first reserved memory count stored in RAM 122 (step 010IWS644). In addition, the performance control CPU 120 updates the first reserved memory display displayed on the image display device 5 based on the value of the first reserved memory count after subtraction (step 010IWS645).
[0348] If the received performance control command is a second reserved memory subtraction command (step 010IWS646), the performance control CPU 120 subtracts 1 from the value of the second reserved memory count stored in RAM 122 (step 010IWS647). In addition, the performance control CPU 120 updates the second reserved memory display displayed on the image display device 5 based on the value of the second reserved memory count after subtraction (step 010IWS648).
[0349] If the received performance control command is a normal state designation command (step 010IWS649), the performance control CPU 120 controls the image display device 5 to switch to a background image corresponding to the normal state (for example, a blue background image corresponding to the ocean mode) (step 010IWS650). In addition, the performance control CPU 120 resets the high base state flag indicating that the high base state is being used (step 010IWS651).
[0350] If the received performance control command is a first high base state designation command (step 010IWS652), the performance control CPU 120 controls the image display device 5 to switch to a background image corresponding to the first high base state (for example, a green background image corresponding to the forest mode) (step 010IWS653). In addition, the performance control CPU 120 sets a high base state flag (step 010IWS654).
[0351] If the received performance control command is a second high base state designation command (step 010IWS655), the performance control CPU 120 controls the image display device 5 to switch to a background image corresponding to the second high base state (for example, a yellow background image corresponding to sunset mode) (step 010IWS656). In addition, the performance control CPU 120 sets the high base state flag (step 010IWS657).
[0352] If the received effect control command is any other command, the effect control CPU 120 executes processing to store the received effect control command and set a flag corresponding to the received effect control command (step 010IWS658). For example, if the received command is a small win start designation command, a small win start designation command received flag is set. Also, for example, if the received command is a small win end designation command, a small win end designation command received flag is set. Then, the process proceeds to step 010IWS611.
[0353] (Variable display start setting process) Figure 8-24 is a flowchart showing the variable display start setting process (step S171) in the performance control process shown in Figure 7. In the variable display start setting process, the performance control CPU 120 first reads a variable pattern command from the variable pattern command storage area (step 010IWS801). Next, the performance control CPU 120 reads a display result designation command from the display result designation command storage area (step 010IWS802).
[0354] Next, the performance control CPU 120 checks whether a winning symbol is being continuously displayed as a decorative symbol on the image display device 5 (step 010IWS803). If a winning symbol is being displayed, the process proceeds to step 010IWS811. If a winning symbol is not being displayed, the performance control CPU 120 checks whether the variable display that is about to start will result in a big win or a small win A (step 010IWS804). Whether it is a big win or a small win A can be determined by checking the display result designation command read out in step 010IWS802. If it is a big win or a small win A, the performance control CPU 120 determines a winning symbol as the decorative symbol to be stopped (step 010IWS805). In this example, the winning symbol is determined to be a symbol combination in which the left, center, and right decorative symbols are all the same.
[0355] If it is neither a big win nor a small win A (i.e., if it is a miss or a small win B), the performance control CPU 120 checks whether the fluctuation pattern specified by the fluctuation pattern command read in step 010IWS801 is fluctuation pattern PD1-3 (step 010IWS806). If it is fluctuation pattern PD1-3, the performance control CPU 120 reads each symbol designation command stored in the command storage area at the time of start winning (step 010IWS807). Then, the performance control CPU 120 checks whether there is any symbol designation command that indicates that there is a remaining reserve that will result in a big win or a small win A (step 010IWS808). If there is a remaining reserve that will result in a big win or a small win A, the performance control CPU 120 determines the winning symbol as the stopping symbol of the decorative symbol (step 010IWS809). Therefore, in this example, even if the special presentation mode is switched to during the second high base state and a small hit B occurs, a winning pattern may be displayed as a pre-emptive notice.
[0356] If the fluctuation pattern is not PD1-3 (N in step 010IWS806), or if there are no remaining reserves that will result in a big hit or small hit A (N in step 010IWS808), the performance control CPU 120 determines a losing pattern (a pattern other than a winning pattern) as the stopping pattern for the decorative pattern (step 010IWS810).
[0357] In steps S805, S809, and S810, the performance control CPU 120 extracts a random number for determining the symbols to be stopped, and determines the symbols to be stopped by using a symbol determination table in which data indicating combinations of decorative symbols are associated with numerical values. That is, the symbols to be stopped are determined by selecting data indicating the combination of decorative symbols that corresponds to the numerical value that matches the extracted random number.
[0358] Next, the performance control CPU 120 checks whether the fluctuation pattern specified by the fluctuation pattern command read in step 010IWS801 is fluctuation pattern PD1-1 or fluctuation pattern PD1-3 (step 010IWS811). If it is fluctuation pattern PD1-1 or fluctuation pattern PD1-3, the performance control CPU 120 determines a special performance mode including pseudo-fluctuations (step 010IWS812). In this example, in the special performance mode, although only one fluctuation is displayed internally, an effect in which ten pseudo-fluctuations are executed is executed. In this example, multiple performance patterns for the special performance mode are provided, each of which is configured to execute a normal fluctuation, a reach effect (normal reach, super reach), or various preview effects. In step 010IWS812, a lottery process based on random numbers is performed to determine which performance pattern will be selected. Then, the process proceeds to step 010IWS816.
[0359] If neither variation pattern PD1-1 nor variation pattern PD1-3 is selected, the presentation control CPU 120 checks whether the variation pattern specified by the variation pattern command read in step 010IWS801 is variation pattern PD1-2 (step 010IWS813). If it is variation pattern PD1-2, the presentation control CPU 120 determines a presentation pattern for a specific presentation mode, including pseudo-variations (step 010IWS814). In this example, the specific presentation mode internally displays a single variation, but visually executes a presentation in which four pseudo-variations are executed. In this example, multiple presentation patterns for the specific presentation mode are prepared, each of which executes a normal variation, a reach effect (normal reach, super reach), or various preview effects. In step 010IWS814, a random number-based lottery is performed to determine which presentation pattern will be selected. Then, the process proceeds to step 010IWS816.
[0360] In this example, although multiple pseudo fluctuations are performed in the special presentation mode and the specific presentation mode, the expectation (reliability) for a jackpot does not change depending on the number of pseudo fluctuations. In this sense, the pseudo fluctuations in the special presentation mode and the specific presentation mode are different from the so-called pseudo consecutive fluctuations, in which the reliability increases as the number of re-fluctuations increases.
[0361] If the variation pattern is not PD1-2, the performance control CPU 120 determines a performance pattern according to the variation pattern (step 010IWS815), and then proceeds to step 010IWS816.
[0362] In step 010IWS815, for example, when a change display is executed for the remaining reserves after a small hit B change occurs and the second high base state ends, and when a change display is executed for the remaining reserves that occurred after the small hit B change started, if the change display is a big hit or small hit A, a presentation pattern including a specified button presentation is determined (see Figure 8-38 (M)).
[0363] Also, in step 010IWS815, when executing a variable display for the remaining reserves after the end of the first high base state, a presentation pattern including a presentation in which the special presentation mode is extended is determined (see Figures 8-39 to 8-40).
[0364] Next, the performance control CPU 120 selects a process table according to the performance pattern determined in steps S812, S814, and S815 (step S816). Next, the performance control CPU 120 starts the process timer for process data 1 of the process table selected in step S816 (step S817).
[0365] The process table is a table containing process data referenced by the performance control CPU 120 when controlling the performance device. In other words, the performance control CPU 120 controls the performance device (performance components) such as the image display device 5 according to the process data set in the process table. The process table is composed of data that includes multiple combinations of process timer setting values, display control execution data, lamp control execution data, and sound number data. The display control execution data contains data indicating the various change modes that constitute the change modes during the variable display time (change time) of the variable display of the decorative pattern. Specifically, data related to changes in the display screen of the image display device 5 is stored. The process timer setting value also contains the change time for each change mode. The performance control CPU 120 references the process table and controls the display of the decorative pattern in the change mode set in the display control execution data for the time set in the process timer setting value. The process table is also stored in ROM in the performance control board 80. A process table is also prepared for each change pattern.
[0366] In addition, the process table used when effect control is executed for a variation pattern accompanied by a reach effect has process data set therein which indicates that the left pattern is to be stopped and displayed when a predetermined time has elapsed since the start of the variation, and that the right pattern is to be stopped and displayed when a further predetermined time has elapsed.In addition, instead of setting the pattern to be stopped and displayed in the process table, an image for displaying the pattern may be generated by synthesizing according to the determined stop pattern, the provisional stop pattern in the pseudo consecutive or slide effect.
[0367] Furthermore, the performance control CPU 120 executes control of the performance devices (image display device 5 as a performance component, various lamps as performance components, and speakers 8L, 8R as performance components) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 010IWS818). For example, to display an image according to a fluctuation pattern on the image display device 5, it outputs a command to the display control unit 123. It also outputs a control signal (lamp control execution data) to the lamp control board 14 to control the on / off of various lamps. It also outputs a control signal (sound number data) to the audio control board 13 to output sound from the speakers 8L, 8R.
[0368] In this feature section 010IW, the performance control CPU 120 controls the display of decorative patterns in a variable pattern that corresponds one-to-one to the variable pattern command, but the performance control CPU 120 may also select a variable pattern to use from multiple types of variable patterns that correspond to the variable pattern command.
[0369] Next, the performance control CPU 120 sets the variable time timer to a value equivalent to the variable time specified by the variable pattern command (step 010IWS819). Next, the performance control CPU 120 deletes the start winning commands (symbol designation command, variable category command, and reserved memory number addition designation command (first reserved memory number addition designation command, second reserved memory number addition designation command)) stored in the first storage area of the start winning command storage area, and shifts the contents of the start winning command storage area (step 010IWS820).
[0370] Then, the performance control CPU 120 sets the value of the performance control process flag to a value corresponding to the performance process during variable display (step S172) (step 010IWS821).
[0371] (Variable display performance processing) FIG. 8-25 is a flowchart showing the variable display performance processing (step S172) in the performance control process shown in FIG. 7. In the variable display performance processing, the performance control CPU 120 first subtracts 1 from the value of the process timer (step 010IWS831) and subtracts 1 from the value of the variable time timer (step 010IWS832). When the process timer times out (step 010IWS833), the performance control CPU 120 switches the process data. That is, it sets the process timer to the next process timer setting value in the process table (step 010IWS834). It also changes the control state for the performance device based on the next set display control execution data, lamp control execution data, and sound number data (step 010IWS835).
[0372] Next, the performance control CPU 120 checks whether or not it has received any of the symbol determination designation commands (first symbol determination designation command, second symbol determination designation command) (step 010IWS836). If it has not received any of the symbol determination designation commands (N in step 010IWS836), the performance control CPU 120 checks whether or not the variable time timer has timed out (step 010IWS837). If the variable time timer has not timed out, it ends the process.
[0373] If any of the symbol determination designation commands is received (Y in step 010IWS836), or if the variable time timer has timed out (Y in step 010IWS837), the performance control CPU 120 controls the image display device 5 to display the stopped decorative symbols (step 010IWS838). In this case, if the stopped decorative symbols are determined in steps 010IWS805, S809, and S810, the CPU 120 controls the display of the determined winning or losing symbols as the stopped decorative symbols. Also, if a winning symbol is already displayed when the variable display starts (see Y in step 010IWS803), the CPU 120 controls the display of the displayed winning symbol to continue. Next, the performance control CPU 120 sets a value equivalent to the symbol determination period (e.g., 0.5 seconds) to a determined performance period timer for measuring the symbol determination period on the performance control means side (step 010IWS839).
[0374] Then, the performance control CPU 120 updates the value of the performance control process flag to a value corresponding to the special winning waiting process (step S173) (step 010IWS840).
[0375] (Waiting for special drawing) Figure 8-26 is a flowchart showing the special symbol hit waiting process (step S173) in the effect control process shown in Figure 7. In the special symbol hit waiting process, the effect control CPU 120 first subtracts 1 from the value of the fixed effect period timer (step 010IWS8901), and checks whether the value of the fixed effect period timer after the subtraction has timed out (step 010IWS8902). If the value of the fixed effect period timer after the subtraction has not timed out, the process ends.
[0376] If the value of the fixed presentation period timer after subtraction has timed out, the presentation control CPU 120 checks whether the stopped decorative pattern displayed on the image display device 5 is a winning pattern (step 010IWS8903). If a winning pattern is displayed stopped, the presentation control CPU 120 checks whether the variable display that is ending this time will be a big win or a small win A (step 010IWS8904). Whether it is a big win or a small win A can be determined, for example, by checking the display result designation command stored in the display result designation command storage area (see step 010IWS618). If a losing symbol is displayed as a stopped symbol (N in step 010IWS8903), or if the variable display that will end this time is a big hit or small hit A (Y in step 010IWS8904), the CPU 120 for performance control performs control to erase the stopped decorative symbol displayed on the image display device 5 (step 010IWS8905).
[0377] If the variable display ending this time in step 010IWS8904 is neither a big hit nor a small hit A (N in step 010IWS8904), proceed directly to step 010IWS8906 without executing the processing of step 010IWS8905. In other words, although the variable display this time is not a big hit or a small hit A, there is a big hit or a small hit A in the remaining reserve and the winning pattern is displayed as a pre-reading notice, so the winning pattern is not erased and continues to be displayed as it is.
[0378] Next, the performance control CPU 120 checks whether the variable display that is ending this time will result in a jackpot (step 010IWS8906). Whether or not it is a jackpot can be determined, for example, by checking the display result designation command stored in the display result designation command storage area (see step 010IWS618). If it is a jackpot variation, the performance control CPU 120 checks whether or not it has received a jackpot start designation command (step 010IWS8907). Whether or not it has received a jackpot start designation command can be determined, for example, by checking whether or not the jackpot start designation command reception flag (see step 010IWS622) is set. If the jackpot start designation command has not been received, the process ends.
[0379] If a jackpot start command has been received, the performance control CPU 120 selects a process table corresponding to the performance during the jackpot (step 010IWS8908).The performance control CPU 120 then starts the process timer by setting the process timer setting value to the process timer (step 010IWS8909), and executes control of the performance devices (the image display device 5 as a performance component, various lamps as a performance component, and the speaker 27 as a performance component) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 010IWS8910).
[0380] Then, the performance control CPU 120 updates the value of the performance control process flag to a value corresponding to the performance processing during the jackpot (step 010IWS8911).
[0381] Next, the performance control CPU 120 checks whether the variable display that is ending this time is a small win (small win A, small win B) (step 010IWS8912). Whether it is a small win or not can be determined, for example, by checking the display result designation command stored in the display result designation command storage area (see step 010IWS618). If it is a small win variation, the performance control CPU 120 checks whether it has received a small win start designation command (step 010IWS8913). Whether it has received a small win start designation command can be determined, for example, by checking whether a flag indicating that a small win start designation command has been received is set in the command analysis process. If a small win start designation command has not been received, the process ends as is.
[0382] If a small win start command has been received, the performance control CPU 120 selects a process table according to the performance during the small win (step 010IWS8914). Then, the performance control CPU 120 starts the process timer by setting the process timer setting value to the process timer (step 010IWS8915), and executes control of the performance devices (image display device 5 as a performance component, various lamps as a performance component, and speaker 27 as a performance component) according to the contents of process data 1 (display control execution data 1, lamp control execution data 1, sound number data 1) (step 010IWS8916).
[0383] Then, the performance control CPU 120 updates the value of the performance control process flag to a value corresponding to the performance processing during the small win (step 010IWS8917).
[0384] If it is not a small win variation (that is, if it is a miss variation), the performance control CPU 120 updates the value of the performance control process flag to a value corresponding to the variable display start waiting process (step S170) (step 010IWS8918).
[0385] (Example of performance) Next, we will explain examples of various effects in this feature part 010IW. First, we will explain the effect when controlled to special effect mode in the first high base state. Figure 8-27 is an explanatory diagram for explaining the effect when controlled to special effect mode in the first high base state. In the example shown in Figure 8-27, the effect screen transitions in the order of (A), (B), (C), etc. This also applies to Figure 8-28 and subsequent figures described below.
[0386] When a 7R jackpot B occurs in the normal state and becomes the first jackpot, after the first jackpot game ends, the system is controlled to the first high base state (see step 010IWS542) and enters the special effect mode. In the special effect mode during the first high base state, the variable pattern PD1-1 is selected (see Figure 8-7(C)), and as shown in Figure 8-27(A), the image display device 5 displays a caption display 010IW30 including text such as "Special Effect Time," indicating that the system is in the special effect mode. Also, in the special effect mode, as shown in Figure 8-27(A), the image display device 5 displays a gauge display 010IW33, indicating the remaining time in the special effect mode.
[0387] In addition, in the special effect mode, as shown in FIG. 8-27(A), in addition to the variable display of the decorative symbols 5L, 5C, and 5R on the left, center, and right, the variable display of the small symbols 010IW31 on the left, center, and right is also executed. Also, as shown in FIG. 8-27(A), the image display device 5 is provided with a first reserved memory count display area 010IW40a that displays the first reserved memory count, and a second reserved memory count display area 010IW40b that displays the second reserved memory count. The example shown in FIG. 8-27(A) shows a case where the first reserved memory count is "3" and the second reserved memory count is still "0". Also, as shown in FIG. 8-27(A), the image display device 5 also displays a right-hit display 010IW32 that suggests a right-hit operation.
[0388] It should be noted that the present invention is not limited to the embodiment shown in this example, and the small symbol 010IW31 may be displayed in an inconspicuous manner, for example, by displaying it semi-transparently.
[0389] Furthermore, although internally there is only one change display, multiple pseudo-changes are executed in the special effect mode, and after each pseudo-change, as shown in Figure 8-27(B), the left, center, and right decorative symbols 5L, 5C, and 5R are displayed in a pseudo-temporary stop state, and then, as shown in Figure 8-27(C), a pseudo-re-change is executed for the left, center, and right decorative symbols 5L, 5C, and 5R. Then, when the timing for the next pseudo-temporary stop arrives, the left, center, and right decorative symbols 5L, 5C, and 5R are again displayed in a pseudo-temporary stop state, as shown in Figure 8-27(D). In this example, in the special effect mode, 10 pseudo-changes are executed during one change display.
[0390] Also, as shown in Figures 8-27(B) to (D), the decorative symbols 5L, 5C, and 5R are pseudo-stopped and pseudo-re-changed for each pseudo-change, but because internally it is a single change display, the change display of the small symbols 010IW31 on the left, center, and right continues without a temporary stop or re-change. Also, as shown in Figures 8-27(B) to (D), the gauge display 010IW33 is updated as the remaining time of the special effect mode decreases. Also, when a right-hand hit operation is initiated during the special effect mode, a start entry into the second start entry slot occurs as needed, and Figure 8-27(B) shows the second reserved memory number increasing to "2," while Figure 8-27(D) shows the case where the second reserved memory number increases to the maximum of "4."
[0391] Next, we will explain the performance when controlled to a specific performance mode in the second high base state. Figures 8-28 to 8-30 are explanatory diagrams for explaining the performance when controlled to a specific performance mode in the second high base state.
[0392] During the second high base state, the special effect mode is activated. In the special effect mode during the second high base state, the variation pattern PD1-2 is mainly selected (see Figure 8-7(D)), and as shown in Figure 8-28(A), the image display device 5 displays a caption display 010IW34 including text such as "Special effect time," indicating that the special effect mode is active.
[0393] In addition, in the specific performance mode, as shown in FIG. 8-28(A), in addition to the variable display of the decorative symbols 5L, 5C, and 5R on the left, center, and right, the variable display of the small symbols 010IW31 on the left, center, and right is also executed. Also, as shown in FIG. 8-28(A), the image display device 5 is provided with a first reserved memory count display area 010IW40a that displays the first reserved memory count, and a second reserved memory count display area 010IW40b that displays the second reserved memory count. The example shown in FIG. 8-28(A) shows a case where the first reserved memory count is "3" and the second reserved memory count is already at the maximum of "4." Also, as shown in FIG. 8-28(A), the image display device 5 also displays a right-hit display 010IW32 that suggests a right-hit operation.
[0394] Furthermore, although internally there is only one change display, multiple pseudo-changes are executed in the specific presentation mode, and after each pseudo-change, as shown in Figure 8-28(B), the left, center, and right decorative symbols 5L, 5C, and 5R are pseudo-stopped and displayed, and then, as shown in Figure 8-28(C), a pseudo-re-change is executed on the left, center, and right decorative symbols 5L, 5C, and 5R. Note that although the example shown in Figure 8-28 is simplified, in this example, in the specific presentation mode, four pseudo-changes are executed during one change display.
[0395] Also, as shown in Figures 8-28(B) and (C), the decorative patterns 5L, 5C, and 5R are pseudo-temporarily stopped and pseudo-re-changed for each pseudo-change, but since internally it is a single change display, the change display of the small patterns 010IW31 on the left, center, and right continues without being temporarily stopped or changed again.
[0396] Next, for example, if a presentation pattern is selected that executes a shutter effect in the last pseudo-fluctuation during one fluctuation display, when the timing for executing the shutter effect arrives, an effect is executed in the image display device 5 in which shutter images 010IW35a, 35b close from above and below, as shown in Figure 8-28 (D).
[0397] Next, in the case of a big win fluctuation or a small win A fluctuation, as shown in Fig. 8-29(E), an effect is executed in the image display device 5 in which the upper and lower shutter images 010IW35a, 35b open, and as shown in Fig. 8-29(F), the image display device 5 displays the word "Blessing" 010IW36 after the shutter is opened. Then, when the pattern determination period begins, as shown in Fig. 8-29(G), winning patterns (in this example, the "666" pattern combination) are stopped and displayed as decorative patterns 5L, 5C, and 5R on the left, center, and right, and winning patterns (in this example, the "666" pattern combination) are stopped and displayed as small patterns 010IW31 on the left, center, and right.
[0398] Also, in this example, if a loss fluctuation occurs during the second high base state, the loss symbol will generally be displayed stationary in the last pseudo-fluctuation, and the second high base state will continue as is, but even if a loss occurs during the second high base state, there is a low probability that a shutter effect will be executed.
[0399] When a shutter effect is executed due to a losing variation, as shown in Fig. 8-30(E), an effect is executed in which the upper and lower shutter images 010IW35a, 35b open on the image display device 5, and as shown in Fig. 8-30(F), the word "Continue!" 010IW46 is displayed on the image display device 5 after the shutter is released. Then, when the pattern determination period begins, as shown in Fig. 8-30(G), losing patterns are displayed as the decorative patterns 5L, 5C, 5R on the left, center, and right, and losing patterns are displayed as the small patterns 010IW31 on the left, center, and right.
[0400] As shown in Figure 8-30, if a miss occurs during the second high base state, the game state does not change and the second high base state itself continues, so as shown in Figure 8-30 (F), a presentation is executed suggesting that the second high base state will continue.
[0401] On the other hand, if a small hit B occurs during the second high base state, the second high base state will end. Figures 8-31 and 8-32 are explanatory diagrams for explaining the presentation mode when a small hit B occurs during the second high base state.
[0402] In the case of a small win B variation, variation pattern PD1-3 is selected, and the shutter effect begins in the same manner as in FIG. 8-28(D). Then, as shown in FIG. 8-31(E), the image display device 5 displays an effect in which the upper and lower shutter images 010IW35a and 010IW35b open. Next, as shown in FIG. 8-31(F), after the shutter opens, the image display device 5 displays a caption display 010IW30 containing text such as "Special Effect Time," indicating that the mode has switched from the specific effect mode to the special effect mode. Furthermore, as a result of the switch to the special effect mode, the image display device 5 displays a gauge display 010IW33, indicating the remaining time in the special effect mode, as shown in FIG. 8-31(F).
[0403] In this case, since the small hit B fluctuation has started and one second reserved memory has been consumed, as shown in FIG. 8-31 (F), the second reserved memory number displayed in the second reserved memory number display area 010IW40b is "3". Therefore, in order to suggest that the remaining reserved is accumulated to a maximum of 4, as shown in FIG. 8-31 (F), a character display 010IW37 such as "Charge!" is displayed on the image display device 5.
[0404] Next, as shown in Figures 8-31(G) to 8-32(I), during the special effect mode, the pseudo-temporary stop display and pseudo-re-change of the left, center, and right decorative symbols 5L, 5C, and 5R are repeatedly performed, and the gauge display 010IW33 is updated as the remaining time of the special effect mode decreases. Note that, when the remaining reserve reaches a maximum of 4, the text display 010IW37 such as "Charge!" may be erased as shown in Figure 8-31(H).
[0405] Then, as shown in Figure 8-32(J), in the final pseudo-variation, the decorative symbols 5L, 5C, and 5R on the left, center, and right finally stop to display the missing symbols, and the small symbols 010IW31 on the left, center, and right finally stop to display the missing symbols, and it is confirmed that it is a small win B. Then, the second high base state ends and transitions to the normal state, and if there is no big win or small win A in the remaining reserves, the consecutive win state will end as it is.
[0406] By executing the effects shown in Figures 8-31 and 8-32, if the specific effect mode is switched to the special effect mode, a small hit B may occur and the second high base state may end, creating a sense of crisis.
[0407] In addition, in this example, when switching to the special effect mode during the specific effect mode, it is not necessarily a small hit B, but there is also a case where it becomes a small hit A. Figure 8-33 and Figure 8-34 are explanatory diagrams for explaining the performance mode when switching from the specific effect mode to the special effect mode when a small hit A occurs during the second high base state.
[0408] When the variation pattern PD1-3 is selected in the case of a small win A variation, an effect is executed in the same manner as in Figure 8-31, as if switching from a specific effect mode to a special effect mode. Next, for example, in the last pseudo-variation, as shown in Figure 8-33(I), the left and right decorative symbols 5L and 5R are temporarily stopped with the same symbol (in this example, the symbol "2"), and a reach state is entered. Also, when a reach state is entered, as shown in Figure 8-33(I), a character display 010IW50 such as "STOP" is superimposed on the gauge display 010IW33, and an effect is executed in which the update display of the gauge display 010IW33 is temporarily suspended.
[0409] Next, for example, as shown in Figure 8-33(J), a battle presentation is executed on the image display device 5 in which an ally character image 010IW51 and an enemy character image 010IW52 appear and engage in a battle, and as shown in Figure 8-33(K), a presentation is executed in which the ally character image 010IW51 wins the battle, and a text display 010IW53 such as "WIN!" is displayed.
[0410] Next, as shown in Fig. 8-33(L), the image display device 5 displays the winning symbols (the symbol combination "222" in this example) as pseudo-temporarily stopped as decorative symbols 5L, 5C, and 5R on the left, center, and right, and the updated display of the gauge display 010IW33 is resumed. Then, when the symbol determination period begins, as shown in Fig. 8-34(M), the winning symbols are displayed as stopped decorative symbols 5L, 5C, and 5R on the left, center, and right, and the winning symbols are displayed as stopped small symbols 010IW31 on the left, center, and right.
[0411] By executing the effects shown in Figures 8-33 and 8-34, in this example, it is possible to switch from the specific effect mode to the special effect mode, making it appear as if the second high base state may end, and then finally displaying a stopped winning pattern, which makes it appear as if the winning pattern has revived and resulted in a big win or small win A.
[0412] Also, even if a small hit B occurs during the second high base state and the second high base state ends, if there is a big hit or small hit A among the remaining reserves at the start of the small hit B fluctuation, the first high base state may be restored in a short period of time after the second high base state ends. Figures 8-35 and 8-36 are explanatory diagrams for explaining the presentation mode when a small hit B occurs during the second high base state and there is a big hit or small hit A among the remaining reserves at the start of the small hit B fluctuation.
[0413] Even if it is a small hit B fluctuation, if there is a big hit or small hit A among the remaining reserves at the start of the small hit B fluctuation, the winning pattern is determined as the decorative pattern stop pattern based on the fact that there is one that indicates the winning judgment result of the big hit or small hit A among the pattern designation commands stored in the command storage area at the start of winning (see steps 010IWS806 to S809). In this case, since the winning pattern has been determined, for example, in the last pseudo-fluctuation, as shown in Figure 8-35 (I), the left and right decorative patterns 5L and 5R are displayed as the same pattern (in this example, the pattern "2") and a reach state is reached.
[0414] Next, as shown in FIG. 8-35(J), the image display device 5 displays winning symbols (the "222" symbol combination in this example) as pseudo-temporarily stopped as a pre-reading notice as decorative symbols 5L, 5C, and 5R on the left, center, and right. Then, when the symbol determination period begins, as shown in FIG. 8-35(K), winning symbols are displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right as a pre-reading notice. However, since this variable display does not result in a big win or small win A, as shown in FIG. 8-35(K), losing symbols are displayed as small symbols 010IW31 on the left, center, and right.
[0415] Next, when the display of changes for the remaining reserved balls begins, as shown in Figure 8-35 (L), the image display device 5 again begins to display changes for the small patterns 010IW31 on the left, center, and right, while the winning patterns displayed as decorative patterns 5L, 5C, and 5R on the left, center, and right continue to be displayed in a smaller size than usual.
[0416] Next, when the display of the remaining reserves that will result in a big hit or small hit A begins to change, the winning patterns displayed as decorative patterns 5L, 5C, and 5R on the left, center, and right gradually enlarge, as shown in Figures 8-36(M) and (N), and when the pattern determination period begins, the winning patterns are enlarged and highlighted and displayed as decorative patterns 5L, 5C, and 5R on the left, center, and right, as shown in Figure 8-36(O), and the winning patterns are displayed as small patterns 010IW31 on the left, center, and right.
[0417] Also, in the case where a small hit B occurs during the second high base state and the second high base state ends, even if there is no big hit or small hit A among the remaining reserves at the start of the small hit B fluctuation, the newly generated remaining reserve may become a big hit or small hit A after the start of the small hit B fluctuation. Figures 8-37 and 8-38 are explanatory diagrams for explaining the presentation mode when a small hit B occurs during the second high base state, and a new big hit or small hit A remaining reserve occurs after the start of the small hit B fluctuation.
[0418] In the case of a small hit B variation, if there are no remaining reserves that will result in a big hit or small hit A when the small hit B variation begins, it is not possible to display a winning symbol in advance. However, in this example, after the small hit B variation begins, a new entry into the second start winning slot occurs, and the newly generated remaining reserve (the fourth remaining reserve) is a big hit or small hit A. In this case, as shown in Figure 8-37(I), in the last pseudo variation, losing symbols are displayed as pseudo-temporarily stopped as the decorative symbols 5L, 5C, and 5R on the left, center, and right, and when the pattern determination period begins, losing symbols are displayed as stopped as the decorative symbols 5L, 5C, and 5R on the left, center, and right, and losing symbols are displayed as stopped as the small symbol 010IW31 on the left, center, and right, as shown in Figure 8-37(J).
[0419] Next, when the display of changes to the remaining reserved items begins, as shown in Figure 8-37 (K), the image display device 5 again begins displaying the changes to the small patterns 010IW31 on the left, center, and right, and also begins displaying the changes to the decorative patterns 5L, 5C, and 5R on the left, center, and right.
[0420] Next, as shown in Fig. 8-37(L), when the variable display for the last remaining reserve (the fourth remaining reserve that will result in a big win or small win A) begins, when the timing for the button effect to start arrives, as shown in Fig. 8-38(M), an image 010IW38 imitating the push button 31B is displayed on the image display device 5, and the button effect begins, and when the player presses the push button 31B, for example, a winning symbol (in this example, the symbol combination "222") is temporarily displayed. Then, when the symbol determination period begins, as shown in Fig. 8-38(N), the winning symbols are displayed as decorative symbols 5L, 5C, and 5R on the left, center, and right, and the winning symbols are displayed as small symbols 010IW31 on the left, center, and right.
[0421] Also, in Figures 8-35 to 8-38, the remaining reserve after the end of the second high base state is shown to be a big hit or a small hit A, but in this example, a different effect is executed when the remaining reserve after the end of the first high base state is a big hit or a small hit A. Figures 8-39 and 8-40 are explanatory diagrams for explaining the effect mode when the remaining reserve after the end of the first high base state is a big hit or a small hit.
[0422] When the final variable display during the first high base state is executed, as shown in Figure 8-39(I), losing symbols are displayed as pseudo-temporarily stopped as the decorative symbols 5L, 5C, and 5R on the left, center, and right in the final pseudo-variation, and when the symbol determination period begins, losing symbols are displayed as stopped as the decorative symbols 5L, 5C, and 5R on the left, center, and right, and losing symbols are displayed as stopped as the small symbols 010IW31 on the left, center, and right, as shown in Figure 8-39(J). In this case, as shown in Figure 8-39(J), the caption display 010IW30, which includes text such as "Special Effect Time," is not erased, and text such as "FREEZE!" is displayed in the gauge display 010IW33, and an effect is executed in which the update display of the gauge display 010IW33 is temporarily suspended.
[0423] Next, when the display of the remaining reserved positions begins, as shown in Fig. 8-39(K), the image display device 5 starts displaying the small symbols 010IW31 on the left, center, and right again, and also starts displaying the decorative symbols 5L, 5C, and 5R on the left, center, and right. Also, as shown in Fig. 8-39(K), the caption display 010IW30 continues to be displayed, and the gauge display 010IW33, whose update display has been interrupted, also continues to be displayed, and an effect is executed as if the special effect mode is continuing.
[0424] In this example, it is assumed that the last remaining reserve is stored as a big win or a small win A. As shown in FIG. 8-39(L), when the variable display for the last remaining reserve starts, when the shutter performance start timing arrives, as shown in FIG. 8-40(M), in the image display device 5, a performance is executed in which the shutter images 010IW35a, 35b close from above and below.
[0425] Next, as shown in Fig. 8-40(N), an effect is executed in the image display device 5 in which the upper and lower shutter images 010IW35a, 35b open, and, for example, winning symbols (the symbol combination "222" in this example) appear in a temporarily stopped state as decorative symbols 5L, 5C, 5R on the left, center, and right, and the updated display of the gauge display 010IW33 is resumed. Then, when the symbol determination period begins, as shown in Fig. 8-40(O), winning symbols are stopped and displayed as decorative symbols 5L, 5C, 5R on the left, center, and right, and winning symbols are stopped and displayed as small symbols 010IW31 on the left, center, and right.
[0426] In addition, only when there are remaining reserves that will result in a big hit or small hit A at the start of the final fluctuation of the first high base state, an effect such as extending the special effect mode as shown in Figures 8-39 and 8-40 may be executed as a pre-emptive warning, or even when the remaining reserves that occur after the start of the final fluctuation of the first high base state will result in a big hit or small hit A, an effect such as extending the special effect mode as shown in Figures 8-39 and 8-40 may be executed.
[0427] (Variation) In the above-described feature 010IW, when a small hit B fluctuation occurs during the second high base state, the specific effect mode is switched to the special effect mode to execute an effect involving multiple pseudo fluctuations, but this is not limited to such a mode. For example, in the small hit B fluctuation during the second high base state, it may be configured to execute a fluctuation display of a shortened fluctuation (for example, 2 seconds) that is shorter than the normal fluctuation (for example, 12 seconds) of the miss fluctuation, and the small hit B fluctuation may end in an inconspicuous manner during the second high base state, and the second high base state may end.
[0428] As explained above, the present characteristic part 010IW and the modified examples disclose the configurations of the gaming machine shown in (Means A1) to (Means A8) below.
[0429] (Means A1) A gaming machine capable of playing a game, comprising: a variable display execution means (for example, a part that executes steps O10IWS110 to S113 in the game control microcomputer 100) that can execute variable display of first identification information (for example, a first special symbol) and variable display of second identification information (for example, a second special symbol); a special state control means (for example, a part that executes steps O10IWS538, S542, S546, and S549 in the game control microcomputer 100) that can control to a special state (for example, a high base state) in which it is easy to execute variable display of the second identification information; and an advantageous state control means (for example, a part that executes steps O10IWS117 to S120 in the game control microcomputer 100) that can control to an advantageous state (for example, a jackpot game state) that is advantageous to a player. The present invention also includes a special state control means (for example, a part that executes steps S114-S116 in the game control microcomputer 100) that can control the game to a special state (for example, a small win game state) different from the advantageous state, and a presentation mode control means (for example, a part that executes steps S112-S114 in the presentation control CPU 120) that can control the game to at least a special presentation mode (for example, a special presentation mode) and a specific presentation mode (for example, a specific presentation mode). When the variable display of the second identification information is executed, the special state control means is easier to control to the special state than when the variable display of the first identification information is executed (for example, as shown in Figures 8-4(B) and (C), the probability of a small win is 0% for the first special symbol, and the probability of a small win is approximately 17% for the second special symbol).4%), and the special states can be controlled to a first special state (e.g., small win A) in which the gaming medium (e.g., gaming ball) easily passes through a specific area (e.g., V winning slot) and a second special state (e.g., small win B) in which the gaming medium has difficulty passing through the specific area, and when variable display of the second identification information is executed, control is made to the first special state with a predetermined probability (e.g., about 1 / 7), and the advantageous state control means controls to the advantageous state based on the gaming medium having passed through the specific area when controlled to the first special state (e.g., the game control microcomputer 100 executes steps S010IWS456 to S462 when Y in step S010IWS455), and the special state control means controls to the first special state (e.g., first high base state) controlled for a variable display number less than the value of the reciprocal of the predetermined probability (e.g., 1 time, 4 times), and a variable display number more than the value of the reciprocal of the predetermined probability (e.g., 99 times), as the special state. and a second special state (e.g., a second high base state) controlled by the control means, and when controlled to the second special state while controlled to the second special state, the second special state is terminated (e.g., the game control microcomputer 100 executes steps S465 to S468), the presentation mode control means is controllable to a special presentation mode when controlled to the first special state (see Figure 8-27), and to a specific presentation mode when controlled to the second special state (see Figure 8-28), and when controlled to the second special state, is controllable from the specific presentation mode to the special presentation mode in a variable display controlled to the second special state (see Figures 8-31 and 8-32), and when controlled to the second special state, is controllable from the specific presentation mode to the special presentation mode in a variable display controlled to the first special state (see Figures 8-33 and 8-34). With this configuration, even in a special effect mode that is less favorable than the specific effect mode, control may be made to the first special state, creating a sense of anticipation, and suitable control can be implemented when controlling to the second special state and ending the special state.
[0430] In other words, when a special state such as the second special state continues for a long time, there is no element of making the player anxious and it lacks excitement, so it is possible to configure the game so that a second special state is provided to end the second special state, and suitable control can be implemented in such a configuration.
[0431] (Means A2) Means A1 may be configured to include pseudo-variable display execution means (for example, a part that determines a presentation pattern for the special presentation mode including pseudo-variation in step 010IWS812 in the presentation control CPU 120) that can execute pseudo-variable display from the start to the end of the variable display when the specific presentation mode is controlled to the special presentation mode in the variable display controlled in the second special state, and when the specific presentation mode is controlled to the special presentation mode in the variable display controlled in the first special state. With such a configuration, it is possible to make it appear as if the variable display is being executed multiple times in the special presentation mode.
[0432] In other words, it is possible to make the special effect mode appear to continue for as long as possible.
[0433] (Means A3) Means A1 or A2 may be configured to include a reserve memory means (e.g., a first reserve memory buffer, a second reserve memory buffer) capable of storing information related to the variable display as a reserve memory, and a notification means (see Figures 8-35 and 8-36) for notifying that the special effect mode will be controlled to the first special state when the specific effect mode is changed to the special effect mode in the variable display controlled to the second special state and the reserve memory stored in the reserve memory means contains a reserve memory corresponding to the variable display controlled to the first special state. With such a configuration, after the variable display controlled to the second special state, a notification can be made about the reserve memory corresponding to the variable display controlled to the first special state.
[0434] (Means A4) Any of means A1 to A3 may be configured to include a hold memory means (e.g., a first hold memory buffer, a second hold memory buffer) capable of storing information related to the variable display as hold memory, and a special effect execution means (see, for example, Figures 8-37 and 8-38) for executing a special effect (e.g., a button effect) after the special effect mode ends when, in a variable display controlled to the second special state, a specific effect mode is changed to a special effect mode and, if hold memory corresponding to the variable display controlled to the first special state is stored in the hold memory means during the special effect mode, such a configuration makes it possible to preferably notify the hold memory corresponding to the variable display controlled to the first special state after the variable display controlled to the second special state.
[0435] (Means A5) In any of means A1 to A4, the special state control means, when controlled to the second special state while being controlled to the second special state, executes control to terminate the second special state (for example, the game control microcomputer 100 executes steps S466 to S468 when Y in step S465), and does not execute control to terminate the second special state when controlled to the second special state while being controlled to the first special state (for example, the game control microcomputer 100 executes steps S467 to S468). When 010IWS465 is N, steps 010IWS466 to 010IWS468 are not executed), the variable display execution means may be configured to execute the variable display for a shorter variable display period when controlled to the second special state while controlled to the first special state than when controlled to the second special state while controlled to the second special state (for example, as shown in Figures 8-7(C) and (D), the fluctuation pattern PD1-1 selected in the first high base state has a shorter fluctuation time than the fluctuation pattern PD1-3 selected in the second high base state). With such a configuration, the variable display period can be selected depending on the special state.
[0436] In other words, in the second special state, time can be secured to prompt the end of the second special state, and in the first special state, it is possible to prevent meaninglessly long variable display from being executed.
[0437] (Means A6) In any of means A1 to A5, the special state control means may be configured to execute control to terminate the second special state when controlled to the second special state while being controlled to the second special state (for example, the game control microcomputer 100 executes steps 010IWS466 to S468 when Y is determined in step 010IWS465), and not execute control to terminate the second special state when controlled to the second special state while being controlled to the first special state (for example, the game control microcomputer 100 does not execute steps 010IWS466 to S468 when N is determined in step 010IWS465), and the special state control means may be configured to control to the second special state with a lower probability even when controlled to the first special state (for example, as shown in Figure 8-5 (C), the probability of small hit A is approximately 1 / 7, and the probability of small hit B is approximately 1 / 32). According to such a configuration, the probability of being controlled to the second special state is low, so it is possible to provide a condition for ending the special state other than the variable display count while giving the player a sense of security.
[0438] (Means A7) In any of the means A1 to A6, in the specific presentation mode, a suggestive presentation execution means (see Figs. 8-28 to 8-32) capable of executing suggestive presentations capable of displaying, as a presentation result, a first presentation result suggesting that the game will be controlled to the second special state (for example, as shown in Figs. 8-31 and 8-32, after switching from the specific presentation mode to the special presentation mode, a stop display of a losing symbol) and a second presentation result suggesting that the game will be controlled to the first special state (for example, as shown in Fig. 8-29, a stop display of a winning symbol), and a post-notification presentation execution means (see Figs. 8-29 to 8-33) capable of controlling to the special presentation mode after displaying the first presentation result and executing a post-notification presentation that notifies the game will be controlled to the first special state after controlling to the special presentation mode (for example, as shown in Figs. 8-33 and 8-34, after switching from the specific presentation mode to the special presentation mode, a stop display of a winning symbol) are provided. After switching to the special performance mode, a big win symbol is stopped and displayed), and the degree of advantage differs between when a suggestive performance that displays the second performance result is executed and when a post-notification performance is executed (for example, although the fluctuation pattern PD1-2 is selected even in the case of a miss fluctuation, the probability of a miss is overwhelmingly higher compared to a big win or a small win, so the probability of a small win A is relatively higher when fluctuation pattern PD1-3 is selected than the probability of a small win A when fluctuation pattern PD1-2 is selected. Therefore, the reliability is higher when fluctuation pattern PD1-3 is selected and the special performance mode is switched to and the small win A is obtained than when fluctuation pattern PD1-2 is selected and the special performance mode is switched to and the small win A is obtained). With such a configuration, it is possible to increase interest in the game.
[0439] (Means A8) In any of means A1 to A7, when controlled to the second special state while being controlled to the second special state, the variable display execution means may be configured to execute the variable display for a shorter variable display period than when not controlled to the advantageous state and special state (for example, as shown in the modified example, in the small win B fluctuation during the second high base state, execute a variable display of a shortened fluctuation (for example, 2 seconds) that is shorter than the normal fluctuation (for example, 12 seconds) of the miss fluctuation). With such a configuration, the variable display controlled to the second special state in the second special state can be made less noticeable.
[0440] Furthermore, in this characteristic part 010IW and the modified examples, the configurations of the gaming machine shown in (Means B1) to (Means B9) below are disclosed.
[0441] (Means B1) A gaming machine capable of playing a game, comprising: a reserve memory means (for example, a first reserve memory buffer, a second reserve memory buffer) capable of storing information relating to variable display as reserve memory; a variable display execution means (for example, a part that executes steps S1010IWS110 to S113 in the game control microcomputer 100) capable of executing variable display of first identification information (for example, a first special symbol) and variable display of second identification information (for example, a second special symbol); a special state control means (for example, a part that executes steps S1010IWS538, S542, S546, S549 in the game control microcomputer 100) capable of controlling to a special state (for example, a high base state) in which it is easy to execute variable display of the second identification information; and a control means (for example, a part that executes steps S1010IWS538, S542, S546, S549 in the game control microcomputer 100) capable of controlling to a favorable state (for example, a jackpot game state) that is advantageous to the player. The system includes a controllable advantageous state control means (e.g., a portion of the game control microcomputer 100 that executes steps S117-S120), a special state control means (e.g., a portion of the game control microcomputer 100 that executes steps S114-S116) that can control a special state (e.g., a small win game state) different from the advantageous state, and a performance execution means (e.g., a portion of the performance control CPU 120 that executes step S76). When the variable display of the second identification information is executed, the special state control means is easier to control to the special state than when the variable display of the first identification information is executed (e.g., as shown in Figures 8-4(B) and (C)), when the first special symbol has a small win probability of 0%, and when the second special symbol has a small win probability of approximately 17%.4%), and as special states, it is possible to control the game medium (for example, game ball) to a first special state (for example, small win A) in which it is easy to pass through a specific area (for example, V winning slot) and a second special state (for example, small win B) in which it is difficult for the game medium to pass through the specific area, and when variable display of the second identification information is executed, it controls to the first special state with a predetermined probability (for example, about 1 / 7), and the advantageous state control means controls to an advantageous state based on the game medium having passed through the specific area when controlled to the first special state (for example, the game control microcomputer 100 executes steps S010IWS456 to S462 when Y in step S010IWS455), and the special state control means controls as special states the first special state (for example, first high base state) which is controlled for a variable display number of times (for example, 1 time, 4 times) less than the value of the reciprocal of the predetermined probability, and a second special state (for example, first high base state) which is controlled for a variable display number of times (for example, 1 time, 4 times) more than the value of the reciprocal of the predetermined probability. A gaming machine characterized in that the gaming machine is controllable to a second special state (e.g., a second high base state) that is controlled for a specified number of times (e.g., 99 times), and when the gaming machine is controlled to the second special state while being controlled to the second special state, the gaming machine terminates the second special state (e.g., the game control microcomputer 100 executes steps S465 to S468), and the performance execution means executes, in different performance modes, a performance to be executed after the end of the first special state if there is a reserved memory corresponding to a variable display controlled to the first special state among the reserved memories stored in the reserved memory means when the first special state is terminated (see Figures 8-39 and 8-40), and a performance to be executed after the end of the second special state if there is a reserved memory corresponding to a variable display controlled to the first special state among the reserved memories stored in the reserved memory means when the second special state is terminated (see Figures 8-35 to 8-38). This configuration allows the player to understand that the special state has been entered again after the second special state has ended, and allows for appropriate control to be executed when the special state is ended by entering the second special state.
[0442] (Means B2) Means B1 may be provided with a presentation mode control means (for example, a part that executes steps 010IWS812, S814 in the presentation control CPU 120) that is controllable to at least a special presentation mode (for example, a special presentation mode) and a specific presentation mode (for example, a specific presentation mode), and the presentation mode control means may be configured to be controllable to the special presentation mode when controlled to the first special state (see Figure 8-27), to be controllable to the specific presentation mode when controlled to the second special state (see Figure 8-28), to be controllable from the specific presentation mode to the special presentation mode in a variable display controlled to the second special state when controlled to the second special state (see Figures 8-31 and 8-32), and to be controllable from the specific presentation mode to the special presentation mode in a variable display controlled to the first special state when controlled to the second special state (see Figures 8-33 and 8-34). With such a configuration, even in a special presentation mode that is disadvantageous compared to a specific presentation mode, it is possible to control to the first special state, which creates a sense of anticipation, and when controlling to the second special state and ending the special state, it is possible to execute suitable control.
[0443] (Means B3) Means B2 may be configured to include pseudo-variable display execution means (for example, a part that determines a presentation pattern for the special presentation mode including pseudo-variation in step 010IWS812 in the presentation control CPU 120) that can execute pseudo-variable display from the start to the end of the variable display when the specific presentation mode is changed to the special presentation mode in the variable display controlled in the second special state, and when the specific presentation mode is changed to the special presentation mode in the variable display controlled in the first special state. With such a configuration, it is possible to make it appear as if the variable display is being executed multiple times in the special presentation mode.
[0444] (Means B4) Means B2 or B3 may be configured to include notification means (see Figures 8-35 and 8-36) for notifying that control to the first special state will be performed during the special effect mode if, in the case of control from the specific effect mode to the special effect mode in a variable display controlled to the second special state, there is a reserved memory corresponding to a variable display controlled to the first special state among the reserved memories stored in the reserved memory means. With such a configuration, after the variable display controlled to the second special state, notification can be preferably performed for the reserved memory corresponding to the variable display controlled to the first special state.
[0445] (Means B5) Any of means B2 to B4 may be configured to include special effect execution means (see, for example, Figures 8-37 and 8-38) that executes a special effect (for example, a button effect) after the special effect mode ends when, in a variable display controlled to the second special state, control is made from a specific effect mode to a special effect mode and, if a reserved memory corresponding to a variable display controlled to the first special state is stored in the reserved memory means during the special effect mode. With such a configuration, after the variable display controlled to the second special state, a notification can be preferably given for the reserved memory corresponding to the variable display controlled to the first special state.
[0446] (Means B6) In any of means B2 to B5, the special state control means, when controlled to the second special state while being controlled to the second special state, executes control to terminate the second special state (for example, the game control microcomputer 100 executes steps S466 to S468 when Y in step S465), and does not execute control to terminate the second special state when controlled to the second special state while being controlled to the first special state (for example, the game control microcomputer 100 executes steps S467 to S468). When 010IWS465 is N, steps 010IWS466 to 010IWS468 are not executed), the variable display execution means may be configured to execute the variable display for a shorter variable display period when controlled to the second special state while controlled to the first special state than when controlled to the second special state while controlled to the second special state (for example, as shown in Figures 8-7(C) and (D), the fluctuation pattern PD1-1 selected in the first high base state has a shorter fluctuation time than the fluctuation pattern PD1-3 selected in the second high base state). With such a configuration, the variable display period can be selected depending on the special state.
[0447] (Means B7) In any of means B2 to B6, the special state control means may be configured to execute control to terminate the second special state when controlled to the second special state while being controlled to the second special state (for example, the game control microcomputer 100 executes steps 010IWS466 to S468 when Y is determined in step 010IWS465), and not execute control to terminate the second special state when controlled to the second special state while being controlled to the first special state (for example, the game control microcomputer 100 does not execute steps 010IWS466 to S468 when N is determined in step 010IWS465), and the special state control means may be configured to control to the second special state with a lower probability even when controlled to the first special state (for example, as shown in Figure 8-5 (C), the probability of small hit A is approximately 1 / 7, and the probability of small hit B is approximately 1 / 32). According to such a configuration, the probability of being controlled to the second special state is low, so it is possible to provide a condition for ending the special state other than the variable display count while giving the player a sense of security.
[0448] (Means B8) In any of means B2 to B7, in the specific presentation mode, a suggestive presentation execution means (see Figs. 8-28 to 8-32) capable of executing suggestive presentations capable of displaying, as a presentation result, a first presentation result suggesting that the game will be controlled to the second special state (for example, as shown in Figs. 8-31 and 8-32, after switching from the specific presentation mode to the special presentation mode, a stop display of a losing symbol) and a second presentation result suggesting that the game will be controlled to the first special state (for example, as shown in Fig. 8-29, a stop display of a winning symbol), and a post-notification presentation execution means (see Figs. 8-28 to 8-32) capable of controlling to the special presentation mode after displaying the first presentation result and executing a post-notification presentation that notifies the game will be controlled to the first special state after controlling to the special presentation mode (for example, as shown in Figs. 8-33 and 8-34, after switching from the specific presentation mode to the special presentation mode, a stop display of a winning symbol) are provided. After switching to the special performance mode, a big win symbol is stopped and displayed), and the degree of advantage differs between when a suggestive performance that displays the second performance result is executed and when a post-notification performance is executed (for example, although the fluctuation pattern PD1-2 is selected even in the case of a miss fluctuation, the probability of a miss is overwhelmingly higher compared to a big win or a small win, so the probability of a small win A is relatively higher when fluctuation pattern PD1-3 is selected than the probability of a small win A when fluctuation pattern PD1-2 is selected. Therefore, the reliability is higher when fluctuation pattern PD1-3 is selected and the special performance mode is switched to and the small win A is obtained than when fluctuation pattern PD1-2 is selected and the special performance mode is switched to and the small win A is obtained). With such a configuration, it is possible to increase interest in the game.
[0449] (Means B9) In any of means B1 to B8, when controlled to the second special state while being controlled to the second special state, the variable display execution means may be configured to execute the variable display for a shorter variable display period than when not controlled to the advantageous state and special state (for example, as shown in the modified example, in the small win B fluctuation during the second high base state, execute a variable display of a shortened fluctuation (for example, 2 seconds) that is shorter than the normal fluctuation (for example, 12 seconds) of the miss fluctuation). With such a configuration, the variable display controlled to the second special state in the second special state can be made less noticeable.
[0450] (Explanation of the control aspects of feature parts 1144SKY to 1148SKY) Next, the control aspects of the pachinko machine 1 of the characteristic parts 1144SKY to 1148SKY in this embodiment will be described. The control aspects of the characteristic parts 1144SKY to 1148SKY are mainly control that is a modified version of the control of the above-mentioned characteristic part 010IW. The modified control and the specifications of the pachinko gaming machine that result from such control will be described below. Note that for parts that are not described as control aspects of the characteristic parts 1144SKY to 1148SKY, it is assumed that control conforms to that of the characteristic part 1010IW. In Figures 9-1 to 9-11, each process will be described using the steps of "010IW" as in the characteristic part 010IW, but the content of the process may differ.
[0451] Figure 9-1 is a table showing the jackpot determination values for the first and second special symbols and the small jackpot determination values for the second special symbol in pachinko machine 1 with feature sections 1144SKY to 1148SKY, with Figure 9-1(A) showing the jackpot determination values and Figure 9-1(B) showing the small jackpot determination values. The jackpot determination values are 0 to 217 out of 0 to 65535, meaning that the odds of a jackpot are approximately 1 in 300. The small jackpot determination values are 218 to 60472 out of 0 to 65535, meaning that the odds of a small jackpot are approximately 1 in 1.08. Here, as can be seen from the embodiment of feature section 010IW, the variable display of the second special symbol is a special symbol that is variably displayed mainly in the time-saving mode. In feature areas 1144SKY to 1148SKY, the variable display of the second special pattern results in a small win at approximately 1 / 1.08, so in this situation it can be said that if the variable display of the second special pattern occurs during the time-saving state, a small win will almost certainly occur, and out of the 100 variable displays in the time-saving state described below, a small win will almost always occur on the first variable display spin.
[0452] Figure 9-2 is a table showing the judgment values for the jackpot type and the small jackpot type in the pachinko machine 1 of feature parts 1144SKY to 1148SKY. Figure 9-2(A) shows the jackpot judgment value table for the first special symbol, which indicates that the machine will be controlled to either a 7R jackpot A or a 7R jackpot B with a 50% probability. After the 7R jackpot A is controlled to the jackpot, 100 high base (time-saving state) counts are granted, and after the 7R jackpot B is controlled to the jackpot, the high base (time-saving state) is not granted and the machine is controlled to the normal state. Figure 9-2(B) shows the jackpot judgment value table for the second special symbol, which indicates that the machine will be controlled to either a 10R jackpot A or a 10R jackpot B. The 10R jackpot A has an 80% probability of winning, and after being controlled to that jackpot, 100 high base (time-saving) counts are granted. The 10R jackpot B has a 20% probability of winning, and after being controlled to that jackpot, the high base (time-saving) count is not granted, and the game is controlled to the normal state. Furthermore, Figure 9-2 (C) is a small jackpot determination value table for the second special symbol, showing that it is controlled to either small jackpot A or small jackpot B. Small jackpot A has an 80% probability of winning, and after being controlled to a jackpot after a V win via this small jackpot A, 100 high base (time-saving) counts are granted. Small jackpot B has a 20% probability of winning, and after being controlled to a jackpot after a V win via this small jackpot B, the game is controlled to the normal state without being controlled to the high base (time-saving) count. In other words, when the pachinko gaming machine 1 with feature parts 1144SKY to 1148SKY is controlled in the time-saving mode, the second special symbol is mainly displayed in a variable manner, and a small win occurs when the second special symbol is displayed in a variable manner on almost the first rotation, and the gameplay is such that you aim to win the 80% small win A.
[0453] In addition, the conditions for ending the time-saving state in the pachinko machine 1 of the characteristic parts 1144SKY to 1148SKY include "executing 100 variable displays" and "executing a small win variable display." Therefore, if a small win occurs while the machine is in the time-saving state, as long as the game ball continues to be shot (so-called "right hit") into the right area (right game area) of the image display device 5 to make the game ball flow down the second path, the game medium will almost certainly enter the special variable winning ball device 010IW17 (special winning port). However, if the machine is controlled to a small win and the game medium does not enter the special variable winning ball device 010IW17, the time-saving state ends with the variable display of the small win, and a big win via the small win does not occur, and the time-saving state thereafter is naturally not granted. In this embodiment, the device is equipped with a presentation that allows the player to determine that the game will definitely be controlled to a time-saving state after a big win occurs during the execution of the variable display, such as the "Bow and Arrow Chance" described below. However, when a small win occurs like this, a situation is created in which a loss will definitely occur if the game medium is not allowed to enter the special variable winning ball device 010IW17, preventing the player from intentionally taking aim.
[0454] Figure 9-3 uses a table to show the variation patterns (also called variable display patterns) when the first and second special symbols are displayed variably. Figure 9-3(A) shows the variation pattern for the first special symbol, which is the variation pattern primarily used in the normal state. Even when the first special symbol is displayed variably in the time-saving state, a variation pattern is selected from a variation pattern table similar to that shown in Figure 9-3(A). Figure 9-3(B) shows the variation pattern for the second special symbol, which is the variation pattern table used when the second special symbol is displayed variably in the normal state. Figure 9-3(C) shows the variation pattern table used when the second special symbol is displayed variably in the time-saving state, which consists of six variation patterns, PC3-2 through PA4-1. PC3-2 is the "3-count effect (normal)," and this variation pattern is most likely to be selected in the time-saving state. This PC3-2 has a relatively short fluctuation time as shown in the fluctuation time, but in the pachinko game machine 1 with feature parts 1144SKY to 1148SKY, the variable display of the second special pattern in the time-saving state almost certainly leads to a jackpot, so players have the perception that "it is natural that the time-saving state will result in an immediate hit," and so conversely, if the fluctuation time is extended, it may feel annoying. In this case, there is no need to go to the trouble of lengthening the fluctuation time and create a performance configuration that incites whether or not a jackpot (small hit) will occur, so this fluctuation time is configured, and by using a simple performance configuration that does not incite whether or not a jackpot (small hit) will occur, like the 3-count performance described below, the performance does not become redundant. When this PC3-2 variable pattern command is received on the sub-board side, the round effect described below is performed during the jackpot state after the variable display ends, and an effect is performed to tease whether the jackpot will be co...
Claims
[Claim 1] A gaming machine that can perform variable display and control to an advantageous state that is advantageous to a player, A display means is provided, The game is controllable into a normal state and a special state that is more easily controlled to the advantageous state than the normal state, a variable display time of the variable display determined to be controlled to the advantageous state in the special state is shorter than a variable display time of the variable display determined to be controlled to the advantageous state in the normal state; The display means during a variable display in which it has been determined that the display will be controlled to the advantageous state in the normal state, decorative identification information is enlarged to a first size in an advantageous manner that notifies the user that the display will be controlled to the advantageous state over a first enlargement period, and then the decorative identification information in the advantageous manner at the first size can be displayed over a first display period; During the variable display determined to be controlled to the advantageous state in the special state, the decorative identification information can be enlarged to a second size in the advantageous manner over a second enlargement period, and then the decorative identification information in the advantageous manner at the second size can be displayed over a second display period that is longer than the first display period, and during the second display period, the decorative identification information can be displayed accompanied by a special action that is not accompanied when the decorative identification information is displayed during the first display period, The decoration identification information displayed when controlled to the normal state and the decoration identification information displayed when controlled to the special state are decoration identification information that use at least a common symbol in part, and the decoration identification information displayed when controlled to the normal state is given a predetermined effect, while the decoration identification information displayed when controlled to the special state is not given the predetermined effect. A gaming machine characterized by:
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