gaming machines
The gaming machine uses a lottery-based ball distribution and variable display system to enhance player engagement by creating dynamic game states, addressing the lack of attention-grabbing features in existing machines.
Patent Information
- Application Number
- JP2024096186
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-06-13
- Publication Date
- 2026-01-14
- Estimated Expiration
- 2039-10-07
AI Technical Summary
Existing gaming machines lack mechanisms to effectively increase player attention and interest in games, thereby reducing player motivation.
The gaming machine incorporates a first ball entry area for conducting a predetermined lottery, a distribution mechanism to direct game balls to different flow paths with varying values, a second ball entry area with a switching mechanism to control ball entry, and a variable display to enhance game dynamics and player engagement.
The solution enhances player engagement by creating variable game states and dynamic displays, increasing player motivation through heightened attention and interest.
Smart Images

Figure 0007798136000001 
Figure 0007798136000002 
Figure 0007798136000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines. [Background technology]
[0002] In some gaming machines, such as pachinko machines and slot machines, a jackpot lottery is held to determine whether or not a jackpot game advantageous to the player will be executed, and if the result of the jackpot lottery is a jackpot, the jackpot game is executed. In some jackpot lottery, a lottery is held not only to determine whether or not a jackpot will be won, but also whether or not a small jackpot will be won. Here, a small jackpot is a different type of win from a jackpot, and if the result of the lottery is a small jackpot, a small jackpot game is executed, and after the small jackpot game is executed, the game state before the small jackpot game is executed (probability variable game state or time-saving game state) is maintained. In games in which the result of the jackpot lottery includes a small jackpot in addition to a jackpot, there are gaming machines that increase the number of balls dispensed by consecutive small jackpots in the probability variable game state between jackpot games. [Prior art documents] [Patent documents]
[0003] [Patent Document 1] Japanese Patent Application Publication No. 2018-038790 Summary of the Invention [Problem to be solved by the invention]
[0004] Incidentally, it is important for a gaming machine to attract attention to the game and increase the player's interest in the game, thereby increasing the player's motivation to play.
[0005] An object of the present invention is to provide a gaming machine that can increase the attention to the game and the interest of the player in the game, thereby enhancing the player's motivation to play. [Means for solving the problem]
[0006] The gaming machine according to the present invention comprises: a first ball entry area (315) for conducting a predetermined lottery when a game ball enters the area; A distribution means (63) is provided below the first ball entry area and can distribute game balls to a first flow path (631, etc.) and a second flow path (632, 633, etc.) having a lower game value (for example, expected value of balls coming out) than the first flow path (631, etc.); a second ball entry area (69) provided below the distribution means (63) and having a first ball entry port through which game balls can enter; a third ball entry area (316B, 319B) provided with a second ball entry opening (316Ba) through which game balls can enter, and a switching means (319B) capable of switching between a state in which game balls can enter the second ball entry opening (316Ba) and a state in which game balls cannot enter the second ball entry opening (316Ba), the third ball entry area (316B, 319B) being provided adjacent to or spaced apart from the second ball entry area (69) at least in the left-right direction below the sorting means (63); Equipped with The distribution means (63) can distribute game balls to the second flow paths (632, 633, etc.) at a higher ratio than to the first flow paths (631, etc.), The switching means (319B) is provided with a rolling means for switching to a state in which the game ball can enter the second ball entrance when the result of the predetermined lottery performed by the game ball entering the first ball entrance area (315) is a predetermined lottery result, and for rolling the game ball to enter the second ball entrance area (69), The lottery in the predetermined lottery is carried out by the entry of a game ball into the first ball entry area (315). A variable display means (363) for displaying a variable display for a predetermined period when the result of the lottery is a predetermined result; A display time setting means (41) for setting a first period (for example, 1 second) and a second period (for example, 30 seconds, 60 seconds, or 90 seconds) longer than the first period as a variable display time in the variable display means (363) according to a predetermined condition (probability variable game state or normal game state); a means for disabling entry of game balls into the second ball entry port by the switching means (319B) when the second period is set as the variable display time by the display time setting means (41); and a means (41) for enabling game balls distributed to the first flow path (631, etc.) by the distribution means (63) to enter the second ball entry area (69); The present invention is characterized by comprising: [Brief explanation of the drawings]
[0007] [Figure 1] 1 is a perspective view showing an example of the configuration of a gaming machine according to a first embodiment of the present invention. [Figure 2] FIG. 2 is a development view showing an example of the configuration of the gaming machine shown in FIG. [Figure 3] FIG. 2 is a development view showing an example of the configuration of the gaming machine shown in FIG. [Figure 4] FIG. 2 is a front view showing an example of a gaming board of the gaming machine shown in FIG. [Figure 5] 5 is a perspective view showing an example of an opening and closing door provided on the game board shown in FIG. 4. [Figure 6] 5 is a diagram showing an example of an opening / closing door, a crane device, and a game ball accumulation section provided on the game board shown in FIG. 4. [Figure 7] FIG. [Figure 8] 7 is a cross-sectional view taken along the X1-X1 cutting line in FIG. 6; [Figure 9] A diagram to explain the specific period for which game balls are retained in the game ball retention section, the predetermined period for which the number of game balls that have entered the special out ball port of the Krun device is accumulated, and the specified period for which specific information indicating a non-set value is displayed on the 7-segment display section. [Figure 10] 10(A) is a cross-sectional view taken along the X2-X2 cutting line in FIG. 8, and FIG. 10(B) and FIG. 10(C) are cross-sectional views taken along the X3-X3 cutting line in FIG. [Figure 11] Figure 11(A) is a diagram showing an example of a 7-segment display unit provided on the game board shown in Figure 4, Figure 11(B) is a diagram showing an example of displaying numbers on the 7-segment display unit, and Figure 11(C) is a diagram showing an example of displaying alphabets on the 7-segment display unit. [Figure 12] FIG. 2 is a block diagram showing an example of the system configuration of the gaming machine shown in FIG. [Figure 13] 2 is a block diagram showing an example of a storage area of a main control device of the gaming machine shown in FIG. 1. [Figure 14] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 15] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 16] FIG. 3 is a block diagram showing an example of a storage area of a main control device. [Figure 17] FIG. 2 is a diagram schematically illustrating an example of a performance information display device of a main control device. [Figure 18] FIG. 10 is a diagram showing an example of a display on a performance display monitor of the performance information display device. [Figure 19] FIG. 10 is a diagram showing an example of display on a setting value display unit of the performance information display device. [Figure 20] 10 is a flowchart showing an example of a procedure for main timer interrupt processing executed by the main control device. [Figure 21] A flowchart showing an example of the procedure for the start winning processing executed in the main timer interrupt processing of Figure 20. [Figure 22] A flowchart showing an example of the steps of the first pending command setting process executed in the start winning process of Figure 21. [Figure 23] 4 is a flowchart showing an example of a procedure of main processing executed by the main control device. [Figure 24] A flowchart showing an example of the procedure for variable game control processing executed in the main processing of Figure 23. [Figure 25] A flowchart showing an example of the procedure for data setting processing executed in the variable game control processing of Figure 24. [Figure 26] A flowchart showing an example of the procedure for variable start processing executed in the variable game control processing of Figure 24. [Figure 27] 24 is a flowchart showing an example of the procedure of a setting value change process executed in the main process of FIG. 23; [Figure 28] 24 is a flowchart showing an example of the procedure of specific performance information update processing executed in the main processing of FIG. 23; [Figure 29] FIG. 29 is a diagram showing an example of base information updated in the specific performance information update process of FIG. 28. [Figure 30] 24 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 23; [Figure 31] 24 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 23; [Figure 32] 24 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 23; [Figure 33] 24 is a flowchart showing an example of the procedure for a display control process of the performance display monitor executed in the main process of FIG. 23; [Figure 34] 4 is a flowchart showing an example of a procedure for a sub-timer interrupt process executed by the sound lamp control device of the gaming machine shown in FIG. [Figure 35] 35 is a flowchart showing an example of the procedure of a display order setting process executed in the sub-timer interrupt process of FIG. 34; [Figure 36] FIG. 36 is a diagram showing an example of a number display order determination table referred to in the display order setting process of FIG. 35. [Figure 37] 35 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 34; [Figure 38] A figure showing an example of a first stop pattern selection table and a variation type table used when a variation pattern command is received in the command determination process of Figure 37. [Figure 39] A figure showing an example of a presentation pattern type selection table used when a variation pattern command is received in the command determination process of Figure 37. [Figure 40] 35 is a flowchart showing an example of the procedure of a setting value suggestion process executed in the sub-timer interrupt process of FIG. 34; [Figure 41] 41 is a flowchart showing an example of the procedure of a 7-segment display control process executed in the setting value suggestion process of FIG. 40 . [Figure 42]FIG. 2 is a diagram for explaining a 7-segment display control information storage area set in the voice lamp control device. [Figure 43] 10A and 10B are diagrams for explaining an example of control of a seven-segment display unit and an example of updating a seven-segment display unit control information storage area. [Figure 44] FIG. 10 is a diagram for explaining an example of control of a 7-segment display unit. [Figure 45] FIG. 10 is a diagram for explaining an example of updating a 7-segment display control information storage area. [Figure 46] 41 is a flowchart showing an example of the procedure for an ending additional image control process executed in the setting value suggestion process of FIG. 40; [Figure 47] A figure showing an example of screen transition during the ending presentation of a jackpot game. [Figure 48] 10 is a flowchart showing an example of the procedure of a setting value suggestion process executed by a voice lamp control device of a gaming machine according to a second embodiment of the present invention. [Figure 49] 49 is a flowchart showing an example of the procedure of a 7-segment display control process executed in the setting value suggestion process of FIG. 48 . [Figure 50] 49 is a flowchart showing an example of the procedure for an ending additional image control process executed in the setting value suggestion process of FIG. 48. [Figure 51] 10 is a flowchart showing an example of the procedure of a display order setting process executed by a voice lamp control device of a gaming machine according to a third embodiment of the present invention. [Figure 52] FIG. 52 is a diagram showing an example of a table referred to in the display order setting process of FIG. 51. [Figure 53] FIG. 10 is a perspective view showing an example of the configuration of a gaming machine according to a fourth embodiment of the present invention. [Figure 54] FIG. 54 is a block diagram showing an example of the system configuration of the gaming machine shown in FIG. 53. [Figure 55] 54 is a flowchart showing an example of the procedure for sub-timer interrupt processing executed by the audio lamp control device of the gaming machine shown in FIG. 53. [Figure 56] 56 is a flowchart showing an example of the procedure of an operation detection process executed in the sub timer interrupt process of FIG. 55. [Figure 57]57 is a flowchart showing an example of the procedure of an operation button operation detection process executed in the operation detection process of FIG. 56; [Figure 58] 57 is a flowchart showing an example of the procedure of an operation detection pattern determination process executed in the operation detection process of FIG. 56. [Figure 59] 10 is a table showing the relationship between detection patterns and operation situations. [Figure 60] 10A and 10B are diagrams showing an example of screen transition on the pattern display unit in a standby state. [Figure 61] 56 is a flowchart showing an example of the procedure of a standby state screen transition process executed in the sub-timer interrupt process of FIG. 55. [Figure 62] 56 is a flowchart showing an example of the procedure of a standby state screen transition process executed in the sub-timer interrupt process of FIG. 55. [Figure 63] 63 is a flowchart showing an example of the procedure for a 7-segment history selection screen process executed in the standby state screen transition process of FIG. 62; [Figure 64] FIG. 11 is a front view showing an example of a gaming board of a gaming machine according to a fifth embodiment of the present invention. [Figure 65] A block diagram showing an example of the system configuration of the gaming machine shown in Figure 64. [Figure 66] 10A and 10B are diagrams showing examples of lighting on and off of a lamp display unit. [Figure 67] 35 is a flowchart showing an example of the procedure of a setting value suggestion process executed in the sub-timer interrupt process of FIG. 34; [Figure 68] FIG. 10 is a diagram for explaining an example of updating a 7-segment display control information storage area set in the voice lamp control device. [Figure 69] A figure showing an example of screen transition during round play when the lamp display unit is controlled during jackpot play. [Figure 70] A figure showing an example of a display screen during the ending presentation of a jackpot game. [Figure 71] FIG. 10 is a diagram showing another example of the lamp display unit. [Figure 72] FIG. 13 is a front view showing an example of a gaming board of a gaming machine according to a sixth embodiment of the present invention. [Figure 73] A diagram showing the main parts of the game board shown in Figure 72. [Figure 74] FIG. 73 is a perspective view showing the crane device of the gaming machine shown in FIG. 72. [Figure 75] A cross-sectional view of the game board shown in Figure 72 along the part corresponding to the X4-X4 cutting line in Figure 74. [Figure 76] FIG. 73 is a block diagram showing an example of the system configuration of the gaming machine shown in FIG. 72. [Figure 77] 10 is a flowchart showing an example of a procedure for a sensor detection process in a main timer interrupt process executed by the main control device. [Figure 78] 4 is a flowchart showing an example of a procedure of main processing executed by the main control device. [Figure 79] A flowchart showing an example of the procedure for variable game processing executed in the main processing of Figure 78. [Figure 80] 79 is a flowchart showing an example of the procedure for a condition device operation process executed in the main process of FIG. 78. [Figure 81] 10 is a flowchart showing an example of a procedure of a sub-timer interrupt process executed by the voice lamp control device. [Figure 82] 82 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 81; [Figure 83] A flowchart showing an example of the procedure for the game instruction presentation processing executed in the sub-timer interrupt processing of Figure 81. [Figure 84] FIG. 10 shows an example of a display screen on the symbol display unit during a game explanation presentation. [Figure 85] A flowchart showing an example of the procedure for the game instruction presentation processing executed in the sub-timer interrupt processing of Figure 81. [Figure 86] A flowchart showing an example of the procedure for the setting value suggestion presentation processing executed in the sub-timer interrupt processing of Figure 81. [Figure 87] 10A and 10B are diagrams showing examples of a game type determination table and an initial point determination table used by the voice and lamp control device. [Figure 88] A flowchart showing an example of the procedure for the setting value suggestion presentation processing executed in the sub-timer interrupt processing of Figure 81. [Figure 89]13 is a flowchart showing an example of the procedure of the setting value suggestion effect processing executed by the audio lamp control device of the gaming machine according to the seventh embodiment of the present invention. [Figure 90] Figure 90(A) is a flowchart showing an example of the procedure for the setting value suggestion processing of the seventh embodiment of the present invention, and Figure 90(B) is a diagram showing an example of a compensation point determination table used by the voice lamp control device. [Figure 91] FIG. 13 is a front view showing an example of a gaming board of a gaming machine according to an eighth embodiment of the present invention. [Figure 92] 92(A) is a diagram showing the main part of the game board shown in FIG. 91, and FIG. 92(B) is a perspective view of a rotating body provided on the game board. [Figure 93] FIG. 4 is a diagram for explaining the function of a rotating body. [Figure 94] 10 is a flowchart showing an example of a procedure of a sub-timer interrupt process executed by the voice lamp control device. [Figure 95] 95 is a flowchart showing an example of the procedure of a command determination process executed in the sub-timer interrupt process of FIG. 94. [Figure 96] 95 is a flowchart showing an example of the procedure for the rotating body operation control process executed in the sub-timer interrupt process of FIG. 94. [Figure 97] FIG. 13 is a front view showing an example of a gaming board of a gaming machine according to a ninth embodiment of the present invention. [Figure 98] A diagram showing the main parts of the game board shown in Figure 97 to explain the function of the distribution member. [Figure 99] 10 is a flowchart showing an example of a procedure of a sub-timer interrupt process executed by the voice lamp control device. [Figure 100] 99. A flowchart showing an example of the procedure for command determination processing executed in the sub-timer interrupt processing of FIG. [Figure 101] 99. A flowchart showing an example of the procedure for command determination processing executed in the sub-timer interrupt processing of FIG. [Figure 102] 99. A flowchart showing an example of the procedure for the distribution member operation control process executed in the sub-timer interrupt process of FIG. [Figure 103]99. A flowchart showing an example of the procedure for the distribution member operation control process executed in the sub-timer interrupt process of FIG. [Figure 104] 99. A flowchart showing an example of the procedure for the distribution member operation control process executed in the sub-timer interrupt process of FIG. [Figure 105] FIG. 13 is a diagram showing a main part of the game board for explaining a modified example of the game board of the gaming machine according to the ninth embodiment of the present invention. [Figure 106] FIG. 23 is a front view showing an example of a gaming board of a gaming machine according to a tenth embodiment of the present invention. [Figure 107] A diagram showing an example of a crane device provided on the game board shown in Figure 106. [Figure 108] 108(A) is a cross-sectional view taken along the X5-X5 cutting line in FIG. 107, and FIG. 108(B) is a cross-sectional view taken along the X6-X6 cutting line in FIG. [Figure 109] Figure 109(A) is a partially cutaway view to explain the second variable winning slot, and Figure 109(B) is a cross-sectional view taken along the X7-X7 cutting line in Figure 109(A). [Figure 110] Figure 110(A) is a partially cutaway view to explain the second variable winning slot, and Figure 110(B) is a cross-sectional view taken along the X8-X8 cutting line in Figure 110(A). [Figure 111] Figure 111(A) is a diagram showing the number of balls paid out from each winning slot, and Figure 111(B) is a diagram showing the maximum opening time and maximum number of balls that can be entered for each variable winning slot. [Figure 112] FIG. 1 is a diagram for explaining a game flow. [Figure 113] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 114] FIG. 4 is a diagram showing an example of a table used in the main control device. [Figure 115] 4 is a flowchart showing an example of a procedure of main processing executed by the main control device. [Figure 116] A flowchart showing an example of the procedure for variable game control processing executed in the main processing of Figure 115. [Figure 117] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 115. [Figure 118] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 115. [Figure 119] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 115. [Figure 120] A flowchart showing an example of the procedure for the jackpot game control processing executed in the main processing of Figure 115. [Figure 121] A flowchart showing an example of the procedure for small win game control processing executed in the main processing of Figure 115.
[0008] [First embodiment] First, a gaming machine 10 according to a first embodiment of the present invention will be described with reference to FIGS.
[0009] [General configuration of gaming machine 10] 1 is an external perspective view of the gaming machine 10, FIGS. 2 and 3 are development views of the gaming machine 10, and FIG. 4 is a front view of the gaming board 31 of the gaming machine 10. Hereinafter, the expressions front, back, left, right, and up and down used in this embodiment are defined by the front-back direction D1, the up-down direction D2, and the left-right direction D3 shown in FIGS. 1 to 3.
[0010] 1 to 3, the gaming machine 10 is a pachinko gaming machine including a front frame 11, an inner frame 12, a back pack unit 13, and an outer frame 14, and is installed in a gaming hall by fixing the outer frame 14 to an island facility (not shown) of the gaming hall. Note that, in this embodiment, a pachinko gaming machine will be described as an example of a gaming machine, but the present invention can also be applied to other gaming machines such as a reel gaming machine (slot machine), an arrange ball gaming machine, and a jankyu gaming machine.
[0011] [Front Frame 11 Configuration] The left end of front frame 11 is rotatably supported by outer frame 14, allowing it to be opened and closed relative to outer frame 14. The left end of inner frame 12 is rotatably supported by front frame 11, allowing it to be opened and closed relative to front frame 11. The left end of back pack unit 13 is rotatably supported by inner frame 12, allowing it to be opened and closed relative to inner frame 12.
[0012] The front frame 11 includes an operation button 20, a firing handle 22, an upper tray 23, a lower tray 24, a panel 25, a speaker 26, and an illumination unit 27.
[0013] The operation button 20 is provided in front of the upper tray 23. The operation button 20 is equipped with an operation switch 20a (see FIG. 12) that switches the input signal to the sound lamp control device 5 described below depending on whether or not the operation button 20 is pressed. This allows the sound lamp control device 5 to determine the operation state (operation or no operation) of the operation button 20. This operation button 20 is operated to execute an operation button effect that is executed in response to an operation of the operation button 20 by the player during a predetermined operation acceptance period in a variable game effect executed in a variable game that clearly shows the result of the jackpot lottery to the player.
[0014] The location of the operation button 20 is not limited to the front of the upper tray 23, but may be any position on the front frame 11 as long as it is a position that can be operated by the player. Also, the number of operation buttons 20 is not limited to one, but may be two or more.
[0015] It is also possible to provide a touch panel that displays touch keys and accepts player operation of the touch keys instead of the operation buttons 20. The operation buttons 20 may also be equipped with a jog dial. In these cases, the player's operation of the touch panel or panel 25 in the variable game presentation will be reflected in the operation button presentation, etc.
[0016] The launch handle 22 is a rotary handle that is operated by the player to launch game balls. In the gaming machine 10, basic games are played by launching game balls from a game ball launching mechanism 32 (described below) with a strength that corresponds to the amount of rotation of the launch handle 22 by the player. In the gaming machine 10, when the launch handle 22 is being operated by the player, the game ball launching mechanism 32 is driven and controlled so that one game ball is launched toward the play area every 0.6 seconds.
[0017] The upper tray 23 is disposed below the panel 25, and is used to store game balls dispensed from the dispensing device 132 of the dispensing mechanism 130 described below, and to guide the stored game balls in a single row to the game ball launching mechanism 32. The lower tray 24 is disposed further below the upper tray 23, and is used to store game balls that are surplus to the upper tray 23.
[0018] The panel 25 is made of colorless, transparent or colored, transparent glass or synthetic resin, which allows the player to see the game board 31 in the inner frame 12 from the front of the gaming machine 10. The speakers 26 are a pair of speakers provided on the left and right sides of the upper end of the front frame 11, and perform an audio output effect by outputting sound. Note that the installation position of the speakers 26 is not limited to the upper end of the front frame 11. The illumination unit 27 also incorporates a light source such as an indicator lamp or LED, and performs lamp effects by changing lighting colors or flashing modes such as turning on or off.
[0019] [Configuration of inner frame 12] 2 and 3, the inner frame 12 includes a game board 31, a game ball launching mechanism 32, and a control unit 33. As described above, the inner frame 12 is rotatably supported at its left end by the front frame 11, so that the inner frame 12 can be opened and closed relative to the front frame 11. Therefore, the game board 31, the game ball launching mechanism 32, and the control unit 33 can be opened and closed relative to the front frame 11. Note that the surface of the game board 31 is not shown in FIG. 2 to simplify the illustration.
[0020] The control unit 33 is provided on the rear side of the gaming board 31, and includes a main control unit 331 and a sub-control unit 332. In the gaming machine 10, commands (control signals) for instructing control content are transmitted in one direction from the main control unit 331 to the sub-control unit 332. Details of the main control unit 331 and the sub-control unit 332 will be described later.
[0021] As shown in Figure 4, the game board 31 is provided with an inner rail 311, an outer rail 312, a general winning opening 313, a first winning opening 314, a second winning opening 315, a variable winning opening 316, a through gate 317, an outlet 318, a variable display unit 34, a main display section 36, a crane device 37, a game ball retention section 38, and a 7-segment display section 39.
[0022] The inner rail 311 and the outer rail 312 are transport paths for sending the game balls launched from the game ball launching mechanism 32 toward the game area on the surface of the game board 31. After being launched from the inner rail 311 and the outer rail 312, game balls that do not enter the general winning opening 313, the first winning opening 314, the second winning opening 315, or the variable winning opening 316 are discharged from the outlet 318.
[0023] Here, as shown in FIG. 2, the game ball launching mechanism 32 includes a launching rail 321, a ball feeding device 3 22, and a solenoid 323. The launching rail 321 is formed from the game ball launching mechanism 32 toward the inner rail 311 and outer rail 312 of the game board 31, and guides the game balls launched from the game ball launching mechanism 32 to the inner rail 311 and outer rail 312. The ball feeding device 322 has a driving means such as a solenoid, and supplies the game balls stored in the upper tray 23 one by one onto the launching rail 321. The solenoid 323 is a driving means that launches the game balls supplied onto the launching rail 321 toward the inner rail 311 and outer rail 312. In the gaming machine 10, the solenoid 323 is driven and controlled in response to operation of the launching handle 22 by the player, and the game balls are launched from the game ball launching mechanism 32 onto the game board 31. The game ball launching mechanism 32 may be a mechanism that launches game balls using other driving means such as a motor instead of the solenoid 323.
[0024] Returning to the explanation of FIG. 4, openings that penetrate the game board 31 in the front-to-rear direction are formed in the general winning opening 313, the first winning opening 314, the second winning opening 315, the variable winning opening 316, and the outlet 318. Then, on the back side of the game board 31, ball entry sensors 313a, 314a, 315a, and 316a (see FIG. 12) that can individually detect entering game balls are provided corresponding to the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, respectively. Furthermore, game balls that pass through the openings of the general winning opening 313, the first winning opening 314, the second winning opening 315, and the outlet 318 are collected on the back side of the game board 31 and are detected by the out ball sensor 318a (see FIG. 12), which will be described later. The variable winning opening 316 is provided in the center of the right side of the gaming board 31, and can be entered by a gaming ball shot into the right area of the gaming board 31. A gaming ball that passes through the through-hole 316b of the variable winning opening 316 is guided to the crane device 37 by a guide path 316c (see FIG. 6), which will be described later. The through gate 317 is a gate through which gaming balls can pass, and has a ball entry sensor 317a (see FIG. 12) that can individually detect gaming balls that pass through the through gate 317. On the gaming board 31, there is a possibility that a gaming ball shot into the right area of the gaming board 31 will pass through the through gate 317, and when the passage of a gaming ball through the through gate 317 is detected, a regular winning lottery is held to determine whether or not to open the second winning opening 315.
[0025] The entrance ball sensors 313a-317a, the out ball sensor 318a, and the special out ball sensor 384 (see FIG. 12) are electrically connected to the main control unit 331, and the detection results of the entrance ball sensors 313a-317a, the out ball sensor 318a, and the special out ball sensor 384 are input to the main control unit 331. The main control unit 331 (MPU 41) sends a command to the payout control device 7 to pay out game balls based on the detection results of the entrance ball sensors 313a-317a. Hereinafter, the detection of an entrance ball by the entrance ball sensors 313a-316a may be referred to as a winning. In addition, the main control unit 331 (MPU 41) counts the number of out balls based on the detection result of the out ball sensor 318a. The number of out balls counted here corresponds to the number of launched game balls launched onto the game board 31 by the game ball launching mechanism 32.
[0026] Furthermore, the main control unit 331 (MPU 41) sets a special out ball detection command indicating that the gaming ball detected based on the detection result of the special out ball sensor 384 is a special out ball that has entered the special out ball port 373 of the crane device 37 described below, and transmits this special out ball detection command to the voice lamp control device 5 in the external output process of step S1301 in the main process of Fig. 23. As a result, the voice lamp control device 5 counts the number of special out balls.
[0027] The ball entry sensors 313a to 317a, the out ball sensor 318a and the special out ball sensor 384 are, for example, electromagnetic induction type proximity sensors, but may also be any sensors capable of individually detecting the entry of game balls using other detection methods.
[0028] The second winning opening 315 is provided with an electric device (electric device) 315b that switches between restricting and restricting the entry of game balls into the second winning opening 315. The electric device 315b is opened and closed by a driving means such as a solenoid provided on the back side of the gaming board 31. When the electric device 315b is opened, game balls can enter the second winning opening 315, and when the electric device 315b is closed, the entry of game balls into the second winning opening 315 is restricted.
[0029] Furthermore, the variable winning opening 316 is provided with an opening / closing door 319 that switches whether or not to restrict the entry of game balls into the variable winning opening 316. The opening / closing door 319 is opened and closed by a driving means such as a solenoid provided on the back side of the game board 31. On the game board 31, opening the opening / closing door 319 allows game balls to enter the variable winning opening 316, and closing the opening / closing door 319 restricts the entry of game balls into the variable winning opening 316. Note that the opening / closing door 319 is moved to a position that opens the variable winning opening 316 during round play in the opening / closing execution mode in jackpot games, and is otherwise kept waiting in a position that closes the variable winning opening 316. This allows game balls 99 shot into the right area of the game board 31 during round play in jackpot games to enter the variable winning opening 316.
[0030] As shown in FIGS. 5 and 6, the opening / closing door 319 has a base 319a, a pair of guard walls 319b, and a pair of guides 319c. The base 319a has a pair of mounting portions 319d for pivotally mounting the opening / closing door 319 to the game board 31, and protrudes slightly above horizontal from the game board 31 when the opening / closing door 319 is in the operating position. This allows the opening / closing door 319 to receive game balls 99 that are launched into the right area of the game board 31 when in the operating position. The pair of guard walls 319b extend from the left and right edges of the base 319a and prevent the game balls 99 received by the base 319a from spilling out from the left and right sides of the base 319a. The pair of guides 319c guide the game balls 99 received by the base 319a to the variable winning opening 316. The pair of guides 319c extend from the guard wall 319b to the vicinity of the variable winning opening 316, forming a gap through which the game ball 99 can pass. The variable winning opening 316 has a through-hole 316b that discharges the game ball 99 received by the opening / closing door 319 to the rear side of the game board 31. The through-hole 316b communicates with a guide path 316c provided on the rear side of the game board 31. The guide path 316c extends in the vertical direction D2 and has a lower opening. The game ball 99 received by the opening / closing door 319 enters the variable winning opening 316 and is guided to the crane device 37 via the through-hole 316b and the guide path 316c. A ball entry sensor 316a is provided on the guide path 316c. Thus, the game ball 99 that enters the variable winning opening 316 is detected as it passes through the through-hole 316b and is introduced into the guide path 316c. This ball entry sensor 316a is electrically connected to the main control unit 331. As a result, the detection result of the ball entry sensor 316a is input to the main control unit 331, and the main control unit 331 can detect that the game ball 99 has entered the variable winning opening 316.
[0031] In the gaming machine 10, when the ball entrance sensor 314a or the ball entrance sensor 315a detects the entrance of a gaming ball into the first winning opening 314 or the second winning opening 315, a jackpot lottery is held by the main control unit 331. The main control unit 331 then controls the display on the main display section 36 in accordance with the lottery result. The lottery result by the main control unit 331 is transmitted to the sub-control unit 332, and the sub-control unit 332 controls the display on the variable display unit 34 and the like in accordance with the lottery result.
[0032] In addition, in the gaming machine 10, when the ball entry sensors 313a to 316a detect the entry of game balls into the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, a preset number of prize balls are paid out. For example, the number of prize balls when a ball enters the general winning opening 313 is 10, and the number of prize balls when a ball enters the first winning opening 314 or the second winning opening 315 is 10. The number of winning balls is three if the ball enters the variable winning opening 316, and ten if the ball enters the variable winning opening 316. In particular, in the gaming machine 10, if the result of the lottery performed by the main control unit 331 is a jackpot, the gaming machine 10 transitions to a jackpot gaming state (special gaming state), and a round game (unit game) described below in which the variable winning opening 316 is opened is repeated a predetermined number of times (for example, five or sixteen times), so that a large number of winning balls can be expected to be paid out.
[0033] Furthermore, when a gaming ball enters the first winning slot 314 or the second winning slot 315, a jackpot lottery is held. If the lottery result is a win, the game transitions to a predetermined jackpot gaming state that is more advantageous than the normal gaming state. In this embodiment, the jackpot gaming state includes a 5R jackpot gaming state (5R normal jackpot gaming state and 5R variable probability jackpot gaming state) and a 16R variable probability jackpot gaming state. The 5R jackpot gaming state is a gaming state that includes an open / close execution mode in which the variable winning slot 316 is opened for five rounds of play (unit games) until a predetermined time has elapsed or until an upper limit number (e.g., 9) or more gaming balls enter the variable winning slot 316. The 16R probability jackpot game state is a game state that includes an open / close execution mode in which round play (unit play) is played 16 times, and is a game state that is more advantageous to the player than the 5R jackpot game state, as it is expected to pay out more prize balls than the 5R jackpot game state.
[0034] As shown in FIG. 4, the variable display unit 34 has a symbol display section 341 such as a liquid crystal display arranged so as to be visible through an opening 31A formed in the approximate center of the gaming board 31. This symbol display section 341 displays still or moving images, and the display content of the symbol display section 341 is controlled by the sub-control unit 332. Specifically, the symbol display section 341 performs various image effects, such as a variable display effect of decorative symbols corresponding to the result of a jackpot lottery performed by the main control unit 331 in response to a ball entering the first winning slot 314 or the second winning slot 315, and a variable game effect executed in conjunction with the variable display effect. The symbol display section 341 may be a dot matrix display, a plasma display, an organic EL display, or the like, or may be a combination of a liquid crystal display or a plasma display with an organic EL display.
[0035] For example, the variable display of decorative symbols in the symbol display unit 341 is performed by scrolling multiple types of decorative symbols numbered "1" to "9" in order vertically, horizontally, diagonally, etc. Note that sub-symbols such as other letters or symbols may be displayed between the decorative symbols. In this embodiment, there are no sub-symbols, and there are nine types of decorative symbols numbered "1" to "9."
[0036] In the gaming machine 10, in variable play, the variable display of decorative symbols is executed so that the variation of all decorative symbols stops after a preset variable display time has elapsed since the start of the variable display of symbols in the symbol display unit 341. More specifically, in the variable display of decorative symbols, first, all decorative symbols change along a preset direction of change (for example, horizontally, vertically, etc.), and the variation of multiple decorative symbols stops in order. Then, when the variation of decorative symbols on all lines has stopped and a predetermined time has elapsed, the variable display of the decorative symbols ends.
[0037] When the display of the decorative symbols on the symbol display unit 341 has finished changing, the symbol display unit 341 will display the decorative symbols lined up on one or more valid lines. At this time, the stopped state of the decorative symbols will clearly indicate or suggest the result of the jackpot lottery by the main control unit 331. For example, if the lottery result is a "5R variable jackpot", a "16R variable jackpot", or a "5R normal jackpot", decorative symbols of the same type lined up on the valid lines will be displayed, clearly indicating that it is a jackpot. Also, the type of jackpot may be clearly indicated by the combination of decorative symbols on the valid lines, but this is not always the case. Specifically, for example, if the lottery result is a "16R variable jackpot", then among the decorative symbols, a symbol combination set as a symbol indicating a 16R variable jackpot, such as If the lottery result is a "5R special jackpot," the state where the symbol combination "777" is lined up on the valid line, or the state where a combination of the same decorative symbols other than "777" is lined up on the valid line, is displayed. Also, if the lottery result is a "5R special jackpot," the state where a symbol combination such as "333" that has been set in advance as a symbol combination indicating a 5R special jackpot, among the decorative symbols, is lined up on the valid line, or the state where a combination of the same decorative symbols other than the symbol combination indicating a 16R special jackpot or a 5R special jackpot, such as "777" or "333", is lined up on the valid line, is displayed. Also, if the lottery result is a "5R normal jackpot," the state where a combination of the same decorative symbols other than the symbol combination indicating a normal jackpot, such as "222" or "444", among the decorative symbols, that has been set in advance as a symbol combination indicating a normal jackpot, is lined up on the valid line, is displayed. Also, if the lottery result is a "lose," a combination of different decorative symbols will be displayed lined up on the active line (for example, "323" or "723").
[0038] In addition, the symbol display unit 341 displays a variable game effect suggesting the likelihood of the lottery result being a jackpot, along with the display of the decorative symbols during variable play. If the lottery result is a "16R variable jackpot," and a jackpot symbol combination other than the decorative symbol combination indicating a 16R variable jackpot is displayed along an active line, a suggestion effect is executed as a variable game effect suggesting that the jackpot is a 5R variable jackpot or a 5R regular jackpot. In this case, a promotion effect is executed in the jackpot game effect, clearly indicating that the lottery result for the variable game is a 16R variable jackpot. Similarly, if the lottery result is a "5R variable jackpot," and a jackpot symbol combination other than the decorative symbol combination indicating a variable jackpot is displayed along an active line, a suggestion effect is executed as a variable game effect suggesting that the 5R regular jackpot is a jackpot. In this case, in the big win game presentation, an advancement presentation is executed to clearly indicate that the lottery result for the variable game is a 5R probability big win.
[0039] Furthermore, when the gaming state shifts to a jackpot gaming state, the symbol display section 341 displays jackpot gaming effects including an opening effect, an opening / closing execution mode effect, and an ending effect.
[0040] The gaming board 31 may also be provided with a magnetic sensor or a radio wave sensor (both not shown). The magnetic sensor is provided, for example, near the first winning opening 314 or the variable winning opening 316. The magnetic sensor is electrically connected to the main control unit 331, and the detection results of the magnetic sensor are input to the main control unit 331. This makes it possible to detect fraudulent behavior when a player uses a magnet to illicitly guide a gaming ball to the first winning opening 314 or the variable winning opening 316. On the other hand, a radio wave sensor is provided, for example, near the first winning opening 314 or the second winning opening 315. The radio wave sensor is electrically connected to the main control unit 331, and the detection results of the radio wave sensor are input to the main control unit 331. This makes it possible to detect fraudulent behavior when a player illicitly inputs radio waves to the ball entry sensors 314a, 315a, causing a false detection of a gaming ball entry. The radio wave sensor is capable of detecting radio waves of, for example, 50 MHz to 3 GHz.
[0041] As shown in Fig. 4, the Kroon device 37 distributes game balls that have entered the variable winning opening 316 to either a normal out ball opening 378 or a special out ball opening 373 (see Figs. 7 and 8) described later. Here, Fig. 6 is a diagram showing an example of the opening / closing door 319, the Kroon device 37, and the game ball accumulation section 38 provided on the game board 31 shown in Fig. 4, Fig. 7 is a perspective view of the Kroon device 37, and Fig. 8 is a cross-sectional view along the X1-X1 cutting line in Fig. 6.
[0042] 6 to 8, the crane device 37 is in the shape of a dish having a bottom wall 371 and an annular peripheral wall 372 surrounding the bottom wall 371. The bottom wall 371 is circular in plan view, and has a high bottom portion. 371a, a lower bottom portion 371b, and a left-downward inclined portion 371c provided between the higher bottom portion 371a and the lower bottom portion 371b.
[0043] The high bottom portion 371a constitutes the right portion of the bottom wall 371 and is inclined downward to the right. The high bottom portion 371a is provided with a special out ball passage 374 having a special out ball port 373 (special outlet). The special out ball passage 374 is adjacent to the right edge of the inclined portion 371c and is provided in the center of the high bottom portion 371a in the front-rear direction D1, extending in the up-down direction D2. The special out ball passage 374 is formed in a cylindrical shape with an inner diameter larger than the diameter of the gaming ball 99. A first guide member 375 is connected to the lower end of the special out ball passage 374. The first guide member 375 guides the gaming ball 99 passing through the special out ball passage 374 to the gaming ball accumulation section 38. The first guide member 375 has an upper opening 375a and a lower opening 375b connected to the lower end of the special out ball passage 374. The lower opening 375b is provided to the right of the upper opening 375a, and releases the game balls 99 in the special out ball passage 374 from the right of the special out ball passage 374 toward the game ball accumulation section 38.
[0044] The first guide member 375 can also be provided with a function for retaining game balls 99 that cannot be retained in the game ball retention section 38. In this embodiment, a number (specific information) corresponding to a non-set value, which is a game setting value other than the set value, which is a game setting value set in the gaming machine 10, is displayed on the 7-segment display unit 39 based on the number of game balls 99 that enter the special out ball port 373 of the crane device 37 during a predetermined period (see FIG. 9 ) (the number of specific conditions satisfied during the predetermined period). In this embodiment, the 7-segment display unit 39 has seven segments (excluding dot points DP), so one non-set value can be reliably identified with seven pieces of information. Furthermore, since there are six game setting values, from 1 to 6, there are five non-set values, and therefore 35 pieces of information can be used to identify all non-set values. In other words, the gaming machine 10 is required to be able to display at least 35 pieces of information (a prescribed number). Therefore, it is preferable that the game ball retention section 38 be configured so that it can retain more than a specified number of game balls 99 for a specific period (see FIG. 9 ), as described below. However, depending on the arrangement of various components of the gaming machine 10, it may be difficult to configure the game ball retention section 38 to retain more than a specified number of game balls 99. In this case, by providing the first guide member 375 with the function of storing game balls 99, it is possible to use the first guide member 375 to retain a number of game balls 99 that would be difficult to retain using the game ball retention section 38 alone. This makes it possible to retain more than a specified number of game balls 99 for a specific period, and presents information necessary to identify all non-set values. Similarly, game balls 99 may also be retained in the special out ball passage 374 to which the first guide member 375 is connected. As a result, when it is difficult to retain more than the specified number of game balls 99 due to the arrangement of various components, even by providing the first guide member 375 with the function of retaining game balls 99 in addition to the game ball retention section 38, it becomes possible to retain more than the specified number of game balls 99 by using the special out ball passage 374. As a result, it becomes possible to retain more than the specified number of game balls 99 for a specific period of time, and there is a possibility that the information necessary to identify all non-set values will be presented.
[0045] On the other hand, it is also conceivable to set a limit on the number of game balls 99 that are retained during a specific period. For example, it is conceivable to set the limit to the specified number (to make the limit equal to the specified number). In this case, for example, if information (individual information of specific information) corresponding to the number of game balls 99 entering the special out ball port 373 is presented, there is a possibility that information for identifying all non-set values will be presented during one specific period. Also, if information corresponding to the number of game balls 99 that satisfy a specified condition among the game balls 99 entering the special out ball port 373, for example, the number that wins in a lottery, is presented, information on the expected number according to the probability of winning the lottery is presented, and since this expected number of information is basically smaller than the specified number, there is a possibility that all of the information necessary to identify all non-set values will not be presented during one specific period. As a result, This prevents the set value from being identified by the game ball 99 entering the special out ball port 373, and as a result, it is possible to prevent the player from prematurely ending play on the gaming machine 10 when the set value is low (when the probability of a jackpot is low).
[0046] As a means for setting a limit on the number of game balls 99 retained during a specific period, for example, a configuration is adopted in which game balls 99 are retained in the game ball retention section 38, the first guide member 375, and the special out ball passage 374, and when the limited number of game balls 99 enter the special out ball passage 374, the game balls 99 are positioned near the special out ball opening 373 (by causing ball clogging) to limit the entry of game balls 99 into the special out ball passage 374. With such a configuration, it becomes possible to limit the number of game balls 99 retained during a specific period to the limited number using a simple mechanical configuration without requiring a complex configuration or control.
[0047] On the other hand, the game ball accumulation section 38 has an accumulation lane 381 that slopes downward to the left, as described below. That is, the first guide member 375 guides the game ball 99 to the right (upstream side) of the accumulation lane 381 in the game ball accumulation section 38. Then, the game ball 99 that has entered the special out ball port 373 will not enter any of the various winning ports 313 to 316, nor will it pass through the through gate 317. Therefore, the game ball 99 that has entered the special out ball port 373 is treated as an out ball when it is no longer expected to enter any of the various winning ports 313 to 316 or pass through the through gate 317, for example, when it is introduced into the special out ball passage 374 (when it is detected by the special out ball sensor 384).
[0048] The low bottom portion 371b forms the left portion of the bottom wall 371 and is inclined downward toward the center. A normal passage 376 having a normal outlet ball opening 378 is provided in the low bottom portion 371b. The normal passage 376 is provided adjacent to the left edge of the inclined portion 371c and extends in the vertical direction D2, except for the portion of the low bottom portion 371b along the peripheral wall 372. The normal passage 376 guides game balls 99 entering through the normal outlet ball opening 378 to the rear side of the game board 31 and is formed in a semi-cylindrical shape with a larger opening area than the special outlet ball opening 373. A second guide member 377 is connected to the lower end of the normal passage 376. The second guide member 377 collects game balls 99 passing through the normal passage 376 to the rear side of the game board 31, similar to game balls passing through the opening of the outlet opening 318. The gaming balls 99 collected by the second guide member 377 are detected by the out ball sensor 318a (see FIG. 12) and counted as out balls.
[0049] As described above, the game ball 99 that is shot into the right area of the game board 31 and received by the opening / closing door 319 is guided to the Kroon device 37 by the guide path 316c. The game ball 99 guided to the Kroon device 37 moves on the bottom wall 371 along the peripheral wall 372. This delays the flow of the game ball 99 down the Kroon device 37. Most of the game balls 99 moving on the bottom wall 371 enter the normal out ball port 378, for example, due to a decrease in kinetic energy or by colliding with the peripheral wall 372 of the Kroon device 37 or other game balls 99. The game ball 99 that enters the normal out ball port 378 moves through the normal passage 376 and the second guide member 377 and is guided to a position where it can be detected by the out ball sensor 318a (see FIG. 12).
[0050] On the other hand, some of the game balls moving on the bottom wall 371 have their direction of movement changed by collision with the periphery of the normal out ball opening 378 or with other game balls, and enter the special out ball opening 373. The game ball 99 that has entered the special out ball opening 373 is released toward the game ball accumulation section 38 via the special out ball passage 374 and the first guide member 375.
[0051] Here, the game ball 99 moving on the bottom wall 371 is determined to enter the special out ball hole 373. The probability is set, for example, between 0.5% and 5%, preferably between 1% and 3%. In other words, the expected number of balls entering the special out ball hole 373 per 10 rounds of play is set, for example, between 0.5 and 5%, preferably between 1 and 3. Setting the ball entry probability or the expected number of balls entering within such a range prevents a player from prematurely identifying the set value while enabling a realistic setting value to be identified. This prevents a player from ending play on the gaming machine 10 when the set value is identified prematurely, such as when the set value is low, while also preventing a player from ending play on the gaming machine 10 due to boredom caused by being unable to identify the set value.
[0052] In this embodiment, the special out ball outlet 373 is provided at the higher bottom 371a of the bottom wall 371, and the normal out ball outlet 378 has a larger opening area than the special out ball outlet 373, making it significantly more difficult for the gaming ball 99 to enter the special out ball outlet 373 than the normal out ball outlet 378. However, instead of or in addition to all or part of these, other means may be used to make it more difficult for the gaming ball 99 to enter the special out ball outlet 373. For example, it may be possible to provide an obstructing means around the special out ball outlet 373 to obstruct the gaming ball 99 from entering the special out ball outlet 373. Possible obstructing means include, for example, an obstacle that obstructs the ball from entering the special out ball outlet 373, such as a wall surrounding the special out ball outlet 373, a means for generating a magnetic or electromagnetic force that repels the gaming ball 99 around the special out ball outlet 373, or a means for forming an air curtain by spraying air around the special out ball outlet 373.
[0053] Also, an opening / closing section for opening and closing the special out ball opening 373 may be provided so as to make it difficult for a game ball to enter the special out ball opening 373. In this case, the special out ball opening 373 may be provided on the same plane as the normal out ball opening 378, and the normal out ball opening 378 may be formed to have the same or approximately the same opening area as the special out ball opening 373.
[0054] Furthermore, the distribution means for distributing the game balls 99 that have entered the variable winning opening 316 to the normal out ball opening 378 and the special out ball opening 373 is not limited to the crane device 37, and other means may be used. For example, the game balls 99 may be distributed to the normal out ball opening 378 and the special out ball opening 373 by adjusting a rotating member or a rotary member such as a switching valve, or the arrangement of nails driven into the game board 31.
[0055] 4 and 8, the game ball retention unit 38 receives game balls 99 that have entered the special out ball opening 373 of the crane device 37 and retains the game balls 99 until a specific period of time has elapsed. After the specific period has elapsed, segments A to G of the 7-segment display unit 39, which will be described later, are controlled, and a number is displayed on the 7-segment display unit 39 according to the cumulative number of game balls 99 that have entered the special out ball opening 373 until the specific period has elapsed. Here, FIG. 9 is a diagram for explaining the specific period for retaining game balls in the game ball retention unit, the predetermined period for accumulating the number of game balls that have entered the special out ball opening of the crane device, and the specified period for displaying specific information indicating a non-set value on the 7-segment display unit.
[0056] 9, the specific period will be described as a period during which game balls 99 are retained in game ball retention section 38, the predetermined period will be described as a period during which the number of game balls 99 that have entered special outlet ball port 373 of Kroon device 37 is cumulatively counted, and the "prescribed period" will be described as a period during which all or part of a number (specific information) indicating a non-set value is displayed on 7-segment display unit 39 based on the number of game balls 99 that have entered special outlet ball port 373 of Kroon device 37 during the specific period. However, the "specific period" is not limited to the period during which game balls 99 are retained in game ball retention section 38, and the "prescribed period" is not limited to the period during which the number of game balls 99 that have entered special outlet ball port 373 of Kroon device 37 is cumulatively counted. In other words, the "specific period," "prescribed period," and "prescribed period" include at least the periods described below.
[0057] As shown in Figures 9(A) and 9(B), the specific period during which the game ball 99 is retained in the game ball retention section 38 is from the start of a jackpot game (opening) to the end of the opening / closing execution mode for that jackpot game (the start of the ending), and a specific period is set for each jackpot game that starts within a predetermined period. That is, the start of the specific period is the time when the jackpot game starts, and the end of the specific period is the time when the opening / closing execution mode for that jackpot game ends (the start of the ending). Specifically, as shown in Figure 9(A), if a normal jackpot is won in the low-probability mode (when the first win is a normal single jackpot), the specific period is from the start of the jackpot game to the end of the opening / closing execution mode for that jackpot game. 9(B), when a probability variable jackpot is won in low probability mode (when the first win is a probability variable jackpot and a jackpot streak begins), for all jackpot games executed until the jackpot streak ends with the normal jackpot game when a normal jackpot is won in high probability mode, the period from the start of each jackpot game to the end of the open / close execution mode of that jackpot game is set as a specific period. In other words, in a jackpot streak, multiple specific periods are set corresponding to the number of jackpot games executed during this jackpot streak.
[0058] In other words, regardless of the type of jackpot or the timing of winning, segments A to G of the 7-segment display unit 39 described below, the number of which corresponds to the number of game balls 99 that entered the special out ball port 373 of the crane device 37 during a specific period of one jackpot game, are subject to control of lighting on and off at the ending of the jackpot game, which is the specified period. In other words, the specified period is set as a period during which the 7-segment display unit 39 displays numbers indicating game setting values (plurality of non-set values) other than the game setting value (set value) that specifies the probability that the lottery result in the jackpot lottery set for the gaming machine 10 will be a jackpot, based on the number of game balls 99 that entered the special out ball port 373 of the crane device 37 during the specified period.
[0059] Then, if the number of game balls 99 that enter the special out ball port 373 during a specific period of one jackpot game is 7 or more but less than 14, a number specifying a game setting value (multiple non-set values) other than the game setting value (set value) that determines the probability that the result of the jackpot lottery set in the gaming machine 10 will be a jackpot is displayed on the 7-segment display unit 39 at the ending (specified period) after the specific period of the jackpot game has elapsed, according to the display order set in the display order setting process of Figure 36 described below. Furthermore, at the ending (prescribed period) after a specific period of a jackpot game has elapsed, on the 7-segment display unit 39, if the number of game balls 99 that enter the special out ball port 373 during the specific period of one jackpot game is 14 or more but less than 20, two numbers specifying multiple non-set values are displayed in the order according to the display sequence; if the number is 21 or more but less than 28, three numbers specifying multiple non-set values are displayed in the order according to the display sequence; if the number is 28 or more but less than 35, four numbers specifying multiple non-set values are displayed in the order according to the display sequence; and if the number is 35 or more, five numbers (all numbers) specifying multiple non-set values are displayed in the order according to the display sequence. Note that if the number of game balls 99 that enter the special out ball port 373 during the specific period of one jackpot game is less than seven, no numbers specifying multiple non-set values are displayed on the 7-segment display unit 39 during the ending (prescribed period) after a specific period of a jackpot game has elapsed.
[0060] In this way, in the gaming machine 10, each time a jackpot game is executed, 1 to 5 numbers specifying a plurality of non-set values can be displayed on the 7-segment display unit 39 described later based on the number of gaming balls 99 that have entered the special out ball port 373 of the crane device 37 during a specific period, and the set value can be specified by displaying the numbers specifying the five non-set values. For example, by displaying the number 1 on the 7-segment display unit 39, it can be specified that game set value 1 is a non-set value, by displaying the number 2 on the 7-segment display unit 39, it can be specified that game set value 2 is a non-set value, and by displaying the number 3 on the 7-segment display unit 39, it can be specified that game set value 3 is a non-set value. is a non-set value, and when the number 4 is displayed on the 7-segment display unit 39, it can be identified that game setting value 4 is a non-set value, when the number 5 is displayed on the 7-segment display unit 39, it can be identified that game setting value 5 is a non-set value, and when the number 6 is displayed on the 7-segment display unit 39, it can be identified that game setting value 6 is a non-set value. Also, when five numbers 2 to 6 are displayed on the 7-segment display unit 39, it can be identified that the non-set values are game setting values 2 to 6, and therefore it can be understood that the set value is game setting value 1. Similarly, when the five numbers 1, 3 to 6 are displayed on the seven-segment display unit 39, it can be understood that the setting value is game setting value 2; when the five numbers 1, 2, 4 to 6 are displayed on the seven-segment display unit 39, it can be understood that the setting value is game setting value 3; when the five numbers 1 to 3, 5, and 6 are displayed on the seven-segment display unit 39, it can be understood that the setting value is game setting value 4; when the five numbers 1 to 4 and 6 are displayed on the seven-segment display unit 39, it can be understood that the setting value is game setting value 5; and when the five numbers 1 to 5 are displayed on the seven-segment display unit 39, it can be understood that the setting value is game setting value 6.
[0061] Furthermore, the numbers to be displayed on the 7-segment display unit 39 can be recognized before all segments A to G become the control targets. For example, if segments A to G are to be controlled in the order of segment A → segment B → segment C → segment D → segment E → segment F → segment G, when segment A, the first control target, is turned off, the candidate numbers to be displayed on the 7-segment display unit 39 are "1" and "4." When segment F, the sixth control target, is turned on, the number can be recognized as "4," and when segment F is turned off, the number can be recognized as "1." In other words, the numbers "1" and "4" can be recognized when segment F, the sixth control target, becomes the control target before all segments A to G become the control targets. When segment A, the first control target, is turned on, the candidate numbers to be displayed on the 7-segment display unit 39 are "2," "3," "5," and "6." Then, when segment B, the second control target, is turned on, it can be determined to be either "2" or "3," and when segment B is turned off, it can be determined to be either "5" or "6." Furthermore, when segment C, the third control target, is turned on, it can be recognized as "3," and when segment C is turned off, it can be recognized as "2." In other words, the numbers "2" or "3" can be recognized when segment C, the third control target, becomes the control target before all segments A to G become control targets. Furthermore, when segment E, the fifth control target, is turned on, it can be recognized as "6," and when segment E is turned off, it can be recognized as "5." In other words, the numbers "5" or "6" can be recognized when segment E, the fifth control target, becomes the control target before all segments A to G become control targets. In other words, the numbers "2" and "3" can be recognized when segment C, the third control object, is turned on or off, the numbers "5" and "6" can be recognized when segment E, the fifth control object, is turned on or off, and the numbers "1" and "4" can be recognized when segment F, the sixth control object, is turned on or off.In this embodiment, even if a number indicating a non-set value is grasped before all segments A through G of the 7-segment display unit 39 are controlled, control to display the next-priority number is not initiated until all segments A through G are controlled. This requires more specific conditions to be met in order to identify all non-set values than when control to display the next-priority number is initiated when the number corresponding to the non-set value can be grasped. As a result, the difficulty of identifying all non-set values and thus the difficulty of recognizing the set value can be increased, preventing the set value from being recognized in a short amount of time. Therefore, even if the set value is low, it is possible to prevent the player from quickly grasping the set value, thereby preventing a decrease in play time on the gaming machine 10 and suppressing a decrease in the operating rate of the gaming machine 10.
[0062] Note that control to display the number of the next priority may be initiated when a number indicating a non-set value is recognized before all segments A to G of the 7-segment display unit 39 become the control target. For example, if the priority of numbers is "1" → "2" → "3" → ... and segment F, which is sixth in the control order for the number "1," is designated as the control target, and it is recognized that the number to be displayed on the 7-segment display unit 39 is "1," control to display the number "2," which is the next priority, may be initiated without designating segment G, which is seventh in the control order, as the control target. However, if segments A to G are controlled to display the next number to be displayed after all segments A to G have become the control target, even if the number displayed on the 7-segment display unit 39 can be recognized before all segments A to G have become the control target, control of segments A to G to display the next number to be displayed is not initiated until all segments A to G have become the control target. Therefore, even if a player recognizes a number displayed on the 7-segment display unit 39 before all segments A through G are controlled, information identifying the number already recognized by the player is displayed on the 7-segment display unit 39 until the display of the next number to be displayed begins. In other words, if segments A through G are controlled to display the next number to be displayed after all segments A through G have been controlled, unnecessary information may be displayed on the 7-segment display unit 39, raising concerns that the player's interest in the game may decrease during the period in which such unnecessary information is displayed on the 7-segment display unit 39. In contrast, if control to display the next number with the highest priority is initiated when a number indicating a non-set value is recognized before all segments A through G of the 7-segment display unit 39 are controlled, segments A through G that do not contribute to guessing the non-set value will not be controlled after one non-set value is identified. This prevents a decrease in interest in the game due to segments A through G being unnecessarily controlled.
[0063] Meanwhile, the predetermined period for cumulatively counting the number of game balls 99 entering the special outlet ball opening 373 of the Kroon device 37 is the period from the start of the jackpot game for the jackpot in the low-probability mode to the end of the normal jackpot opening / closing execution mode. That is, the start of the predetermined period is the time when the jackpot game for the jackpot in the low-probability mode starts, and the end of the predetermined period is the time when the normal jackpot opening / closing execution mode ends (the time when the ending of the normal jackpot game starts). Specifically, as shown in FIG. 9(A), when a normal jackpot is won in the low-probability mode (when the first hit is a normal single jackpot), the predetermined period is the time from the start of the jackpot game to the end of the jackpot opening / closing execution mode for the jackpot game. That is, in the case of a single jackpot, the predetermined period coincides with the specific period for retaining the game ball 99 in the game ball retention section 38. 9(B), in the case of winning a probability variable jackpot in the low probability mode (when the first hit is a probability variable jackpot and a series of jackpots starts), the predetermined period is the period from the start of the probability variable jackpot game for the first hit, which triggers the start of the series of jackpots, to the end of the open / close execution mode of the jackpot game for the normal jackpot, which triggers the end of the series of jackpots. In other words, in the case of a series of jackpots, the predetermined period does not coincide with the specific period for retaining the game ball 99 in the game ball retention section 38, but is set to multiple periods depending on the number of jackpot games that start within the predetermined period.
[0064] Incidentally, once a jackpot game has started, unless there are special circumstances, the game will not be ended midway through the jackpot game or in the middle of a series of jackpot wins. Therefore, a specific period for which the game balls 99 are to be retained in the game ball retention section 38 is set for each jackpot game, thereby preventing the player from ending the game before the specific period ends. Also, a predetermined period for cumulatively counting the number of game balls 99 that have entered the special out ball port 373 of the crane device 37 is set from the start of the jackpot game for a jackpot in the low probability mode to the end of the open / close execution mode for the jackpot game for a normal jackpot, thereby preventing the player from ending the game before the specific period ends. Then, in a jackpot game, at the ending (prescribed period) after the specific period has elapsed, the game balls in the game ball retention section 38 during the specific period are counted. The 7-segment display 39 is controlled based on the number of remaining balls (the number of game balls 99 that have entered the special out ball opening 373 of the Kroon device 37) to display information that allows the non-set value to be identified or guessed (all or part of the numbers corresponding to the non-set value). At the end of the jackpot game after the opening / closing execution mode for a normal jackpot, information that allows the non-set value to be identified or guessed (all or part of the numbers corresponding to the non-set value) is displayed in accordance with the cumulative number of game balls 99 that have entered the special out ball opening 373 of the Kroon device 37 over a predetermined period. This prevents a player who does not know when non-set values other than the set value can be identified or guessed from ending the game before the non-set value can be identified or guessed. Therefore, even if a player does not know when non-set values can be identified or guessed, the non-set value can be identified or guessed, and by identifying all non-set values, the set value can also be determined. In addition, it is possible to eliminate so-called hyena behavior by other players who play games aiming for times when non-set values can be identified or guessed.
[0065] Furthermore, by setting a specific period for each jackpot game that starts within a predetermined period, in the case of consecutive jackpots, the predetermined period is set to span from the first jackpot to the final jackpot game of the consecutive jackpot series. Therefore, the predetermined period is longer for consecutive jackpots than for single jackpots, and the more jackpot games are played, the longer the predetermined period becomes. As a result, a consecutive jackpot is more likely to result in a larger number of game balls 99 entering the special out ball opening 373 of the Kroon device 37 than a single jackpot, and the more consecutive jackpots there are, the more likely the number of game balls 99 entering the special out ball opening 373 becomes. As a result, the more consecutive jackpots a player has, the greater the expected value of the game value he or she can acquire. This not only increases the number of consecutive jackpots a player can acquire, but also provides the player with more information for identifying or guessing non-set values, making it easier to guess or identify non-set values and, ultimately, set values.
[0066] The start of the specific period during which the game ball 99 is retained in the game ball retention section 38 may be set during a jackpot game, and may be set not only at the start of the jackpot game but also when the opening / closing execution mode begins (the opening of the first jackpot ends). The end of the specific period may be set during a jackpot game, or may be set during the ending transition to after a regular jackpot game. Preferably, the specific period is set as one section including the opening / closing execution mode for one jackpot game. This allows information for identifying a non-set value to be displayed on the 7-segment display 39 after the specific period has elapsed, based on the number of specific conditions that are met when the game ball 99 enters the variable winning opening 316 in the opening / closing execution mode (based on the number of game balls 99 that have passed through the special out ball opening 373 of the crane device 37). As a result, in the open / close execution mode, the player can enjoy the game by focusing on whether or not the game ball 99 enters the special out ball port 373, and after the open / close execution mode ends, that is, after a specific period of time has passed, the player can enjoy the game by focusing on the content displayed on the 7-segment display unit 39 and identifying or guessing the non-set value based on the displayed content.
[0067] Furthermore, the start of the predetermined period for cumulatively counting the number of game balls 99 that have entered the special out ball opening 373 of the Kroon device 37 is not limited to the start of the jackpot game for the first hit (jackpot in low probability mode), but may be set to the jackpot game. Preferably, it may be the start of the jackpot game for the first hit (jackpot in low probability mode), for example, the start of the opening / closing execution mode for the jackpot game for the first hit (jackpot in low probability mode) (end of the opening for the first hit). In this way, by setting the start of the predetermined period to the jackpot game for the first hit, regardless of whether it is a single jackpot or a consecutive jackpot, a predetermined period is always set for each first hit, ensuring at least one opportunity to guess or identify a non-set value for each first hit.
[0068] On the other hand, the end of the predetermined period is not limited to the time when the opening and closing execution mode of the normal jackpot game ends, but may be set during the jackpot game, for example, at the ending of the jackpot game, typically It is conceivable to set the predetermined period at the ending of a regular jackpot game. The end of the predetermined period may also be the time when the normal jackpot game ends (the ending of the jackpot game) or the time-saving mode to which the game is switched after a normal jackpot ends. While this embodiment is described assuming a loop probability variable machine, it is conceivable that the predetermined period can be set according to the type of gaming machine used, such as an ST machine, a V-ST machine, or a type-one-two mixed machine. For example, in a V-ST machine, if there is no V prize on the first hit (normal jackpot), the predetermined period can be set in the same way as for a normal jackpot on a loop probability variable machine. If there is a V prize on the first hit (probability variable jackpot), the start of the predetermined period can be set to the start of the jackpot game on the first hit or the opening and closing execution mode, and the end of the predetermined period can be set to the end of the opening and closing execution mode on a jackpot without a V prize, or the end of a specified number of jackpot lotteries in the high probability mode.
[0069] In addition, the predetermined period may be set to a period during which a variable game is executed (a period from the end of a jackpot game to the start of a jackpot game) regardless of a jackpot game. For example, the predetermined period can be set according to the type of condition (specific condition) under which all or part of the specific information (numbers) indicating a non-set value is displayed, and may be set to a period during which the player stays in a normal game state (high probability mode and low frequency support mode) (a period from the end of the time-saving mode to the start of the next jackpot), a period during which the player stays in the time-saving mode (a period from the end of a normal jackpot to the start of a normal game state), a period during which the player stays in a low probability mode (a period from the end of a normal jackpot to the start of the next jackpot game), a period until a predetermined number of jackpot lotteries are drawn in one or both of the high probability mode and the low probability mode, a period during which ... Examples of such a period include the period until a normal winning lottery is drawn, the period until a predetermined number of game balls 99 enter the normal winning slot 313 in either or both of the high probability mode and the low probability mode, the period until a predetermined number of game balls 99 enter the first winning slot 314 in either or both of the high probability mode and the low probability mode, the period until a predetermined number of game balls 99 enter the second winning slot 315 in either or both of the high probability mode and the low probability mode, the period until a predetermined number of game balls 99 pass through the through gate 317 in either or both of the high probability mode and the low probability mode, and the period until a predetermined number of game balls 99 are shot onto the game board 31 in either or both of the high probability mode and the low probability mode. The predetermined period may also be set for each variable game. That is, the predetermined period may be set from the start of the variable game (the start of the display of the decorative symbols) to the end of the variable game (the end of the display of the decorative symbols). In this case, the entire period of one variable game may be the predetermined period, or a part of the period of one variable game may be the predetermined period.If a portion of one variable game is considered to be a specified period, the specified period could be the period from the start of the display of the changing decorative pattern to the time the decorative pattern reaches a reach state, the period from the start of the display of the changing decorative pattern to the time a development effect such as a special reach effect begins, the period from the time the decorative pattern reaches a reach state to the time a development effect begins, the period from the time the decorative pattern reaches a reach state to the time a development effect ends, or the period during which a development effect is executed.
[0070] In this way, by setting a predetermined period during which variable games are played, it becomes possible to identify or guess non-set values and recognize or guess set values even outside of the period during which jackpot games are played. This makes it possible to enjoy the progress of games while identifying or guessing non-set values (set values) during the period during which variable games are played.
[0071] When the predetermined period is set as the period during which the variable game is executed, the distribution means such as the Kroon device 37 may be provided in a position (for example, the left side area of the game board 31 (above or below the general winning hole 313) or the central area (above or to the side of the first winning hole 314)) where the game ball 99 is distributed to the normal out ball hole 378 and the special out ball hole 373 when a left shot is performed to normally shoot the game ball 99 shot into the left side area of the game board 31. In this case, it is possible to identify or estimate the non-set value (set value) without performing a special shot (a right shot to shoot the game ball 99 into the right side area of the game board 31). This allows the game ball 99 to be distributed to the general winning hole 313 or the first winning hole 31 Without reducing the probability of the game ball 99 landing in the hole 4, the player can enjoy identifying or guessing the non-set value (set value) while playing the game as usual.
[0072] Depending on the type of specific condition, the start of the predetermined period may be set when the main power supply for the gaming machine 10 is turned on. Depending on the type of specific condition, the end of the predetermined period may be set when the main power supply for the gaming machine 10 is turned off.
[0073] In addition, specific conditions include the game ball 99 being distributed by a distribution means such as the Kroon device 37 during a specified period, and instead of the game ball 99 entering the special out ball port 373, the game ball 99 passing through a specific area other than the special out ball port 373, for example, the game ball 99 passing through the through gate 317 or the game ball 99 entering one of the various winning ports 313 to 316.
[0074] In addition, a configuration may be adopted in which game balls 99 entering the general winning slot 313 or the first winning slot 314, or passing through the through gate 317, are guided to a distribution means such as the crane device 37, and a specific condition may be that the game balls 99 distributed by the distribution means enter the special out ball slot 373. In this case, too, it is possible to enjoy identifying or guessing the non-set value (set value) while playing the game as usual without performing any special shooting.
[0075] The specific condition may also be the occurrence of a specific event that may occur during the course of a game. In this case, the specific event may be either an advantageous or disadvantageous event for the player. If the specific event is advantageous to the player, the player may further obtain all or part of the specific information indicating the non-set value (set value) in addition to the benefit obtained by the occurrence of the specific event. On the other hand, if the specific event is disadvantageous to the player, the player may further obtain all or part of the specific information indicating the non-set value (set value) as a remedy for the disadvantage caused by the occurrence of the specific event. Specific events may include, for example, winning the jackpot a predetermined number of times (including once) or more (a jackpot game being played a predetermined number of times (including once) or more), winning a special or regular jackpot a predetermined number of times (a special or regular jackpot game being played a predetermined number of times (including once) or more), reaching a predetermined number of consecutive jackpots (winning special jackpots a predetermined number of times or more in succession before winning a regular jackpot), reaching a predetermined number of jackpot draws before winning a jackpot, and winning more than the upper limit of 99 game balls (over-winning) during round play in the open / close execution mode of the jackpot game.
[0076] The specific event may also be the execution of a specific effect that is set in advance in a variable game or a jackpot game. The specific effect in this case is not particularly limited and may be set to, for example, either a non-reach effect or a reach effect, or an opening effect, a round game effect, or an ending effect. Typical examples of the specific effect include a premium effect in a variable game effect that confirms a jackpot or a probability variable jackpot, and an effect that indicates that a series of reserved wins will be executed after the end of the jackpot game (i.e., the lottery result of the jackpot is included among the reserved wins at a specific point in the jackpot game, such as the start of the jackpot game, the start of the open / close execution mode, the end of the open / close execution mode, or the end of the jackpot game). Furthermore, the specific event may also be a stop display or a provisional stop display (intermediate stop display) of decorative symbols in a specific combination on the symbol display unit 341. For example, in the symbol display section 341, when the decorative symbol is stopped and displayed at "777", when it is stopped and displayed at a specific out-of-reach number like "767", when it is stopped and displayed at a specific non-out-of-reach number (variable number) like "367", and when a development effect such as a super reach effect or a special reach effect is executed as a reach effect, a temporary stop display (intermediate stop display) that clearly indicates that a development effect will be executed can be considered. As a temporary stop display (intermediate stop display) indicating that a development effect will be executed, for example, a temporary stop display (intermediate stop display) such as "7 Development 7" is considered, in which the decorative symbols on the left and right are in a reach state, and a symbol indicating that a development effect such as "Development" will be executed as the center symbol is temporarily stopped and displayed. Also, the specific condition may be the occurrence of multiple specific events of a specific combination.
[0077] Furthermore, the specific condition may be established in relation to a set value. In other words, the specific condition may include a set value, and for example, the specific condition may be established when a specific event occurs at a specific set value. In this case, while the type of specific condition depends on the set value, the display order of the numbers indicating non-set values on the 7-segment display unit 39 is determined by the set value, as described below. Therefore, the numbers indicating non-set values are displayed on the 7-segment display unit 39 in different orders depending on the type of specific condition. This makes it possible to set the display order for each set value based on, for example, whether the probability of winning a jackpot is high or low, and to characterize the display of multiple numbers indicating non-set values for each set value.
[0078] Furthermore, the specified period during which specific information or a portion thereof (special information) indicating a non-set value is displayed when certain conditions are met is not limited to being set for each ending of a jackpot game; it may be set at other times, depending on its relationship to a specified period, a specific period, or a specific condition. For example, as described in the second embodiment below, the specified period may be set only at the ending of a 5R normal jackpot game, which typically sets the end of the specified period, or it may be set at a time other than a jackpot game, such as after the end of a jackpot game. Furthermore, when the specified period is set during the execution of a variable game, possible examples of the specified period include the start of the change in decorative symbols in the variable game, the timing of the temporary stop display when the decorative symbols are in a reach state, the timing when a development effect such as a super reach effect or a special reach effect starts, or during the execution of a development effect. In other words, the specified period may be set during the execution of a variable game. When the specified period is set during the execution of a variable game, it becomes possible to display specific information indicating a non-set value along with the result of the jackpot lottery. For example, when the result of a big win lottery is displayed by a variable display of decorative symbols on the symbol display section 341, it is also possible to simultaneously display specific information on the symbol display section 341. This makes it possible to increase the player's interest in variable games by displaying specific information.
[0079] Here, Fig. 10(A) is a cross-sectional view taken along the X2-X2 cutting line in Fig. 8, Fig. 10(B) is a cross-sectional view taken along the X3-X3 cutting line in Fig. 8 when a stopper portion 383 (described later) is at its upper limit position, and Fig. 10(C) is a cross-sectional view taken along the X3-X3 cutting line in Fig. 8 when the stopper portion 383 is at its lower limit position. The configuration of the game ball accumulation portion 38 will be described below with reference to Figs. 6 and 8 in addition to Fig. 10.
[0080] As shown in Figures 6, 8, and 10, the game ball retention section 38 retains game balls 99 that enter the special outlet ball port 373 for a specific period of time, and is equipped with a retention lane 381, a discharge lane 382, and a stopper section 383.
[0081] The retention lane 381 receives the gaming balls 99 that have entered the special outlet ball opening 373 of the crane device 37, and allows the gaming balls 99 to remain. The retention lane 381 is open at the top and slopes downward to the left. The depth of the retention lane 381 is smaller than the diameter of the gaming balls, and at least a portion of the gaming balls 99 retained in the retention lane 381 can be seen (see FIG. 4). This makes it possible to see that the gaming balls 99 have been retained in the retention lane 381, and also makes it possible to see the number of retained gaming balls 99, i.e., the number of gaming balls 99 that have entered the special outlet ball opening 373 of the crane device 37 within a specific period. In addition, the retention lane 381 is preferably made of a transparent material such as resin. This allows the retention lane 381 to be easily seen. It becomes easy to grasp the number of game balls 99 retained in the retention lane 381. Instead of or in addition to making the game balls 99 retained in the retention lane 381 visible, the number of game balls 99 retained in the retention lane 381 may be displayed. The number of game balls 99 retained in the retention lane 381 may be displayed, for example, by the number of lit lamps or by displaying an image on the pattern display unit 341.
[0082] The discharge lane 382 is continuous with the left end of the retention lane 381, and guides the gaming balls 99 retained in the retention lane 381 to a predetermined location, for example, a position where they can be detected by the out ball sensor 318a (see FIG. 12).
[0083] In addition, the discharge lane 382 is provided with a special out ball sensor 384. This special out ball sensor 384 detects game balls 99 retained in the retention lane 381 as they move along the discharge lane 382. In other words, the special out ball sensor 384 is used to count the number of game balls 99 retained in the retention lane 381, i.e., the number of special out balls that enter the special out ball port 373 of the crane device 37 within a specific period. Specifically, as shown in FIG. 12 , the special out ball sensor 384 is connected to the MPU 41 of the main control device 4, and the MPU 41 monitors the output from the special out ball sensor 384, thereby determining whether or not the game balls 99 have moved along the discharge lane 382. Furthermore, when a gaming ball 99 is detected by the special out ball sensor 384, the MPU 41 sets a special out ball detection command and transmits this special out ball detection command to the voice lamp control device 5 in the external output process of step S1301 in the main process of Fig. 23 described later. On the other hand, when the voice lamp control device 5 receives the special out ball detection command, it counts the number of special out balls using the MPU 51 and controls the display content on the 7-segment display unit 39 based on the number of special out balls and the set value (see the command determination process of Fig. 37 and the set value suggestion process of Fig. 40).
[0084] The special out ball sensor 384 may be, for example, an electromagnetic induction type proximity sensor, but other detection methods (for example, an optical sensor) may be used to detect the gaming balls 99. The special out ball sensor 384 may also be connected to the sound lamp control device 5. In this case, the special out ball detection command is not set in the MPU 41 of the main control device 4, but the sound lamp control device 5 counts the number of special out balls based on the output from the special out ball sensor 384.
[0085] The stopper portion 383 is provided between the retention lane 381 and the discharge lane 382, and is moved up and down between an upper limit position and a lower limit position by a driving means such as a solenoid provided on the back side of the gaming board 31. The upper limit position is a position where the tip portion protrudes upward, and when the stopper portion 383 is at the upper limit position, the gaming ball 99 can be retained in the retention lane 381 (see FIG. 10(B)). On the other hand, the lower limit position is a position where the tip portion does not protrude upward, and when the stopper portion 383 is at the lower limit position, the gaming ball 99 in the retention lane 381 can be discharged via the discharge lane 382 (see FIG. 10(C)). Then, the gaming ball 99 guided to the discharge lane 382 is guided to a position where it can be detected by the out ball sensor 318a (see FIG. 12).
[0086] The means for allowing the game balls 99 to be retained in the retention lane 381 and for allowing the game balls 99 in the retention lane 381 to be discharged to the discharge lane 382 is not limited to the stopper portion 383 that can move up and down, but may be other means such as a stopper portion that can move back and forth, or a stopper portion that can rotate between an upright position and a prone position. Also, a configuration may be used in which the game balls 99 are retained by preventing them from moving using the action of magnetic or electromagnetic force, and the game balls 99 are discharged by canceling the action of the magnetic or electromagnetic force. Furthermore, by configuring the retention lane 381 to be movable up and down, it is possible to realize a state in which the game balls 99 are retained and a state in which they are discharged. For example, For example, the retention lane 381 may be configured to wait at a lower position than the discharge lane 382 to retain the game balls 99, while the retention lane 381 may be moved to a higher position than the discharge lane 382 to transfer the game balls 99 to the discharge lane 382. Alternatively, the game board 31 may be provided with an opening through which the game balls 99 can be discharged to the back side of the game board 31, and the retention lane 381 may be configured to be movable up and down between a position where the game balls 99 can be retained in the retention lane 381 and a position where the game balls 99 can be discharged from the opening to the back side of the game board 31. Also, instead of the retention lane 381, it is conceivable to move a box-shaped movable body so that the game balls 99 can be retained in the movable body and can be discharged to the back side of the game board 31.
[0087] Here, Figure 11(A) is a diagram showing an example of a 7-segment display unit 39 provided on the game board 31 shown in Figure 4, Figure 11(B) is a diagram showing an example of displaying numbers on the 7-segment display unit, and Figure 11(C) is a diagram showing an example of displaying alphabets on the 7-segment display unit.
[0088] As shown in FIG. 11(A), the 7-segment display unit 39 consists of seven segments A to G and dot points DP. Each of the segments A to G and dot points DP can be turned on or off individually, and can display at least the numbers 1 to 6 as shown in FIG. 11(B), and at least the letters A to F as shown in FIG. 11(C). In this embodiment, the 7-segment display unit 39 displays numbers (specific information) indicating each of multiple (five) game setting values (non-set values (specific numerical information)) other than the game setting values (set values (predetermined numerical information)) set to define the jackpot probability of the gaming machine 10 from multiple (six) game setting values (numerical information) corresponding to the jackpot probability (see FIGS. 14(A) and 14(B)) that the lottery result in the jackpot lottery will be a jackpot, by lighting or extinguishing each of the segments A to G. Specifically, on the 7-segment display unit 39, when the non-set value is game setting value 1, segments B and C are lit to display the number 1; when the non-set value is game setting value 2, segments A, B, D, E, and G are lit to display the number 2; when the non-set value is game setting value 3, segments A to D and G are lit to display the number 3; when the non-set value is game setting value 4, segments B, C, F, and G are lit to display the number 4; when the non-set value is game setting value 5, segments A, C, D, F, and G are lit to display the number 5; and when the non-set value is game setting value 6, segments A, C to G are lit to display the number 6. In this embodiment, when a number corresponding to a non-set value is displayed, a dot point DP is lit to clearly indicate that a number corresponding to a non-set value has been displayed.
[0089] Furthermore, numbers corresponding to non-set values on 7-segment display unit 39 are displayed in an order determined when the main power is turned on (power is turned on) or when the set value is changed, as will be described later (see FIGS. 35 and 36). Furthermore, the control order for lighting or extinguishing each of segments A to G of 7-segment display unit 39 is set (fixed) to segment A, segment B, segment C, segment D, segment E, segment F, and segment G, as will be described later.
[0090] Then, in the 7-segment display unit 39, as will be described later, segments corresponding to the number of gaming balls 99 that have entered the special out ball port 373 of the Kroon device 37 during a predetermined period (the number of specific conditions that are met during a predetermined period) are controlled to be turned on and off, and a number or a part of a number is displayed on the 7-segment display unit 39. Here, the number displayed on the 7-segment display unit 39 indicates a non-set value other than the set value after the gaming set value. Therefore, the part of the number displayed on the 7-segment display unit 39 does not indicate the gaming set value, but indicates a part of specific information that indicates a non-set value, and corresponds to an indication of special information. In other words, the special information is displayed using a part of the multiple segments A to G of the 7-segment display unit 39. In this way, by displaying not only the number indicating a non-set value but also a part of the number (special information) on the 7-segment display unit 39, the player can not only identify a non-set value when a number is displayed on the 7-segment display unit 39, but also can identify a part of the number displayed on the 7-segment display unit 39. Therefore, even if no numbers are displayed on the 7-segment display unit 39, it is possible to enjoy guessing the non-set value based on part of the numbers, which increases the enjoyment of the game.
[0091] Note that whether or not each segment A to G is a control target on the 7-segment display unit 39 may or may not be clearly indicated to the player. When it is clearly indicated that each segment A to G is a control target, it is easier to guess the set value compared to when it is not clearly indicated. In this embodiment, the control order of each segment A to G is fixed, so it is not clearly indicated that each segment A to G is a control target, and a method is adopted that makes it difficult to guess the set value. Note that when it is clearly indicated to the player that each segment A to G is a control target, it is possible to clearly indicate to the player that the segment is a control target by, for example, flashing the control target segment, or by lighting the control target segment in a color different from when it is lit.
[0092] Furthermore, the 7-segment display unit 39 may display information for identifying non-set values using letters corresponding to the non-set values. For example, it is conceivable that the letter A is displayed when the non-set value is game set value 1, the letter B is displayed when the non-set value is game set value 2, the letter C is displayed when the non-set value is game set value 3, the letter D is displayed when the non-set value is game set value 4, the letter E is displayed when the non-set value is game set value 5, and the letter F is displayed when the non-set value is game set value 6 (see FIG. 11(C)).
[0093] The main display unit 36 includes a normal pattern display unit 361, a first special pattern display unit 362, a second special pattern display unit 363, a first reserved number display unit 364, and a second reserved number display unit 365, all located in the upper right corner of the game board 31.
[0094] The normal symbol display section 361 includes a pair of LEDs as a normal symbol (normal symbol), and displays the result of the normal symbol winning lottery, which determines whether or not to open the electric accessory 315b, which is executed in response to winning at the through gate 317, by a combination of turning on and off the LED pair. The main control unit 331 (MPU 41) causes the pair of LEDs to flash (variably display the normal symbol) in response to winning at the through gate 317, and after the variable display time has elapsed, turns on or off each LED to display the result of the normal symbol winning lottery.
[0095] The first special symbol display unit 362 includes a 7-segment display device as the first special symbol (first special symbol), and displays the result of the first special symbol lottery (first special symbol lottery, jackpot lottery) to determine whether or not a jackpot game will be played, which is triggered by winning in the first winning slot 314, by a combination of lighting and extinguishing seven segments in the 7-segment display device. The main control unit 331 (MPU 41) causes the seven segments of the 7-segment display device to flash (variably display the first special symbol) when a prize is won in the first winning slot 314, and displays the result of the jackpot lottery by lighting or extinguishing each segment after the lapse of the variable display time.
[0096] The second special symbol display unit 363 includes a 7-segment display device as the second special symbol (second special symbol), and displays the result of the second special symbol lottery (second special symbol lottery, jackpot lottery) to determine whether or not a jackpot game will be played, which is triggered by winning in the second winning slot 315, by combining the lighting and extinguishing of seven segments in the 7-segment display device. The main control unit 331 (MPU 41) causes the seven segments of the 7-segment display device to flash (variably display the second special symbol) when a prize is won in the second winning slot 315, and displays the result of the jackpot lottery by lighting or extinguishing each segment after the lapse of the variable display time.
[0097] The first reserved number display unit 364 includes an LED group consisting of four LEDs, and displays the reserved number N of the first special chart, which is displayed in a variable manner due to a winning entry into the first winning slot 314, by the number of lit LEDs.
[0098] The second reserved number display unit 365 includes an LED group consisting of four LEDs, and displays the reserved number M of the second special chart, which is a variable display caused by a win at the second winning port 315, by the number of lit four LEDs.
[0099] [Ura Pack Unit 13] As shown in FIG. 3, the rear pack unit 13 includes a dispensing mechanism 130 and a peripheral control unit 140.
[0100] The payout mechanism 130 includes a tank 131 that stores game balls supplied from an island facility (not shown) in the gaming hall, and a payout device 132 that pays out game balls from the tank 131 toward the upper tray 23. When the upper tray 23 is saturated with game balls, the game balls paid out from the payout device 132 are paid out to the lower tray 24.
[0101] As shown in FIG. 12, the peripheral control unit 140 includes a payout control device 7, a launch control device 8, and a power supply control device 9. The payout control device 7 controls the number of game balls paid out by the payout device 132. The launch control device 8 controls the game ball launching mechanism 32 in response to the operation of the launch handle 22. The power supply control device 9 converts the power supplied from the island equipment (not shown) to which the gaming machine 10 is connected to a predetermined voltage level and supplies it to the control devices and drive means provided within the gaming machine 10.
[0102] [System configuration of gaming machine 10] Next, the system configuration of the gaming machine 10 will be described with reference to FIGS.
[0103] [Main Control Unit 331] 12, the main control unit 331 includes a main control device 4 that mainly controls the game in the gaming machine 10. The main control device 4 executes a jackpot lottery as a lottery for transitioning to a preset jackpot game state. The main control device 4 includes an MPU 41, an input / output I / F 42, and a performance information display device 4A.
[0104] The MPU 41 is an arithmetic unit configured as a one-chip microcomputer. The MPU 41 also has a built-in ROM 411 and RAM 412. The MPU 41 executes processing in accordance with a control program stored in the ROM 411 or the like. Some or all of the processing executed by the main control device 4 may be executed by an electronic circuit.
[0105] The input / output I / F 42 is an input / output interface that inputs signals to the main control device 4 and outputs control signals from the main control device 4. The input / output I / F 42 is also connected to the ball entry sensors 313a-317a, the out ball sensor 318a, and the special out ball sensor 384. The MPU 41 determines whether balls have entered the general winning opening 313, the first winning opening 314, the second winning opening 315, and the variable winning opening 316, and whether the game ball 99 has passed through the through gate 317, based on the detection signal from the out ball sensor 318a. The input / output I / F 42 is also connected to the sound lamp control device 5, the payout control device 7, the firing control device 8, the power supply control device 9, and the like.
[0106] The MPU 41 then transmits to the voice and lamp control device 5 a variation pattern command, a first hold command, a second hold command, a shift command, a jackpot game start command, a round game start command, a It outputs commands such as a start command, a round play end command, an ending start command, a jackpot play end command, a special out ball detection command, and a setting value change command.
[0107] The variation pattern command is a command that notifies the voice lamp control device 5 of the variation display time and the result of the jackpot lottery, and includes information regarding the type of jackpot if the result of the jackpot lottery is a jackpot. The variation pattern command is set in step S1605 of the variation start processing in FIG. 26, which will be described later, based on information stored in the reserve storage area 412b, which will be described later, when the main display unit 36 starts to display the varying patterns. Note that the variation pattern command may be a command that notifies the voice lamp control device 5 of only the variation display time. In this case, the command that notifies the voice lamp control device 5 of the result of the jackpot lottery and the type of jackpot is set as a command separate from the variation pattern command.
[0108] The first hold command and the second hold command are commands that, when the hold number N or the hold number M stored in the hold storage area 412b described below increases, notify the voice lamp control device 5 of the lottery result in the jackpot lottery for the increased hold, the fluctuation pattern, and the hold number N or the hold number M. When the hold number N or the hold number M increases, the first hold command and the second hold command are set based on the information stored in the hold storage area 412b described below (step S1207 or step S1209 of the first hold command setting process in Figure 22 described below).
[0109] The shift command is a command that notifies the voice lamp control device 5 that the win / loss information indicating the lottery result in the jackpot lottery in the first holding area REA1 to the fourth holding area REA4 or the first holding area REB1 to the fourth holding area REB4 has shifted when the reserved number N or the reserved number M decreases. The shift command is set in step S1508 in the data setting process in FIG. 25 described later.
[0110] The jackpot game start command is a command that notifies the voice and lamp control device 5 that a jackpot game will start, i.e., that the game state will transition to the jackpot game state, and is set in the game state transition process in the main process of Figure 23, which will be described later, when transitioning to the jackpot game state. Also, since the jackpot game start command is a command that notifies the voice and lamp control device 5 that a jackpot game will start, by receiving the jackpot game start command, the voice and lamp control device 5 can know that not only the jackpot game will start, but also that the opening will start. However, an opening start command may be set separately from the jackpot start command, and the voice and lamp control device 5 may know that the opening will start by the opening start command.
[0111] The round game start command is a command that notifies the audio and lamp control device 5 of the start of each round game in the opening and closing execution mode of a jackpot game and round number information indicating which round the round game is, and is set in the jackpot game control process in the main processing of FIG. 23, which will be described later. The audio and lamp control device 5 can determine that the opening ends and the opening and closing execution mode starts by the round game start command, but an opening end command may be set at the end of the opening separately from the round game start command, or an opening and closing execution mode start command may be set at the start of the opening and closing execution mode. Furthermore, a command indicating the number of rounds of the round game that is about to start may be set at the start of a round game separately from the round game start command, and the command may be sent to the audio and lamp control device 5.
[0112] The round play end command is executed in the open / close execution mode in the jackpot game. This is a command to notify the voice and lamp control device 5 that the round game is to be ended, and is set in the big win game control process in the main process of FIG. 23, which will be described later.
[0113] The jackpot game end command is a command for notifying the voice and lamp control device 5 that the jackpot game will end, and is set in the jackpot game control process in the main process of FIG. 23, which will be described later.
[0114] The special out ball detection command is a command indicating that the game ball detected by the special out ball sensor 384 is a special out ball that has entered the special out ball port 373 of the crane device 37, and is set in the sensor detection process of step S1001 in the main timer interrupt process in Fig. 20, which will be described later. The voice lamp control device 5 counts the number of special out balls in a predetermined period based on the special out ball detection command, and determines the control content of the 7-segment display unit 39.
[0115] The set value change command is a command that notifies the voice lamp control device 5 that a set value has been changed and the set value after the change, and is set in step S1710 in the set value change process of Figure 27 described later.
[0116] Commands other than those mentioned above may be output from the main control device 4 to the voice and lamp control device 5, but a description of these will be omitted.
[0117] The main control device 4 also includes an oscillator circuit and a frequency divider circuit as means for supplying an operating clock to the MPU 41. The oscillator circuit outputs a clock signal of a predetermined frequency, and the frequency divider circuit changes the frequency of the clock signal output from the oscillator circuit and inputs it to the MPU 41. Specifically, the execution cycle of a main timer interrupt process executed by the MPU 41 (described below) is determined by the clock signal output from the frequency divider circuit.
[0118] In this embodiment, a clock signal is supplied from the frequency divider circuit to the MPU 41 at preset intervals (for example, 4 msec), and the MPU 41 starts and executes a main timer interrupt process, which will be described later, every time a rising edge (or falling edge) of the clock signal occurs. Note that an oscillator circuit and a frequency divider circuit are also mounted in the sub-control unit 332 and the peripheral control unit 140 as necessary, and supply operating clocks for the main controls in the sub-control unit 332 and the peripheral control unit 140. A clock signal may also be supplied from the main control unit 331 to the sub-control unit 332 and the peripheral control unit 140.
[0119] The ROM 411 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The RAM 412 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 41. For example, the RAM 412 is used for setting commands to be sent to the voice lamp control device 5, etc. The RAM 412 may also be a non-volatile storage unit.
[0120] Here, a description will be given of a storage area for the MPU 41 of the main control device 4 of the gaming machine 10 to perform a jackpot lottery and the like, with reference to Fig. 13. Specifically, the MPU 41 performs a jackpot lottery and sets a variable display time, etc., using counter information stored in the lottery counter 412a, the reserved storage area 412b, and the electric role reserved area 412c of the RAM 412.
[0121] The lottery counter 412a includes a jackpot random number counter C1 used for lottery of winning a jackpot, a jackpot type counter C2 used for determining the type of jackpot, and a reach random number counter C3 used for determining the type of miss. The lottery counter 412a also includes a random number initial value counter CIN1 used for setting the initial value of the jackpot random number counter C1. and a variation type counter CS1 that determines the variable display time in the main display unit 36 and the symbol display unit 341. Furthermore, the lottery counter 412a includes a normal win random number counter C4 that is used in the lottery to determine whether or not the electric role device 315b of the second winning port 315 is to be put into an electric role open state, and a normal win initial value counter CIN2 that is used to set the initial value of the normal win random number counter C4. Hereinafter, when these multiple types of counters are collectively described, they will be simply referred to as counters.
[0122] Counters C1 to C4, CIN1, CIN2, and CS1 are used as loop counters in which 1 is added to the previous value at short time intervals by the MPU 41 and the counters return to 0 after reaching a preset maximum value. Updated values are recorded in counters C1 to C4, CIN1, CIN2, and CS1 and are referenced by the MPU 41 when drawing a jackpot and setting the variable display time.
[0123] The reserve storage area 412b includes a first reserve storage area REA, a second reserve storage area REB, and an execution area AE. The first reserve storage area REA includes a first reserve area REA1, a second reserve area REA2, a third reserve area REA3, a fourth reserve area REA4, and a reserve number memory area NAA. Hereinafter, a type of variable game in which a jackpot lottery is conducted based on the values stored in the first reserve storage area REA and the first special symbol display unit 362 displays a variable display and a static display may be referred to as a first special symbol game. The second reserve storage area REB includes a first reserve area REB1, a second reserve area REB2, a third reserve area REB3, a fourth reserve area REB4, and a reserve number memory area NAB. Hereinafter, a type of variable game in which a jackpot lottery is conducted based on the values stored in the second reserve storage area REB and the second special symbol display unit 363 displays a variable display and a static display may be referred to as a second special symbol game.
[0124] When a gaming ball enters the first winning port 314, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the change type counter CS1 stored in RAM 412 is acquired as win / loss information to be used in the jackpot lottery, and stored in one of the first reserve area REA1 to the fourth reserve area REA4 of the first reserve storage area REA. When a gaming ball enters the second winning port 315, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the change type counter CS1 stored in RAM 412 is acquired as win / loss information to be used in the jackpot lottery, and stored in one of the first reserve area REB1 to the fourth reserve area REB4 of the second reserve storage area REB. The win / loss information acquisition process is executed by the MPU 41, which functions as the determination means of the present invention, by executing processing in accordance with a control program. In addition, lottery counters 412a (jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS1, etc.) may be individually provided corresponding to each of the first reserve storage area REA and the second reserve storage area REB.
[0125] In this way, in the gaming machine 10, in addition to the jackpot random number counter C1, the jackpot type counter C2, and the reach random number counter C3, the variable type counter CS1 is stored in either the first holding area REA1 to the fourth holding area REA4 of the first holding storage area REA or the first holding area REB1 to the fourth holding area REB4 of the second holding storage area REB.
[0126] Therefore, in addition to the results of the jackpot lottery for the variable game that is executed based on the win / loss information stored in the first holding area REA1 to the fourth holding area REA4 and the first holding area REB1 to the fourth holding area REB4 of the second holding storage area REB, it is possible to determine in advance the variation pattern (variation display time) of the variable pattern display displayed on the pattern display unit 341.
[0127] Specifically, when a gaming ball enters the first winning slot 314, the winning / losing information is stored in an empty area in the order of priority from the first holding area REA1, the second holding area REA2, the third holding area REA3, and the fourth holding area REA4. The number of holding areas NAA in which winning / losing information is stored is stored as the holding number N among the first holding area REA1 to the fourth holding area REA4.
[0128] In addition, when a gaming ball enters the second winning port 315, the winning / losing information is stored in an empty area in the order of priority of the first holding area REB1, the second holding area REB2, the third holding area REB3, and the fourth holding area REB4. In the holding number storage area NAB, the number of the first holding area REB1 to the fourth holding area REB4 in which winning / losing information is stored is stored as the holding number M.
[0129] In other words, the gaming machine 10 can hold up to four pieces of winning / losing information as winning history for the first winning slot 314 and the second winning slot 315 using a total of eight memory areas corresponding to the maximum number of holdings in the first holding area REA1 to the fourth holding area REA4 and the first holding area REB1 to the fourth holding area REB4.
[0130] In another embodiment, a reserve area with a maximum reserve capacity of eight is provided in common to the first winning slot 314 and the second winning slot 315, and in this case, it is possible to reserve up to a total of eight pieces of winning / losing information as winning history. The process of storing the winning / losing information is executed by the MPU 41 by executing a process in accordance with the control program.
[0131] The execution area AE is a memory area used to move the winning / losing information stored in the first reserve area REA1 of the first reserve storage area REA or the first reserve area REB1 of the second reserve storage area REB when the display of changing symbols starts in the main display unit 36 and the symbol display unit 341. Specifically, the winning / losing information in the first reserve area REB1 of the second reserve storage area REB is moved to the execution area AE with priority, and when there is no winning / losing information in the first reserve area REB1 of the second reserve storage area REB and the number of reserved symbols memory area NAB is 0, the winning / losing information in the first reserve area REA1 of the first reserve storage area REA is moved to the execution area AE.
[0132] In addition, in another embodiment, when the difference between the reserved number M stored in the reserved number memory area NAA of the first reserved storage area REA and the reserved number N stored in the reserved number memory area NAB of the second reserved storage area REB is 2 or more, the value of the reserved area with the larger number is preferentially moved to the execution area AE. In another embodiment, the win / loss information of the first reserved area REA1 of the first reserved storage area REA and the first reserved area REB1 of the second reserved storage area REB is alternately moved to the execution area AE.
[0133] Then, at the start of one variable game, the MPU41 performs a jackpot lottery based on the numerical information stored as win / loss information in the execution area AE. At this time, if the first reserve area REA1 of the first reserve storage area REA is moved to the execution area AE, the win / loss information stored in the second reserve area REA2 is shifted to the first reserve area REA1, the win / loss information stored in the third reserve area REA3 is shifted to the second reserve area REA2, and the win / loss information stored in the fourth reserve area REA4 is shifted to the third reserve area REA3.
[0134] Similarly, when the first holding area REB1 of the second holding storage area REB is moved to the execution area AE, the pass / fail information stored in the second holding area REB2 is shifted to the first holding area REB1, the pass / fail information stored in the third holding area REB3 is shifted to the second holding area REB2, and the pass / fail information stored in the fourth holding area REB4 is shifted to the third holding area REB3.
[0135] The jackpot random number counter C1 is incremented by one within a range of, for example, 0 to 637, and is reset to 0 after reaching its maximum value. In particular, when the jackpot random number counter C1 goes around once, the value of the random number initial value counter CIN1 at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CIN1 is a loop counter that is updated within the same range (0 to 738) as the jackpot random number counter C1. The jackpot random number counter C1 is updated periodically, and is stored in the reserve storage area 412b when a gaming ball enters the first winning slot 314 or the second winning slot 315.
[0136] The random number value for winning the jackpot is set to two types corresponding to the low probability mode and the high probability mode, which is a probability variable game state, by the win / loss table stored in the win / loss table storage area in ROM 411. Here, Figure 14(A) is a diagram showing an example of the low probability mode win / loss table corresponding to the low probability mode, and Figure 14(B) is a diagram showing an example of the high probability mode win / loss table corresponding to the high probability mode.
[0137] 14(A) and 14(B), a plurality of win / loss tables are provided as low-probability mode win / loss tables and high-probability mode win / loss tables, each of which has a different probability of the lottery result in a jackpot (jackpot probability) depending on the game setting value. The low-probability mode win / loss table and the high-probability mode win / loss table each include six win / loss tables corresponding to the six game setting values 1 to 6. The jackpot probability of the lottery result in a jackpot increases in the order of game setting value 6, game setting value 5, game setting value 4, game setting value 3, game setting value 2, and game setting value 1, which is more advantageous to the player.
[0138] With game setting value 1, of the 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 206 (0 to 205) for the low probability mode hit / miss table and 821 (0 to 820) for the high probability mode hit / miss table. In other words, with game setting value 1, the jackpot probability in low probability mode is approximately 1 / 318.1 (206 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 79.9 (820 / 65,536), which is about four times that of the low probability mode.
[0139] In game setting value 2, of the 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 212 (0 to 211) for the low probability mode hit / miss table and 845 (0 to 844) for the high probability mode hit / miss table. In other words, in game setting value 2, the jackpot probability in low probability mode is approximately 1 / 309.1 (212 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 77.6 (845 / 65,536), which is about four times that of the low probability mode.
[0140] In game setting value 3, out of 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 218 (0 to 217) for the low probability mode hit / miss table and 869 (0 to 868) for the high probability mode hit / miss table. In other words, in game setting value 3, the jackpot probability in low probability mode is approximately 1 / 300.6 (218 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 75.4 (869 / 65,536), which is about four times that of the low probability mode.
[0141] In game setting value 4, out of 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 224 (0 to 223) for the low probability mode hit / miss table and 893 (0 to 892) for the high probability mode hit / miss table. In other words, in game setting value 4, the jackpot probability in low probability mode is approximately 1 / 292.6 (224 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 73.4 (893 / 65,536), which is about four times that of the low probability mode.
[0142] With a game setting value of 5, of the 65,536 random number values between 0 and 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 230 (0-229) for the low probability mode hit / miss table and 917 (0-916) for the high probability mode hit / miss table. In other words, with a game setting value of 5, the jackpot probability in the low probability mode is approximately 1 / 284.9 (230 / 65,536), and the jackpot probability in the high probability mode is approximately 1 / 71.5 (917 / 65,536), which is about four times that of the low probability mode.
[0143] For game setting value 6, out of 65,536 random number values from 0 to 65,535, the number of random number values that will result in a jackpot in the jackpot lottery is 236 (0 to 235) for the low probability mode hit / miss table and 941 (0 to 940) for the high probability mode hit / miss table. In other words, for game setting value 6, the jackpot probability in low probability mode is approximately 1 / 277.7 (236 / 65,536), and the jackpot probability in high probability mode is approximately 1 / 69.6 (941 / 65,536), which is about four times that of the low probability mode.
[0144] If the value of the jackpot random number counter C1 is a random number other than the random number that results in a jackpot win, the result of the jackpot lottery will be a loss.
[0145] Here, the low probability mode hit / miss table and the high probability mode hit / miss table have the same random numbers that result in a jackpot lottery result for the same game setting value, but it is also possible that the random numbers that result in a jackpot are not the same. Also, the random numbers that result in a jackpot may not be consecutive values, but may be partially or entirely discrete values.
[0146] Furthermore, six low-probability mode win / loss tables and six high-probability mode win / loss tables are provided corresponding to the six game setting values, but at least one win / loss table is sufficient for each mode. In other words, the game setting values are not limited to six levels. It is also possible to provide multiple low-probability mode win / loss tables corresponding to multiple game setting values, while providing one high-probability mode win / loss table. In other words, it is also possible to provide multiple game setting values for the low-probability mode, and not provide multiple game setting values for the high-probability mode, but instead have a uniform jackpot probability. Of course, it is also possible to provide a uniform jackpot probability in the low-probability mode, and multiple game setting values for the high-probability mode.
[0147] The jackpot type counter C2 is incremented by one within the range of 0 to 19, and is reset to 0 after reaching its maximum value. The jackpot type counter C2 is periodically updated, and is stored in the reserve storage area 412b when a gaming ball enters the first winning slot 314 or the second winning slot 315. In the gaming machine 10, the values of the jackpot type counter C2 corresponding to the two types of jackpots, the special jackpot and the normal jackpot, are set by the allocation table stored in the allocation table storage area in the ROM 411.
[0148] Here, Figure 14(C) is a diagram showing an example of an allocation table. In the example shown in Figure 14(C), when the type of variable game is a first special symbol game triggered by winning in the first winning slot 314, the number of random numbers that result in a 5R probability variable jackpot is 10 numbers from 0 to 9, the number of random numbers that result in a 16R probability variable jackpot is 5 numbers from 10 to 14, and the number of random numbers that result in a 5R normal jackpot is 5 numbers from 15 to 19. On the other hand, when the type of variable game is a second special symbol game triggered by winning in the second winning slot 315, the number of random numbers that result in a 5R probability variable jackpot is 5 numbers from 0 to 4, the number of fourth random numbers that result in a 16R probability variable jackpot is 10 numbers from 5 to 14, and the number of random numbers that result in a 5R normal jackpot is 5 numbers from 15 to 19. That is, the gaming machine 10 is a so-called loop probability variable machine in which the probability of a probability variable jackpot is the same in the first special symbol game and the second special symbol game. Also, in the gaming machine 10, the probability of a 16R probability variable jackpot is set higher in the second special symbol game than in the first special symbol game. That is, in the probability variable game state (high probability mode and high frequency support mode in which the opening probability of the electric device 315b is high), the time-saving game state (low probability mode and high frequency support mode in which the opening probability of the electric device 315b is high) is set higher than in the time-saving game state (low probability mode and high frequency support mode in which the In comparison with the normal game state (low probability mode and low frequency support mode in which the probability of opening the electric device 315b is low) and the normal game state (low probability mode and low frequency support mode in which the probability of opening the electric device 315b is low), the expected value of winning game balls in the event of a jackpot lottery result is set higher.
[0149] In this embodiment, an individual allocation table is set for the first winning slot 314, which triggers the execution of a first special symbol game upon winning, and the second winning slot 315, which triggers the execution of a second special symbol game upon winning, and the allocation probability of the jackpot type differs depending on whether the gaming ball enters the first winning slot 314 or the second winning slot 315, but it is also possible that the allocation probability of the jackpot type is the same for the first special symbol game and the second special symbol game. Also, the gaming machine 10 is not limited to a loop probability variable machine, and it is also possible to configure it as a so-called ST machine, V-ST machine, type 1 / 2 mixed machine, etc.
[0150] Then, based on the values of the jackpot random number counter C1 and the jackpot type counter C2 stored in the execution area AE, the MPU 41 determines whether the result of the jackpot lottery is a "5R variable jackpot," a "16R variable jackpot," a "5R normal jackpot," or a "miss."
[0151] Here, if the result of the jackpot lottery is a 5R probability variable jackpot or a 5R normal jackpot, an open / close execution mode is executed in which a round game in which the variable prize winning port 316 is opened is repeated five times in the jackpot game. Also, if the result of the jackpot lottery is a 16R probability variable jackpot, an open / close execution mode is executed in which a round game is repeated 16 times in the jackpot game.
[0152] In the case of a 5R probability variable jackpot or a 16R probability variable jackpot, after the jackpot game ends, the game transitions to a probability variable game state, which is a high probability mode in which the probability of winning a jackpot is high and a high frequency support mode in which the probability of opening the electric accessory 315b is high. In this embodiment, the probability variable game state continues until the MPU 41 determines that the result of the jackpot lottery is a "5R probability variable jackpot," a "16R probability variable jackpot," or a "5R normal jackpot."
[0153] On the other hand, in the case of a 5R normal jackpot, after the jackpot game ends, the game transitions to a time-saving game state, which is a low-probability mode in which the probability of winning the jackpot is low and a high-frequency support mode in which the probability of opening the electric accessory 315b is high. In this embodiment, the time-saving game state (low-probability mode and high-frequency support mode) continues until the results of the jackpot lottery, which has been set in advance a specified number of times, such as 50 or 100 times, are notified to the player, or ends when the result of the jackpot lottery has been notified to the player before the specified number of times has elapsed.
[0154] Incidentally, when the gaming machine 10 is configured as an ST machine or a V-ST machine rather than a loop probability variable machine, after the jackpot game ends when a probability variable jackpot is reached, a preset number of jackpot lotteries (for example, 50 or 100 times) are executed in the probability variable game state (high probability mode and high frequency support mode). If the lottery result in the jackpot lottery does not result in a jackpot by the time the specified number of times has elapsed, the game transitions to the normal game state (low probability mode and low frequency support mode), and the high frequency support mode ends. Another possible embodiment is to conduct a lottery to drop from the probability variable game state to the time-saving game state or the normal game state during variable game play. Note that if the lottery result in the jackpot lottery is a miss, the game does not transition to the jackpot game state or the time-saving game state. In this embodiment, an example will be given in which the gaming machine 10 has three types of jackpots: a 5R special jackpot, a 16R special jackpot, and a 5R normal jackpot; however, this is not limited to this, and it is also conceivable that the gaming machine 10 may have other jackpot types, such as a 2-round special jackpot, a 2-round normal jackpot, and a 16R normal jackpot.
[0155] The reach random number counter C3 is incremented by 1 in the range of, for example, 0 to 238. After reaching the maximum value, it is reset to 0. The reach random number counter C3 is periodically updated, and is stored in the reserved storage area 412b when the gaming ball enters the first winning slot 314 or the second winning slot 315.
[0156] In the gaming machine 10, the reach random number counter C3 selects the type of stop result of the variable display to be displayed on the symbol display unit 341 when the lottery result in the jackpot lottery is a miss. Specifically, the miss type table stored in the miss type table storage area in the ROM 411 sets the values of the reach random number counter C3 corresponding to three types of miss types: a front-to-back miss reach in which the final stopped symbol stops just one symbol before or after the reach symbol after the reach has occurred; a non-front-to-back miss reach in which the final stopped symbol stops other than before or after the reach symbol after the reach has occurred; and a complete miss in which no reach occurs.
[0157] Here, Figure 14(D) is a diagram showing an example of a loss type table. In the example shown in Figure 14(D), the value of the random number that results in a front or rear loss reach is 0 to 8, the value of the random number that results in a reach other than a front or rear loss is 9 to 38, and the value of the random number that results in a complete loss is 39 to 238. Note that in variable games in which a 5R probability variable jackpot, a 16R probability variable jackpot, or a 5R normal jackpot is won, i.e., in variable games that transition to an open / close execution mode, the MPU 41 determines that a reach has occurred regardless of the value of the reach random number counter C3.
[0158] Here, the term "reach" refers to a variable state in which a decorative symbol combination indicating a jackpot is likely to occur between the start of the variable display of symbols on the symbol display unit 341 and the static display of the symbols. In one example, the same symbol is statically displayed at two of the three stop positions on the pay line on the symbol display unit 341, and the display symbol corresponding to the remaining stop position is variable. During the variable state of the reach on the symbol display unit 341, a story presentation process is executed in which a video of a predetermined character or the like is displayed to suggest the degree of expectation, or a player-participation operation presentation process is executed in which the player's operation of the operation button 20 is reflected in the presentation. During the execution of these presentation processes, the variable display on the symbol display unit 341 may be hidden or may be displayed in a reduced or enlarged form.
[0159] The electric accessory opening counter C4 is incremented by one within a range of, for example, 0 to 250, and is reset to 0 after reaching its maximum value. The electric accessory opening counter C4 is periodically updated, and is stored in the electric accessory holding area 412c in the RAM 412 at the timing when a gaming ball enters the through gate 317. Then, at a predetermined timing, a lottery is held to determine whether or not the electric accessory 315b will be opened for a predetermined time based on the value of the electric accessory opening counter C4 stored in the electric accessory holding area 412c. For example, it is considered that a win occurs when the electric accessory opening counter C4 is between 0 and 199, and a loss occurs when the electric accessory opening counter C4 is between 200 and 250.
[0160] The variation type counter CS1 is incremented by one within a range of, for example, 0 to 199, and reset to 0 after reaching its maximum value. Specifically, the variation type counter CS1 determines the variation pattern type (variation display time) of the symbol variation display displayed on the symbol display unit 341 according to the result of the jackpot lottery. By determining the variation pattern type in this way, the sound lamp control device 5 determines a general variation game presentation type, such as high-speed variation presentation (basic presentation, non-reach presentation), normal reach presentation, super reach presentation, or special reach presentation, according to the variation pattern type (variation display time). The variation type counter CS1 is updated once each time the main processing described below is executed by the MPU 41, and is also repeatedly updated within the remaining time of the main processing. The value of the variation type counter CS1 is stored in the reserve storage area 412b when a gaming ball enters the first winning slot 314 or the second winning slot 315.
[0161] Then, the MPU 41 determines a variation pattern indicating the variation display time based on the variation type counter CS1 and a preset variation table. Specifically, the MPU 41 identifies the type of variation pattern by referring to a normal jackpot variation table, a probability variable jackpot variation table, or a miss variation table pre-stored in the variation table storage area of the ROM 411. Note that these variation tables may be provided separately for the low probability mode and the high probability mode. Also, the probability variable jackpot variation table may be provided separately for each of the 5R probability variable jackpot and the 16R probability variable jackpot.
[0162] Here, Figures 15(A), 15(B), and 15(C) are diagrams showing examples of a normal jackpot fluctuation table, a probability variable jackpot fluctuation table, and a loss fluctuation table. As shown in Figures 15(A), 15(B), and 15(C), in the normal jackpot fluctuation table, the probability variable jackpot fluctuation table, and the loss fluctuation table, fluctuation patterns are previously associated with the value of the fluctuation type counter CS1. Then, the MPU 41 refers to the normal jackpot fluctuation table when the lottery result in the jackpot lottery is a "5R normal jackpot," the probability variable jackpot fluctuation table when the lottery result is a "5R probability variable jackpot" or a "16R probability variable jackpot," and the loss fluctuation table when the lottery result is a "loss," respectively, to identify the type of fluctuation pattern.
[0163] More specifically, as shown in FIG. 15(A) and FIG. 15(B), in the normal jackpot fluctuation table and the probability variable jackpot fluctuation table, one of the fluctuation patterns "01" to "03" is selected according to the value of the fluctuation type counter CS1. Here, when the fluctuation pattern "01" is selected, the sound lamp control device 5 determines a normal reach effect pattern with a fluctuation display time of 30 seconds as the fluctuation type (effect pattern type), and the normal reach effect pattern is executed in the symbol display unit 341. The normal reach effect pattern is an effect pattern in which the final individual effect type in the variable game effect is a normal reach effect. Also, when the fluctuation pattern "02" is selected, the sound lamp control device 5 determines a super reach effect pattern with a fluctuation display time of 60 seconds as the fluctuation type (effect pattern type), and the super reach effect pattern is executed in the symbol display unit 341. The super reach effect pattern is an effect pattern in which the final individual effect type in the variable game effect is a super reach effect. Furthermore, when the variation pattern "03" is selected, the voice lamp control device 5 determines the special reach presentation pattern, which has the longest variation display time of 90 seconds, as the variation type (presentation pattern), and executes the special reach presentation pattern in the symbol display unit 341. The special reach presentation pattern is a presentation pattern in which the final individual presentation type in the variable game presentation is the special reach presentation.
[0164] As shown in FIG. 15(C), in the loss fluctuation table, a correspondence relationship between the fluctuation type counter CS1 and a fluctuation pattern is defined for each stop type at the time of loss (reach of loss before or after, reach other than a loss before or after, complete loss) determined by the value of the reach random number counter C3. More specifically, if the stop type at the time of loss is reach of loss before or after or reach other than a loss before or after, one of the fluctuation patterns "01" to "03" is selected according to the value of the fluctuation type counter CS1. On the other hand, if the stop type at the time of loss is complete loss, one of the fluctuation patterns "04" or "05" is selected according to the value of the fluctuation type counter CS1. Note that if the fluctuation pattern "04" is selected, the voice lamp control device 5 determines a no-reach performance pattern (non-reach performance pattern) with a variation display time of 7 seconds as the variation type (performance pattern type), and the non-reach performance pattern is executed on the symbol display unit 341. Also, when the variation pattern "05" is selected, the voice lamp control device 5 determines the variation type (performance pattern type) as a non-reach performance pattern (non-reach performance pattern) with a variation display time of 10 seconds, and the non-reach performance pattern is executed in the pattern display unit 341.
[0165] For example, in the gaming machine 10, as a variable display at the time of a loss corresponding to the variation pattern "04", a variable display of a loss pattern in which the variable display stops at a loss symbol without accompanying advance notice effects such as the display of characters, messages, etc. is executed. Also, in the gaming machine 10, as a variable display at the time of a loss corresponding to the variation pattern "05", a variable display of a loss pattern in which the variable display stops at a loss symbol accompanied by advance notice effects such as the display of characters, messages, etc. is executed. Also, when a variable display at the time of a loss corresponding to the variation pattern "05", a player-participation type operation effect in which the operation of the operation button 20 by the player is reflected may be executed as an advance notice effect.
[0166] The types of fluctuation patterns are not limited to the examples shown in Figures 15(A), 15(B) and 15(C). Also, the probability variable jackpot fluctuation table may be set separately for each of the 5R probability variable jackpot and the 16R probability variable jackpot.
[0167] For example, in the gaming machine 10, multiple types of normal reach presentations with different characters, stories, etc. are prepared as normal reach presentations to be executed in the normal reach presentation pattern corresponding to the variation pattern "01", and one of the normal reach presentations selected from among them is executed.
[0168] Similarly, in the gaming machine 10, as the super reach effect executed in the super reach effect pattern corresponding to variation pattern "02", a plurality of types of super reach effects with different characters, stories, etc. are prepared, and any super reach effect selected from among them is executed. The super reach effect is a reach effect with a longer variation time than the normal reach effect, and is executed when suggesting to the player that the probability (expectation) of the lottery result in the jackpot lottery is higher than in the normal reach effect, and the probability (expectation) of winning the jackpot is lower than in the special reach effect.
[0169] Furthermore, in the gaming machine 10, as the special reach effect executed in the special reach effect pattern corresponding to the variation pattern "03", a plurality of types of special reach effects with different characters and stories are prepared, and one of the special reach effects selected from among them is executed. The special reach effect is a reach effect with a longer variation time than the normal reach effect, and is an effect that develops from, for example, the normal reach effect or the super reach effect. The special reach effect is executed when suggesting to the player that the probability (expectation level) of winning the jackpot is higher than with the normal reach effect or the special reach effect.
[0170] In addition, the presentation patterns corresponding to the variation patterns may include player participation type operation presentations, such as operation presentations in which the operation status of the player on the operation button 20 is reflected in the presentation, for example, single operation presentations in which a single operation is reflected in the presentation, rapid press operation presentations in which the player's rapid press of the operation button 20 is reflected in the presentation, and long press operation presentations in which the player's long press of the operation button 20 is reflected in the presentation.
[0171] Then, when the MPU 41 identifies a variation pattern indicating the variation display time by the first special symbol display unit 362 or the second special symbol display unit 363 and the symbol display unit 341 of the main display unit 36, it inputs a variation pattern command indicating the variation pattern and the lottery result of the jackpot lottery to the voice lamp control device 5. Specifically, when the lottery result is a "5R normal jackpot", the MPU 41 outputs one of the variation pattern commands "A01" to "A03" in which "A" indicating that it is a 5R normal jackpot is added before the variation pattern "01" to "03". Also, when the lottery result is a "5R variable probability jackpot", the MPU 41 outputs one of the variation pattern commands "B01" to "B03" in which "B" indicating that it is a 5R variable probability jackpot is added before the variation pattern "01" to "03". Furthermore ... In the case of a "16R probability variable jackpot," the MPU 41 outputs one of the variation pattern commands "C01" to "C03," in which a "C" indicating a 16R probability variable jackpot is added before the variation pattern "01" to "03." Furthermore, if the lottery result is a "miss," the MPU 41 outputs one of the variation pattern commands "D01" to "D05," in which a "D" indicating a miss is added before the variation pattern "01" to "05." This allows the voice lamp control device 5 to determine the variation pattern (variation display time) and the lottery result based on the variation pattern command, and determines the details of the variation mode, such as the variation type and performance type, to be displayed on the symbol display unit 341 based on the variation pattern and the lottery result. The voice lamp control device 5 then causes the symbol display unit 341 to execute a variation display based on the determined details of the variation mode, plays a sound from the speaker 26 in accordance with the variation display, and turns on, blinks, or extinguishes the illumination unit 27.
[0172] In this way, in the gaming machine 10, the MPU 41 of the main control device 4 executes a simple process for determining the variation pattern (variation display time) for the variation display on the symbol display unit 341 based on the variation type counter CS1 and the variation table. Therefore, even if the MPU 41 of the gaming machine 10 is configured with an 8-bit microcomputer, the MPU 41 can stably execute the jackpot lottery. Furthermore, since the details of the variation mode actually displayed on the symbol display unit 341 are determined by the sound lamp control device 5, it is possible to selectively execute a wide variety of variation modes.
[0173] FIG. 16 is a block diagram showing an example of the game information storage area 412d set in the RAM 412 in the MPU 41 of the main control device 4 of the gaming machine shown in FIG. 1. The game information storage area 412d stores game information related to game history, ball payout performance, etc. In this embodiment, the game information storage area 412d stores the following game information: "Number of Out Balls," "Number of Balls Disbursed from General Winning Port," "Number of Balls Disbursed from First Winning Port," "Number of Balls Disbursed from Second Winning Port," "Number of Balls Disbursed from Variable Winning Port," "Set Value," "Base Information," "Continuous Role Ratio Information," "Role Ratio Information," "Cumulative Number of Jackpot Draws," "Number of Unit Jackpot Draws," "Number of Jackpots," and "Number of Consecutive Losses." Of this game information, the "Set Value," "Base Information," "Continuous Role Ratio Information," "Role Ratio Information," and "Number of Unit Jackpot Draws" correspond to game information (performance information) related to ball payout performance.
[0174] The "number of out balls" is the cumulative number of game balls released onto the game board 31 in the normal game state (low probability mode and low frequency support mode). This "number of out balls" is stored as a count value of the out balls detected by the out ball sensor 318a in the sensor detection process of step S1001 in the main timer interrupt process of FIG. 20 described later.
[0175] The "number of balls paid out at the general winning port" is the cumulative value of game balls paid out in response to a win at the general winning port 313 in normal game mode (low probability mode and low frequency support mode). When a win at the general winning port 313 is detected by the ball entry sensor 313a in normal game mode, this "number of balls paid out at the general winning port" is updated to a value adding the number of balls paid out for the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to a win at the general winning port 313 in the prize ball command setting process of step S1303 in the main processing of Figure 23 described below.
[0176] The "number of balls paid out from the first winning port" is the cumulative number of game balls paid out in response to a winning into the first winning port 314 in the normal game mode (low probability mode and low frequency support mode). When a winning into the first winning port 314 is detected by the ball entry sensor 314a in the normal game mode, this "number of balls paid out from the first winning port" is set as the number of balls paid out from the winning into the first winning port 314 in the prize ball command setting process of step S1303 in the main process of FIG. 23 described later. Update the value by adding the number.
[0177] The "number of balls paid out from the second winning port" is the cumulative number of game balls paid out in response to a win in the second winning port 315 in the time-saving game mode (low probability mode and high frequency support mode). When a win in the second winning port 315 is detected by the ball entry sensor 315a in the time-saving game mode, this "number of balls paid out from the second winning port" is updated to a value that includes the number of balls paid out from the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to the win in the second winning port 315 in the prize ball command setting process in step S1303 of the main process in Figure 23 described below.
[0178] The "number of balls paid out from the variable winning port" is the cumulative value of the game balls paid out in response to a win into the variable winning port 316 in a jackpot game state. When a win into the variable winning port 316 is detected by the ball entry sensor 316a in a jackpot game state, this "number of balls paid out from the variable winning port" is updated to a value that includes the number of balls paid out from the current win when setting the prize ball command for causing the payout control device 7 to pay out the number of prize balls corresponding to a win into the variable winning port 316 in the prize ball command setting process of step S1303 in the main process of Figure 23 described below.
[0179] The "setting value" is used to select the low probability mode hit / miss table (see Figure 14(A)) and high probability mode hit / miss table (see Figure 14(B)) used in the jackpot lottery (hit / miss determination). In other words, the "setting value" specifies the jackpot probability in the low probability mode and the high probability mode. In this embodiment, six levels of setting values (six types of low probability mode hit / miss tables (see Figure 14(A)) and high probability mode hit / miss tables (see Figure 14(B)) with different jackpot probabilities) are prepared, as described below. The "setting value" is updated during the setting value change process in Figure 27, which will be described later.
[0180] "Base information" refers to information about the "base," which is the payout rate (ball payout rate) in normal game mode (low probability mode and low frequency support mode). This "base" is the ratio of the total number of paid balls (the "number of balls paid out from the general prize slot" and the "number of balls paid out from the first prize slot)) to the "number of balls out" in normal game mode. The "base" can be expressed mathematically as "base" = 100 × ("number of balls paid out from the general prize slot" + "number of balls paid out from the first prize slot") / "number of balls out." The "base information" includes information about the current base BL, the previous 60,000 ball base B1, and the two-previous 60,000 ball base B2. The previous 60,000 ball base B1 and the two-previous 60,000 ball base B2 are updated each time the number of out balls reaches 60,000 balls in the specific performance information update process of Figure 28 (described below) (steps S1805 and S1806). Specifically, the "base" when the most recent number of out balls reaches 60,000 balls is set as the previous 60,000 ball base B1, and the "base" when the number of out balls two balls before that reaches 60,000 balls is set as the second-to-last 60,000 ball base B2, and these are saved as "base information" in the game information storage area of RAM 412. Furthermore, until the counter value for the number of out balls reaches 60,000 balls, it is calculated as the current base BL (step S1804), and the current base BL is saved as "base information" in the game information storage area of RAM 412. Furthermore, when the counter value for the number of out balls is calculated as the current base BL until it reaches 60,000 balls, the "base information" stores the "number of balls paid out from the general prize slot," "number of balls paid out from the first prize slot," and "number of out balls" for base calculation, in addition to the "number of balls paid out from the general prize slot," "number of balls paid out from the first prize slot," and "number of out balls" explained above.
[0181] In this embodiment, the "base information" includes the "current base BL," the "previous 60,000 ball base B1," and the "previously previous 60,000 ball base B2," and the past two 60,000 ball bases are recorded as history, but it is also possible to record the past three or more 60,000 ball bases as history. Also, the "base information" may include the cumulative base from when the gaming machine 10 was installed in the gaming hall to the present.
[0182] The "continuous feature ratio information" is information relating to the "continuous feature ratio," which is the ratio of the number of balls paid out from the variable feature port to the total number of balls paid out from all the feature ports that pay out prize balls (general feature port 313, first feature port 314, second feature port 315, and variable feature port 316). The "continuous feature ratio" can be expressed mathematically as "continuous feature ratio" = 100 x "number of balls paid out from variable feature port" / "total number of balls paid out." The "continuous feature ratio information" is updated, for example, in the specific performance information update process shown in Figure 28, which will be described later. In this embodiment, the "continuous feature ratio information" is stored as the cumulative continuous feature ratio from the time the gaming machine 10 was installed in the gaming hall until the present time. The "sequential feature ratio information" may be the consecutive feature ratio for a certain period (for example, for a certain number of jackpots (for example, 100 times), the period until a certain number of jackpot draws (for example, 1,000 times) are executed in normal gaming mode, or the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "sequential feature ratio information" may include both the cumulative consecutive feature ratio and the consecutive feature ratio for a certain period.
[0183] The "function ratio information" is information related to the "function ratio," which is the ratio of the total number of balls paid out from the second winning slot to the total number of balls paid out from all winning slots that pay out prize balls (general winning slot 313, first winning slot 314, second winning slot 315, and variable winning slot 316). The "function ratio" can be expressed mathematically as follows: "function ratio" = 100 × ("number of balls paid out from second winning slot" + "number of balls paid out from variable winning slot") / "total number of balls paid out." The "function ratio information" is updated, for example, during the specific performance information update process shown in Figure 28, which will be described later. In this embodiment, the "function ratio information" is stored as the cumulative function ratio from the time the gaming machine 10 was installed in the gaming hall to the present. The "role ratio information" may be the role ratio for a certain period (for example, for a certain number of jackpots (for example, 100 times), the period until a certain number of jackpot draws (for example, 1,000 times) are executed in normal gaming mode, or the period until the number of out balls reaches a certain number (for example, 60,000 balls)). Of course, the "continuous role ratio information" may include both the cumulative role ratio and the role ratio for a certain period.
[0184] The "cumulative number of jackpot lotteries" is the number of jackpot lotteries that have been held in the normal gaming mode (low probability mode and low frequency support mode) since the gaming machine 10 was started before the opening of the gaming hall until the present. In other words, the "cumulative number of jackpot lotteries" is also the cumulative number of variable display times in which the variable symbol display of the first special symbol display unit 362 of the main display unit 36 has been executed in response to a winning entry into the first winning slot 314 in the normal gaming mode. The "cumulative number of jackpot lotteries" is incremented by one each time the variable symbol display of the main display unit 36 is started in step S1606 of the variable symbol start processing in FIG. 26, which will be described later. The "cumulative number of jackpot lotteries" is cleared from the gaming information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off.
[0185] The "unit number of jackpot draws" is the number of jackpot draws triggered by winning the first winning slot 314 per a certain number of minus ball difference in normal gaming mode (low probability mode and low frequency support mode) (the number of times the symbol variation display of the first special symbol display unit of the main display unit 36 is executed). In this embodiment, the certain number is "250 balls," and the symbol variation is the number of balls obtained by subtracting the "number of balls paid out to the normal winning slot" and the "number of balls paid out to the first winning slot" from the "number of balls out." In other words, when 250 balls are loaned for 1,000 yen at an amusement parlor, the "unit number of jackpot draws" is the number of times the first special symbol variation display of the first special symbol display unit 362 is executed (the number of jackpot draws). Note that the "unit number of jackpot draws" may also be the number of jackpot draws triggered by winning the first winning slot 314 per a certain number of minus ball difference in normal gaming mode. The "number of unit jackpot lotteries" is updated in the specific performance information update process of FIG. 28, which will be described later. In this embodiment, the "number of unit jackpot lotteries" is stored as the cumulative number of unit jackpot lotteries since the gaming machine 10 was installed in the gaming hall up to the present. Note that the "number of unit jackpot lotteries" may be calculated for a certain period (for example, for a certain number of jackpot lotteries (for example, 100 times) or until a certain number of jackpot lotteries (for example, 1000 times) are executed in the normal gaming state). It may be for a certain period of time, or for a period until the number of out balls reaches a certain number (for example, 60,000 balls). Of course, as the "number of unit jackpot draws," both the cumulative number of unit jackpot draws and the number of unit jackpot draws in a certain period may be stored as game information.
[0186] The "number of jackpots" is the number of times that a jackpot has been drawn in the jackpot lottery held from the start of the gaming machine 10 before the opening of the gaming hall until the present. The "number of jackpots" is incremented by one each time the gaming state is transitioned to a jackpot gaming state in the gaming state transition process executed in step S1306 of the main processing in FIG. 23, which will be described later. In addition, the "number of jackpots" is cleared from the gaming information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off.
[0187] The "number of consecutive losses" is the number of consecutive losses in the jackpot lottery in the normal gaming mode (low probability mode and low frequency support mode), and is cleared to 0 if the lottery result is a jackpot. When the variable symbol display on the main display unit 36 is started in step S1606 of the variation start processing in FIG. 26 described below, the "number of consecutive losses" is incremented by one if the result of the win / loss determination based on the low probability mode win / loss table in step S1603 is a miss, and is cleared to 0 if the result of the win / loss determination is a jackpot. In this embodiment, the "number of consecutive losses" is cleared from the game information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off. Of course, the "number of consecutive losses" may not be cleared from the game information storage area 412d when the main power of the gaming machine 10 is turned off.
[0188] Returning to the explanation of Fig. 12, the performance information display device 4A displays "base information" and "setting values" stored as game information (performance information) in a game information storage area 412d set in the RAM 412. The performance information display device 4A includes a performance display monitor 43, a performance display switch 44, a setting value display unit 45, a setting value change operation unit 46, and a ROM 47. Here, Fig. 17 is a diagram schematically showing an example of the performance information display device 4A.
[0189] As shown in FIG. 17, the performance display monitor 43 displays "base information" of the gaming machine 10, and is provided in a position that is visible when the inner frame 12 is unfolded (see FIG. 3). The performance display monitor 43 is composed of multiple (four in this embodiment) 7-segment displays 431-434, and is referred to as a 4-digit 7-segment display. Note that, although the performance display monitor 43 is preferably provided in the main control device 4, it may be provided in a device other than the main control device 4 in the main control unit 331, or may be provided in another component of the game other than the main control unit 331. It is also conceivable to display the "base information" using the first special symbol display portion 362 and / or the second special symbol display portion 363 of the main display portion 36.
[0190] The seven-segment displays 431 to 434 are capable of displaying the numbers "0" to "9" and the letters "A" to "F." When the seven-segment displays 431 to 434 display the letter "B," a dot is lit to display "8." in order to distinguish it from the number "8," and when the letter "D" is displayed, a dot is lit to display "0." in order to distinguish it from the number "0." Furthermore, when displaying any of the letters "A" to "F," it is also possible to light up a dot to clearly indicate that it is a letter.
[0191] Of the four seven-segment indicators 431 to 434 of the performance display monitor 43, the two left seven-segment indicators 431 and 432 are identification segments that display the "base type" as an abbreviation, and the two right seven-segment indicators 433 and 434 are ratio segments that display the base value (%) calculated by the MPU 41. For example, when the current base BL is 31%, the two left seven-segment indicators 431 and 432 that are identification segments display the current base BL. The abbreviation "BL" is displayed as "8." and "L", and the base value "31" is displayed as "3" and "1" on the two right-hand seven-segment indicators 433 and 434, which are ratio segments. In other words, the four seven-segment indicators 431 to 434 display "8.", "L", "3", and "1" in that order from left to right.
[0192] The performance display switch 44 is operated to collectively turn on and off the power to the performance display monitor 43 (four 7-segment displays 431-434) by pressing it, and is located in a position that allows easy operation when the inner frame 12 is unfolded (see FIG. 3). In the illustrated example, pressing the upper half of the performance display switch 44 turns on the power, and pressing the lower half turns the power off. When the performance display switch 44 is operated to turn on the power, electricity is supplied to the four 7-segment displays 431-434, allowing the display of base information on the performance display monitor 43. On the other hand, when the performance display switch 44 is operated to turn off the power, electricity is cut off to the four 7-segment displays 431-434, and the base information on the performance display monitor 43 is hidden. The performance display switch 44 may be provided somewhere other than the main control device 4.
[0193] Here, FIG. 18(A) is an example of a display on the performance display monitor 43. As shown in FIG. 18(A), when the performance display switch 44 is off, the seven-segment indicators 431-434 are off, and therefore the base information is not displayed. As shown in FIGS. 18(B) to 18(D), when the performance display switch 44 is turned on, the "base information" is displayed in a loop of the current base BL → previous 60,000 ball base B1 → two-to-last 60,000 ball base B2 → current base BL, with each base being displayed at regular intervals, unless the performance display switch 44 is turned off. In the example shown in FIG. 18(B), the current base BL is 28%, in the example shown in FIG. 18(C), the previous 60,000 ball base B1 is 34%, and in the example shown in FIG. 18(D), the two-to-last 60,000 ball base B2 is 32%. On the other hand, as shown in FIG. 18(A), when the performance display switch 44 is turned off, the seven-segment displays 431 to 434 are turned off and the base information on the performance display monitor 43 is not displayed.
[0194] Note that programs necessary for displaying the "base information" on the performance display monitor 43, such as programs for calculating the current base BL, the previous 60,000 ball base B1, and the 60,000 ball base B2 from the previous time, and programs for displaying the current base BL, the previous 60,000 ball base B1, and the 60,000 ball base B2 from the previous time in sequence at regular intervals on the performance display monitor 43, are stored in a ROM 47 provided in the main control device 4 separately from the ROM 412 of the MPU 41. This reduces the load on the ROM 411 of the MPU 41. However, if the ROM 411 of the MPU 41 has sufficient capacity, the programs necessary for displaying the "base information" on the performance display monitor 43 may be stored in the ROM 411. Alternatively, the programs necessary for displaying the "base information" on the performance display monitor 43 may be stored in a storage means such as a ROM provided separately from the main control device 4.
[0195] In addition, the performance display monitor 43 may display other performance information stored in the game information storage area 412d, such as "continuous feature ratio information" or "feature ratio information," instead of or in addition to the "base information."
[0196] Furthermore, the performance display monitor 43 is not limited to a 7-segment display, and may be configured with other types of display such as a dot matrix display, a liquid crystal display, or an organic EL display.
[0197] Returning to the explanation of FIG. 17, the setting value display unit 45 displays the above-mentioned setting values for selecting the low-probability mode winning / losing table (see FIG. 14(A)) and the high-probability mode winning / losing table (see FIG. 14(B)) to be referred to in the big win lottery, and is configured by a 7-segment display. The set value display unit 45 is not limited to a 7-segment display, and may be configured with other types of display such as a dot matrix display, a liquid crystal display, or an organic EL display, and the performance display monitor 43 may be used to display the set value.
[0198] The set value change operation unit 46 switches the power of the 7-segment display on and off when pressed, and when the power of the 7-segment display is on, it allows the set value to be changed by rotating it. The set value change operation unit 46 has a function as a contact switch that is turned on and off when pressed, for example, and a function as a rotary switch that switches the contact when rotated (by a predetermined angle). Here, Fig. 19 is a diagram showing an example of a display on the set value display unit 45 of the main control device.
[0199] As shown in FIG. 19(A), when the setting value change operation unit 46 is pressed while the setting value display unit 45 is in an off state, the seven-segment display is energized and a number is displayed on the setting value display unit 45. The number displayed at this time is the setting value stored in the game information storage area 412d of the RAM 412, and indicates the current setting value. In the illustrated example, the setting value is "1." On the other hand, when the setting value change operation unit 46 is pressed while the setting value display unit 45 is in an on state, the power to the seven-segment display is cut off and the setting value display unit 45 is turned off.
[0200] 19(B), when the setting value display unit 45 is turned on, a rotation operation on the setting value change operation unit 46 changes the number displayed on the setting value display unit 45. In the illustrated example, rotating the setting value display unit 45 to the right increases the number displayed on the setting value display unit 45, and rotating the setting value display unit 45 to the left decreases the number displayed on the setting value display unit 45. When the number displayed on the setting value display unit 45 is changed by rotating the setting value display unit 45, the changed number is stored as the setting value in the game information storage area 412d of the RAM 412. Therefore, when the setting value change operation unit 46 is pressed with the number corresponding to the desired setting value displayed on the setting value display unit 45 and the power to the 7-segment display is turned off, the number displayed immediately before the power was turned off is determined as the setting value. This allows the MPU41 to conduct a jackpot lottery based on a low-probability mode win / loss table (see Figure 14(A)) or a high-probability mode win / loss table (see Figure 14(B)) selected according to the setting value stored in the game information storage area 412d of the RAM412.
[0201] The method for changing the set value is not limited to the method of rotating the set value change operation unit 46 and then turning off the power to the set value display unit 45. For example, the method may involve rotating the set value change operation unit 46 and then pressing the operation button 20 (see FIG. 1) to determine the set value, repeatedly pressing or holding the operation button 20 (see FIG. 1) to change the number displayed on the set value display unit 45 and then turning off the power to the set value display unit 45, or inserting a key into a keyhole provided in the main control unit 4 or the like and turning the key to change the number displayed on the set value display unit 45 and then removing the key.
[0202] Here, the performance information display device 4A equipped with the setting value display unit 45 is provided in the main control device 4 of the main control unit 331 in the control unit 33. The control unit 33 is provided on the rear side of the game board 31 and can be opened and closed relative to the front frame 11. Therefore, the setting value display unit 45 is provided on the rear side of the game board 31, and by opening and closing the control unit 33 together with the game board 31 relative to the front frame 11, it is possible to select between a state in which it is visible from outside the gaming machine 10 (the front side of the front frame 11) and a state in which it is not visible. In other words, by closing the game board 31 (control unit 33) relative to the front frame 11, the setting value display unit 45 cannot be seen, whereas by opening the game board 31 (control unit 33) relative to the front frame 11, the setting value display unit 45 can be seen. As a result, when a player plays a game on the gaming machine 10, the setting value display unit 45 can be viewed from the game board 31. Since the setting value display unit 45 cannot be seen unless the setting value change operation unit 46 is opened, the setting value is prevented from being known by the player from the numbers displayed on the setting value display unit 45. When the setting value display unit 45 is in a lit state, it is turned off by pressing the setting value change operation unit 46. Therefore, by keeping the setting value display unit 45 in an off state during the business hours of the gaming hall, it is possible to prevent the setting value from being known by the player from the setting value display unit 45 even if the setting value display unit 45 is made visible by opening the gaming board 31 due to ball jamming in the gaming machine 10 or the like.
[0203] On the other hand, when the setting value display unit 45 is in an unlit state, pressing the setting value change operation unit 46 turns it on, and the numbers corresponding to the setting values are hidden. Therefore, outside of the business hours of the gaming hall, by opening the gaming board 31 to the front frame 11 and pressing the setting value change operation unit 46, the setting value display unit 45 turns on, allowing the setting value to be confirmed based on the numbers displayed on the setting value display unit 45, and further, the setting value can be changed by rotating the setting value change operation unit 46. This ensures the confidentiality of the setting value during business hours, while allowing the setting value to be changed with a simple operation outside of business hours.
[0204] [Sub-control unit 332] As shown in Figure 12, the sub-control unit 332 is equipped with a voice lamp control device 5 and a display control device 6, and performs pattern variation display and performance display in the pattern display section 341 based on a control signal input from the main control unit 331.
[0205] [Audio lamp control device 5] The voice and lamp control device 5 includes an MPU 51 and an input / output I / F 52. The MPU 51 is a computing device configured as a one-chip microcomputer. The MPU 51 also includes a ROM 511 and a RAM 512 built therein.
[0206] The ROM 511 is a non-volatile storage unit in which a control program and parameter information are stored in advance. The ROM 511 also stores information such as sounds and lamp flashing patterns used in variable game effects, jackpot game effects, etc. The RAM 512 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for processing executed by the MPU 51. The RAM 512 may also be a non-volatile storage unit.
[0207] The sound and lamp control device 5 executes processing according to a control program stored in the ROM 511 using the MPU 51, and inputs commands (control signals) to the display control device 6 based on commands (control signals) input from the main control device 4, thereby controlling the display of the symbol display unit 341. The sound and lamp control device 5 also controls the playback sound output from the speaker 26 and the blinking mode of the illumination unit 27 in accordance with the display of the symbol display unit 341. For example, when executing a variable game performance and a jackpot game performance, which will be described later, the MPU 51 controls the image display on the symbol display unit 341, the playback sound output from the speaker 26, and the blinking mode of the illumination unit 27.
[0208] The input / output I / F 52 is an input / output interface that inputs signals to the voice lamp control device 5 and outputs control signals from the voice lamp control device 5. Specifically, the main control device 4 and the display control device 6 are connected to the input / output I / F 52. Commands such as a variation pattern command, a first hold command, a second hold command, and a shift command are input from the main control device 4 to the voice lamp control device 5. In addition, the voice lamp control device 5 outputs a display variation pattern command and the like to the display control device 6. Note that another possible embodiment is a configuration in which the display control device 6 receives a command from the main control device 4 and inputs the command to the voice lamp control device 5. In addition, the sub-control unit 332 controls the voice lamp control device 5 and Another embodiment may be one in which one control device has the functions of both the display control device 6 and the display control device 6.
[0209] The input / output I / F 52 is also connected to the speaker 26 and the illumination unit 27. In the audio lamp control device 5, the MPU 51 can control the audio output from the speaker 26, the flashing mode of the illumination unit 27, the up and down movement of the stopper unit 383 of the game ball accumulation unit 38, the 7-segment display unit 39, and the like, based on commands input from the main control device 4. The up and down movement of the stopper unit 383 of the game ball accumulation unit 38 is controlled by the MPU 51, thereby selecting a state in which game balls (special out balls) that have entered the special out ball port 373 of the crane device 37 are accumulated in the accumulation lane 381 of the game ball accumulation unit 38, and a state in which game balls (special out balls) that have accumulated in the accumulation lane 381 are discharged via the discharge lane 382. The MPU 51 also controls the lighting or extinguishing of each of the segments A to G of the 7-segment display unit 39. An operation switch 20a is also connected to the input / output I / F 52. This allows the MPU 51 to detect that an operation has been performed on the operation button 20, and based on the detection result, it is also possible to control an image game effect executed by the symbol display unit 341, an audio output effect in which audio is output from the speaker 26, a lamp effect by the flashing pattern of the illumination unit 27, and the like.
[0210] The MPU 51 executes predetermined calculation processing based on commands input from the main control device 4, such as a variation pattern command, a first hold command, a second hold command, and a shift command.
[0211] Specifically, when a variation pattern command is input, the MPU 51 determines the variation pattern (decorative pattern stop pattern combination (see Figure 38(A)), variation display time, variation type (see Figure 38(B))) and presentation pattern type (see Figures 39(A) to 37(C)) based on the variation pattern command, and sends a display variation pattern command corresponding to the variation pattern to the display control device 6 (see step S2105 in the command determination process of Figure 37), and starts the pattern variation display in the pattern display unit 341. At this time, if the variation pattern command indicates a miss, the pattern display unit 341 displays the decorative pattern combination corresponding to the miss.
[0212] [Display Control Device 6] The display control device 6 controls the display of the symbol display unit 341 based on commands (control signals) input from the voice lamp control device 5. Specifically, the display control device 6 controls the display of the symbol display unit 341 based on display variation pattern commands input from the voice lamp control device 5, and thereby performs symbol variation display and performance display.
[0213] The display control device 6 includes an MPU 61 and an input / output I / F 62, and the input / output I / F 62 is connected to the voice lamp control device 5 and the pattern display unit 341. Note that two-way communication may be possible between the voice lamp control device 5 and the display control device 6.
[0214] The MPU 61 is an arithmetic unit configured as a one-chip microcomputer, and has a built-in ROM 611 and a built-in RAM 612. The display control device 6 also has built-in other circuits such as a timer circuit for measuring time and an interrupt circuit for receiving interrupts. The MPU 61 executes processing in accordance with a control program stored in the ROM 611 or the like. Some or all of the processing executed by the display control device 6 may be executed by electronic circuits.
[0215] In addition to the control program, the ROM 611 stores variable symbols such as decorative symbols used in the variable symbol display of the symbol display unit 341, preview effect images, reach effect images, big win effect images, miss effect images, and the like. The ROM 611 stores a plurality of types of images, such as a display image, etc. The images displayed on the symbol display unit 341 include still images and moving images. The ROM 611 also stores a display schedule corresponding to each variable display pattern command. Specifically, the display schedule includes the type of image to be used, the display timing, and also the variable display time of the variable symbol. In the display control device 6, the MPU 61 displays images on the symbol display unit 341 according to the display schedule corresponding to the variable display pattern command, thereby realizing the variable symbol display and the performance display.
[0216] The RAM 612 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 61. The RAM 612 may also be a non-volatile storage unit.
[0217] [Dispensing control device 7] The dispensing control device 7 is equipped with an MPU 71 and an input / output I / F 72. The MPU 71 is a computing device configured as a one-chip microcomputer. The MPU 71 also has a built-in ROM 711 and RAM 712.
[0218] The ROM 711 is a non-volatile storage unit in which control programs and parameter information are stored in advance. The RAM 712 is a volatile storage unit that can read and write various information, and is used as a primary storage area (work area) for processing executed by the MPU 71. The RAM 712 may also be a non-volatile storage unit.
[0219] The input / output I / F 72 is an input / output interface that inputs signals to the payout control device 7 and outputs control signals from the payout control device 7. Specifically, the input / output I / F 72 is connected to the payout device 132 and the ball lending device 100.
[0220] As described above, the payout device 132 pays out game balls from the tank 131 toward the upper tray 23, and is equipped with a drive unit 132a, such as a motor, that drives a ball stop member that switches whether or not game balls are paid out, and a payout sensor 132b that individually detects the game balls being paid out. The payout control device 7 pays out any number of game balls by controlling the drive unit 132a based on the detection results of the payout sensor 132b. The payout control device 7 is also provided with a state recovery switch 73. The state recovery switch 73 is operated, for example, when a payout error such as ball jamming in the payout device 132 occurs, to resolve the ball jam (return to normal state).
[0221] The ball dispensing device 100 is installed in an island facility together with the gaming machine 10. The ball dispensing device 100 can dispense and dispense a number of gaming balls to a player corresponding to a preset amount within the range of amounts stored on a recording medium, such as a card, inserted into the ball dispensing device 100 in response to the operation of a ball dispensing operation device (not shown) provided on the front frame 11 of the gaming machine 10. Specifically, when a control signal instructing the dispensing control device 7 to dispense a predetermined number of gaming balls is input from the ball dispensing device 100, the MPU 71 controls the dispensing device 132 to dispense the predetermined number of gaming balls. The recording medium is not limited to a card, and may be, for example, a coin-type or stick-type storage medium with an integrated circuit chip. The ball dispensing device 100 may also be capable of dispensing a predetermined number of gaming balls according to the amount of cash inserted.
[0222] [Launch Control Device 8] The launch control device 8 includes a launch control IC 81 that controls the driving of the game ball launch mechanism 32. Specifically, the launch control IC 81 drives the ball feed device 322 of the game ball launch mechanism 32 while the launch handle 22 is being rotated, thereby supplying the game balls stored in the upper tray 23 onto the launch rail 321. The amount of operation is detected, and the solenoid 323 of the game ball launching mechanism 32 is driven in accordance with the amount of operation, thereby launching the game ball on the launching rail 321 toward the game board 31. At this time, the launch control IC 81 drives the ball feeding device 322 and the solenoid 323 using a clock signal that switches ON / OFF at a preset cycle (for example, 0.6 seconds) as a drive signal. As a result, in the gaming machine 10, one game ball is launched toward the play area every 0.6 seconds.
[0223] Furthermore, the launch handle 22 is provided with a variable resistor for detecting the amount of rotation by the player, and a voltage is input to the launch control IC 81 according to the amount of rotation of the launch handle 22. As a result, the launch control IC 81 adjusts the voltage applied to the solenoid 323 based on the voltage value input according to the amount of rotation of the launch handle 22 so that the greater the amount of rotation of the launch handle 22, the stronger the launch of the game balls from the game ball launching mechanism 32.
[0224] Furthermore, the launch handle 22 is provided with a touch sensor 21a for detecting that the player is touching the launch handle 22, and a ball stop switch 21b that the player operates to stop the launch of the game balls at will. The launch control IC 81 uses the touch sensor 21a and the ball stop switch 21b to stop the launch of the game balls by the game ball launch mechanism 32 when the touch sensor 21a detects that the player is not touching the launch handle 22, or when the ball stop switch 21b is detected to be operated by the player. This prevents a game from being played when the launch handle 22 is not being touched, for example, by fixing the launch handle 22 in a rotating state. In addition, the player can stop the launch of the game balls by operating the ball stop switch 21b with their thumb or the like at any timing while rotating the launch handle 22.
[0225] [Power supply control device 9] The power supply control device 9 generates a +12V voltage to drive various sensors, drive units, etc., and a +5V voltage for the logic used in the control device. The power supply control device 9 then supplies the generated +12V or +5V voltage to the main control device 4, audio lamp control device 5, display control device 6, dispensing control device 7, launch control device 8, etc.
[0226] The power supply control device 9 is provided with a power switch 90 for turning the power supply to the gaming machine 10 on and off, and a RAM clear switch 91 that is operated to return the gaming machine 10 to its initial state. The gaming machine 10 is initialized when the power switch 90 is operated to turn on the power with the RAM clear switch 91 in the ON state.
[0227] The power supply control device 9 is also provided with a capacitor and a secondary battery as charging means that are charged with power supplied from the power supply equipment. As a result, in the gaming machine 10, even if the power supply from the power supply equipment is cut off, the information in the RAM provided in the control device is retained for a predetermined period by the power discharged from the capacitor. Also, in the gaming machine 10, even if the power supply from the power supply equipment is cut off, the control device can be driven for a predetermined period by the power discharged from the secondary battery.
[0228] Furthermore, when the power supply control device 9 determines that the power supply has been cut off, it inputs a power outage signal to the main control device 4, the voice lamp control device 5, the dispensing control device 7, etc. For example, when the power supply control device 9 outputs a preset 24V DC voltage based on the power supplied from the power supply equipment, it determines that a power outage has occurred when the DC voltage falls below the preset 22V. Note that when the main control device 4, the voice lamp control device 5, the dispensing control device 7, etc. receive a power outage signal from the power supply control device 9, they interrupt the control they are currently executing and execute a predetermined NMI interrupt process.
[0229] [Processing by Main Control Unit 4] Next, with reference to Figures 20 to 33, the processing executed by the MPU 41 of the main control device 4 will be described. Specifically, in the gaming machine 10, the MPU 41 executes a startup process that is started when the power is turned on, a main process that is executed after the startup process, a main timer interrupt process that is started periodically, and an NMI interrupt process that is executed during a power outage. Note that in this embodiment, a description of the startup process, NMI interrupt process, etc. will be omitted, and only the main timer interrupt process and main process will be described. Furthermore, in the startup process, it is confirmed whether the RAM 412 is operating normally, and execution of the main timer interrupt process is permitted on the condition that the RAM 412 is operating normally.
[0230] [Main timer interrupt processing of main control unit 4] 20 is a flowchart for explaining an example of the procedure of the main timer interrupt process executed by the MPU 41 of the main control device 4. The main timer interrupt process is executed, for example, every 2 msec. The main timer interrupt process will be explained below with reference to FIG. 20.
[0231] <Step S1001> As shown in FIG. 20, in step S1001, the MPU 41 executes a sensor detection process to determine the detection status of sensors connected to the main control device 4. For example, the MPU 41 determines the detection status of the entry ball sensors 313a-317a, the out ball sensor 318a, and the special out ball sensor 384. If the MPU 41 detects a game ball entering any of the entry ball sensors 313a-317a, it stores the information in the RAM 412 as winning detection information. If the out ball sensor 318a detects an out ball, the MPU 41 adds 1 to the number of out balls stored in the game information storage area 412d of the RAM 412 to update the number of out balls in the game information storage area 412d. If the special out ball sensor 384 detects a special out ball, the MPU 41 sets a special out ball detection command and stores the special out ball detection command in the RAM 412.
[0232] <Step S1002> Next, in step S1002, the MPU 41 updates the random number initial value counters CIN1 and CIN2. Specifically, the MPU 41 adds 1 to the counter values of the random number initial value counters CIN1 and CIN2, and when the counter values reach their maximum values, clears the counter values to 0.
[0233] <Step S1003> Next, in step S1003, the MPU 41 executes updates to the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the normal win random number counter C4. Specifically, the MPU 41 adds 1 to the counter values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the normal win random number counter C4, respectively, and clears the counter values to 0 when the counter values reach their maximum values.
[0234] <Steps S1004 and S1005> Thereafter, the MPU 41 executes a start winning process associated with a win in the first winning port 314 or the second winning port 315 (step S1004), and executes a launch control process (step S1005). Details of the start winning process will be described later with reference to FIG.
[0235] On the other hand, the launch control process is a process that enables the launch of game balls on the condition that the touch sensor 21a detects that the player is touching the launch handle 22 and the ball stop switch 21b for stopping the launch is not operated. Also, the launch control process is a process that enables the launch of game balls on the condition that the touch sensor 21a detects that the player is not touching the launch handle 22. When the ball stop switch 21b is operated, or when the ball stop switch 21b is operated, the MPU 41 invalidates the launch of the game ball. When the launch of the game ball is valid, the MPU 41 instructs the launch control device 8 to launch the game ball.
[0236] <Step S1006> In step S1006, the MPU 41 executes a through gate process in which a normal win lottery is executed to determine whether or not the electric role device 315b of the second winning slot 315 is set to an electric role open state based on the normal win random number counter C4 stored in the electric role reserve area 412c. Specifically, in the through gate process, the MPU 41 first determines whether or not the current gaming mode is the high frequency support mode based on the high frequency support mode flag. Then, when the high frequency support mode is not active, the MPU 41 determines that a normal win has occurred if the normal win random number counter C4 is between 0 and 29, and determines that a loss has occurred if the normal win random number counter C4 is between 30 and 249. Furthermore, when the high frequency support mode is active, the MPU 41 determines that a normal win has occurred if the normal win random number counter C4 is between 0 and 199, and determines that a loss has occurred if the normal win random number counter C4 is between 200 and 249. When the MPU 41 determines that a normal win has occurred in the through gate process, the electric device 315b is opened for a predetermined time, which allows a win in the second winning hole 315 at the top right of the game board 31 where the electric device 315b is arranged.
[0237] [Start-up winning process] Here, Fig. 21 is a flowchart showing an example of the procedure of the start winning process executed by the MPU 41 in step S1004 in the main timer interrupt process of Fig. 20. Hereinafter, the start winning process will be described with reference to Fig. 21.
[0238] <Step S1101> 21, in step S1101, the MPU 41 determines whether or not a win has been made at the first winning port 314. If the MPU 41 determines that a win has been made at the first winning port 314 (step S1101: Yes), the MPU 41 proceeds to step S1102, and if the MPU 41 determines that a win has not been made at the first winning port 314 (step S1101: No), the MPU 41 proceeds to step S1106.
[0239] <Steps S1102 and S1103> In step S1102, the MPU 41 determines whether the reservation number N stored in the reservation number storage area NAA of the RAM 412 is the maximum reservation number (4 in this embodiment). If the reservation number N is the maximum reservation number (step S1102: Yes), the MPU 41 proceeds to step S1106. On the other hand, if the reservation number N is not the maximum reservation number (step S1102: No), the MPU 41 adds 1 to the reservation number N (step S1103).
[0240] <Step S1104> In step S1104, the MPU 41 acquires the counter values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3, which are updated in step S1003 of Figure 20, and the variable type counter CS1, which is updated in the main processing described below (steps S1302 and S1312 of Figure 23), and stores the counter values in the first empty reserve area among the first reserve area REA1 to the fourth reserve area REA4 of the first reserve storage area REA of the reserve storage area 412b in RAM 412.
[0241] <Step S1105> In step S1105, the MPU 41 checks the content of the winning / losing information for the first reservation acquired in step S1104 before the information is used to determine whether or not a jackpot has been won in the fluctuation start process (S1408 in FIG. 24, FIG. 26) described later, and based on the confirmation result, A first reserved command setting process is executed to set the command in the RAM 412. Details of the first reserved command setting process will be described later with reference to FIG.
[0242] <Step S1106> In step S1106, the MPU 41 determines whether or not a win has been made at the second winning port 315. If the MPU 41 determines that a win has been made at the second winning port 315 (step S1106: Yes), the MPU 41 proceeds to step S1107, and if the MPU 41 determines that a win has not been made at the second winning port 315 (step S1106: No), the MPU 41 ends the initial winning process and proceeds to step S1005 in FIG.
[0243] <Steps S1107 and S1108> In step S1107, the MPU 41 determines whether the reserved number M stored in the reserved number storage area NAB of the RAM 412 is the maximum reserved number (4 in this embodiment). If the reserved number M is the maximum reserved number (step S1107: Yes), the MPU 41 ends the start winning process and proceeds to step S1005 in Fig. 20. On the other hand, if the reserved number M is not the maximum reserved number (step S1107: No), the MPU 41 adds 1 to the reserved number M (step S1108).
[0244] <Step S1109> In step S1109, the MPU41 acquires the counter values of the jackpot random number counter C1, jackpot type counter C2, and reach random number counter C3, which are updated in step S1003 of Figure 20, and the variable type counter CS1, which is updated in the main processing described below (steps S1302 and S1312 of Figure 23), and stores the counter values in the first empty holding area among the first holding area REB1 to the fourth holding area REB4 of the second holding storage area REB of the holding storage area 412b in RAM412.
[0245] <Step S1110> In step S1110, the MPU 41 checks the content of the win / loss information for the second reserved command acquired in step S1109 before the information is used to determine whether or not a jackpot has been won in the fluctuation start process (S1408 in FIG. 24, FIG. 26) described below, and executes a second reserved command setting process to set a second reserved command in RAM 412 based on the confirmation result. Here, the second reserved command setting process is similar to the first reserved command setting process described below with reference to FIG. 22, so a detailed description will be omitted. Note that the second reserved command setting process can be performed by replacing the "first reserved command" with the "second reserved command" and the "reserved number N" with the "reserved number M" in the first reserved command setting process in FIG. 22.
[0246] [First pending command setting process] Here, Fig. 22 is a flowchart showing the procedure of the first reserved command setting process executed by the MPU 41 in step S1105 in the start winning process of Fig. 21. The first reserved command includes information indicating that the command is the first reserved command, as well as information such as the type of the first reserved command (jackpot type or miss), the fluctuation pattern, and the number of reserved commands N. Below, the first reserved command setting process will be explained with reference to Fig. 22.
[0247] <Step S1201> As shown in FIG. 22, the MPU 41 reads the reserved number N from the reserved number memory area NAA of the first reserved storage area REA, and also reads the value of the jackpot random number counter C1 corresponding to each first reserved number from the RAM 412 (step S1201).
[0248] <Step S1202> In step S1202, the MPU 41 determines whether or not the high probability mode is selected. If it is in the high probability mode (step S1202: Yes), the process proceeds to step S1203, and if it is not in the high probability mode (step S1202: No), the process proceeds to step S1204. For example, the MPU 41 determines whether it is in the high probability mode based on a high probability mode flag that is set to ON when transitioning to the high probability mode in a game state transition process (step S1306 in FIG. 23) in the main processing described later, and is set to OFF when transitioning from the high probability mode to another game state such as a jackpot game state.
[0249] <Steps S1203 and S1204> In step S1203, the MPU 41 reads out the high-probability mode hit / miss table (see FIG. 14(B)) saved according to the setting value in step S1712 in the setting value change processing of FIG. 27 described later, and performs a hit / miss determination based on the high-probability mode hit / miss table to determine whether the counter value of the jackpot random number counter C1 read out in step S1201 is a value corresponding to a jackpot win. Meanwhile, in step S1204, the MPU 41 reads out the low-probability mode hit / miss table (see FIG. 14(A)) saved according to the setting value in step S1712 in the setting value change processing of FIG. 27 described later, and performs a hit / miss determination based on the low-probability mode hit / miss table to determine whether the counter value of the jackpot random number counter C1 read out in step S1201 is a value corresponding to a jackpot win.
[0250] In steps S1203 and S1204, the pass / fail judgment is performed based on the high probability mode pass / fail table or the low probability mode pass / fail table saved according to the setting value in step S1712 in the setting value change processing of Figure 27 described below.However, in steps S1203 or S1204, the setting value saved in step S1710 in the setting value change processing of Figure 27 described below can be read out, and the high probability mode pass / fail table or the low probability mode pass / fail table corresponding to that setting value can be selected one by one to perform the pass / fail judgment.
[0251] <Step S1205> In step S1205, the MPU 41 determines whether the counter value of the jackpot random number counter C1 corresponds to a jackpot win. If the MPU 41 determines that the counter value read from the jackpot random number counter C1 corresponds to a jackpot win (step S1205: Yes), the MPU 41 proceeds to step S1206. If the MPU 41 determines that the counter value read from the jackpot random number counter C1 does not correspond to a jackpot win (step S1205: No), the MPU 41 proceeds to step S1208.
[0252] <Step S1206> In step S1206, the MPU 41 reads out the counter values of the jackpot type counter C2 and the variable type counter CS1 from the RAM 412. For example, if the win / loss information is stored in the third reserve area REA3 in step S1104 in the start winning process of Fig. 21, the counter values of the jackpot type counter C2 and the variable type counter CS1 included in the win / loss information stored in the third reserve area REA3 are read out. Note that the reserve area in which the win / loss information is stored in step S1104 in the start winning process of Fig. 21 among the first reserve area REA1 to the fourth reserve area REA4 can be determined by the value of the reserve number N stored in the reserve number memory area NA.
[0253] <Step S1207> In step S1207, the MPU 41 sets the jackpot type counter C2, the variable type counter CS1, and the reserved number N in the first reserved command. In this way, since the reserved number N read out in step S1201 is included in the first reserved command, the MPU 51 of the voice lamp control device 5 that receives the first reserved command can recognize which of the first reserved area REA1 to fourth reserved area REA4 the winning / losing information stored in the first reserved command corresponds to by referring to the reserved number N included in the first reserved command. .
[0254] <Steps S1208 and S1209> In step S1208, the MPU 41 reads the counter value of the fluctuation type counter CS1 from the RAM 412. Next, the MPU 41 sets information indicating that the lottery result in the jackpot lottery is a miss, the fluctuation type counter CS1, and the number of reserved items N in the first reserved command (step S1209).
[0255] The first hold command set to ON in the first hold command setting process is stored in RAM 412, and is erased after being sent to the voice lamp control device 5 together with other commands in step S1301 of the main process in FIG. 23, which is executed by the MPU 41 of the main control device 4 and will be described later. Furthermore, the content of the first hold command described here is merely an example, and is not limited to what is described here as long as the voice lamp control device 5 can grasp content similar to the hold command. For example, it is possible that some or all of the information of the first hold command is included in another command.
[0256] [Main processing of main control unit 4] Next, the main processing executed by the MPU 41 of the main control device 4 will be described with reference to Fig. 23. In the main processing, main control processing for the progress of variable games and jackpot games is executed. In the main processing, the processing of steps S1301 to S1309 is executed as periodic processing, for example, at a cycle of 4 msec, and the counter update processing of steps S1310 to S1312 is executed in the remaining time from the end of the processing of steps S1301 to S1309 until the next cycle.
[0257] <Step S1301> 23, in step S1301, the MPU 41 executes external output processing to transmit output data such as commands set in the main timer interrupt processing of FIG. 20 or the previous main processing to a control device such as the sub-control unit 332 or the peripheral control unit 140. For example, if commands such as a variation pattern command, a first hold command, a second hold command, a shift command, a jackpot start command, a round game start command, an ending start command, a setting value change command, or a unit jackpot lottery count update command are set in the RAM 412, the MPU 41 transmits the command to the voice lamp control device 5. Also, if a prize ball command is set in the RAM 412 in the prize ball command setting processing of step S1303 described later in the main processing, the MPU 41 transmits the prize ball command to the payout control device 7.
[0258] <Step S1302> In step S1302, the MPU 41 updates the value of the fluctuation type counter CS1. Specifically, the MPU 41 adds 1 to the counter value of the fluctuation type counter CS1, and clears the counter value to 0 when the counter value reaches the maximum value.
[0259] <Step S1303> In step S1303, the MPU 41 sets in the RAM 412 a prize ball command to be output to the payout control device 7 and the sub-control unit 332. Specifically, the MPU 41 determines whether a win has occurred in the general prize opening 313, the variable prize opening 316, etc., based on the winning detection information stored in the RAM 412. If a win has occurred, the MPU 41 sets in the RAM 412 a prize ball command indicating the number of prize balls to be paid out in accordance with that win. At this time, in the normal game state (low probability mode and low frequency support mode), if a win has occurred in the general prize opening 313 or the first prize opening 314, the MPU 41 sets in the game information storage area 412d of the RAM 412 the number of balls to be paid out in accordance with the current win. Furthermore, in the time-saving gaming state (low probability mode and high frequency support mode) or the probability variable gaming state (high probability mode and high frequency support mode), if a win has occurred in the second winning port 315, the MPU 41 updates the number of balls to be paid out from the second winning port stored in the gaming information storage area 412d of the RAM 412 to a value obtained by adding the number of balls to be paid out from the current winning. Furthermore, in the jackpot gaming state, if a win has occurred in the variable winning port 316, the MPU 41 updates the number of balls to be paid out from the variable winning port stored in the gaming information storage area 412d of the RAM 412 to a value obtained by adding the number of balls to be paid out from the current winning.
[0260] <Step S1304> In step S1304, the MPU 41 executes a variable game control process for controlling a game in the variable game mode. Details of the variable game control process will be described later with reference to Fig. 24, but in the variable game control process, the above-mentioned jackpot lottery is executed, and a variable pattern command required for the variable symbol display by the symbol display unit 341 is set. At this time, the MPU 41 sets a variable pattern command indicating the lottery result of the jackpot lottery and the variable display time in the RAM 412 based on the values of the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, which are updated in step S1003 of the main timer interrupt process of Fig. 20, and the variable symbol type counter CS1, which is updated in steps S1302 and S1312 of this process.
[0261] <Step S1305> In step S1305, the MPU 41 executes a jackpot game control process for controlling the progress of a jackpot game. The jackpot game control process executes control processes for a jackpot game, including an opening, an open / close execution mode, and an ending. In the open / close execution mode, the MPU 41 controls the opening and closing of the open / close door 319 to execute round games in which the variable winning slot 316 is opened, the number of round games corresponding to the result of the jackpot lottery (jackpot type) that triggered the transition to the jackpot game. For example, the MPU 41 executes five round games if the jackpot type is a 5R normal jackpot or a 5R variable probability jackpot, and executes 16 round games if the jackpot type is a 16R variable probability jackpot. Furthermore, in the jackpot game control process, a round game start command is set in the RAM 412 when starting each round game in the open / close execution mode, and an ending start command is set in the RAM 412 when starting an ending.
[0262] <Step S1306> In step S1306, the MPU 41 executes a game state transition process for transitioning the game state based on the result of the jackpot lottery in step S1602 or S1603 in the fluctuation start process in Fig. 26 described later. In the game state transition process, when a predetermined condition is met, the MPU 41 transitions the game state to a jackpot game state in which an open / close execution mode is executed, a probability variable game state which is a high probability mode and a high frequency support mode, a time-saving game state which is a low probability mode and a high frequency support mode, a normal game state which is a low probability mode and a low frequency support mode, or the like.
[0263] For example, if the result of the jackpot lottery is a jackpot, the MPU 41 transitions the gaming state to the jackpot gaming state after the variable game that notifies the result of the lottery has ended. At this time, the MPU 41 sets the jackpot gaming state flag stored in the RAM 412 to ON. Furthermore, when the jackpot game has ended, the MPU 41 transitions the gaming state from the jackpot gaming state to a predetermined gaming state according to the result of the jackpot lottery that triggered the execution of the jackpot game. In this embodiment, if the result of the jackpot lottery is a 5R variable jackpot or a 16R variable jackpot, the MPU 41 transitions the gaming state to the variable jackpot gaming state after the end of the jackpot game, and if the result of the jackpot lottery is a 5R normal jackpot, the MPU 41 transitions the gaming state to the time-saving gaming state after the end of the jackpot game. Furthermore, if a specified number of jackpot draws have been performed in the time-saving gaming state, the MPU 41 may transition the gaming state to the variable jackpot gaming state after the end of the jackpot game. When the notification of the lottery result for the selection is completed, the game state is shifted to the normal game state after the variable game is completed.
[0264] In addition, when the MPU 41 transitions the gaming state, it sets the flag for the gaming state before the transition to off, while setting the flag for the gaming state after the transition to on. For example, when the gaming state transitions from the jackpot gaming state to the probability variable gaming state, the MPU 41 sets the jackpot gaming flag to off, while setting the high probability mode flag to on. On the other hand, when the gaming state transitions from the probability variable gaming state to the jackpot gaming state, it sets the high probability mode flag to off, while setting the jackpot gaming flag to on.
[0265] Furthermore, when the MPU 41 transitions the gaming state to a jackpot gaming state, it sets a jackpot gaming start command in the RAM 412 and adds 1 to the "number of jackpots" stored in the gaming information storage area 412d set in the RAM 412.
[0266] <Step S1307> In step S1307, the MPU 41 executes a setting value change process. In this setting value change process, a process is executed to display or hide a setting value or to control a change of a setting value stored in the game information storage area 412d in accordance with an operation on the setting value change operation unit 46. Details of the setting value change process will be described later with reference to FIG.
[0267] In this embodiment, the setting value change process is executed in the main process, but it is also possible to limit the process to the startup process that is started when the power is turned on, or to the period from the startup process until the launch of game balls begins. This prevents the setting value from being changed after the player starts playing until the next time the power is turned on, thereby preventing the setting value from being changed during the opening hours of the game hall.
[0268] <Step S1308> In step S1308, the MPU 41 executes a process to update specific performance information included in the game information. In this embodiment, the specific performance information includes the base information, the number of unit jackpot draws, the consecutive bonus feature ratio, and the bonus feature ratio. Details of the specific performance information update process will be described later with reference to FIGS. 28 and 29.
[0269] <Step S1309> In step S1309, the MPU 41 executes display control processing for the performance display monitor 43. In this display control processing for the performance display monitor 43, processing is executed to display the base information updated in step S1308 on the performance display monitor 43. Details of the display control processing for the performance display monitor 43 will be described later with reference to FIGS. 30 to 33.
[0270] <Step S1310> In step S1310, the MPU 41 determines whether the timing for executing the next main process has arrived, i.e., whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. If the MPU 41 determines that the timing for executing the next main process has arrived (step S1310: Yes), the MPU 41 proceeds to step S1301 and executes the processes from step S1301 onward. On the other hand, if the MPU 41 determines that the timing for executing the next main process has not arrived (step S1310: No), the MPU 41 repeatedly executes steps S1310, S1311, and S1312 until the timing for executing the next main process arrives, i.e., for the remaining time until the timing for executing the next main process arrives (step S1310: Yes).
[0271] <Step S1311> In step S1311, the MPU 41 updates the random number initial value counters CIN1 and CIN2. Specifically, the MPU 41 adds 1 to the counter values of the random number initial value counters CIN1 and CIN2, and when the counter values reach their maximum values, clears the counter values to 0.
[0272] <Step S1312> In step S1312, the MPU 41 updates the fluctuation type counter CS1. Specifically, the MPU 41 adds 1 to the counter value of the fluctuation type counter CS1, and when the counter value reaches the maximum value, clears the counter value to 0. After updating the fluctuation type counter CS1, the MPU 41 returns the process to step S1310.
[0273] [Variable game control processing] Here, Fig. 24 is a flowchart showing an example of the procedure of the variable game control process executed in step S1304 in the main process of Fig. 23. Hereinafter, the variable game control process will be described with reference to Fig. 24.
[0274] <Step S1401> 24, in step S1401, the MPU 41 determines whether the gaming machine 10 is in a jackpot game, and if it is in a jackpot game (step S1401: Yes), ends the variable game control process, and if it is not in a jackpot game (step S1401: No), proceeds to step S1402. Whether a jackpot game is being executed is determined based on a jackpot game flag that is set to ON when transitioning to a jackpot game state and is set to OFF when transitioning from the jackpot game state to another game state, for example, in the game state transition process of step S1306 in the main processing of FIG.
[0275] <Step S1402> In step S1402, the MPU 41 determines whether or not a variable pattern display is in progress, and if a variable pattern display is in progress (step S1402: Yes), the process proceeds to step S1403, and if a variable pattern display is not in progress (step S1402: No), the process proceeds to step S1406. For example, whether or not a variable pattern display is in progress is determined based on a variable display in progress flag that is set to ON when the variable display starts in step S1606 in the variable start processing in Fig. 26 described below, and is set to OFF in step S1405 of the variable game control processing when the variable display time has elapsed (step S1403: Yes).
[0276] <Step S1403> In step S1403, the MPU 41 determines whether the variable display time has elapsed since the start of the pattern variable display, and if it determines that the variable display time has elapsed (step S1403: Yes), it proceeds to step S1404, and if it determines that the variable display time has not elapsed (step S1403: No), it terminates the variable game control processing.
[0277] <Steps S1404 and S1405> If the variable display time has elapsed (step S1403: Yes), the MPU 41 stops and displays a pattern corresponding to the result of the jackpot lottery corresponding to the variable game in the first special pattern display section 362 or the second special pattern display section 363 of the main display section 36 (step S1404), and sets the variable display in progress flag to off (step S1405).
[0278] <Step S1406> If the symbol variation display is not in progress (step S1402: No), the MPU 41 stores the reserved number N stored in the reserved number storage area NAA of the reserved number storage area 412b. It is determined whether or not both of the reserved numbers M stored in the NAB are 0 (step S1406). Here, if both the reserved number N and the reserved number M are 0 (step S1406: Yes), the MPU 41 ends the variable game control process. On the other hand, if either the reserved number N or the reserved number M is not 0 (step S1406: No), the MPU 41 proceeds to step S1407.
[0279] <Step S1407> In step S1407, the MPU 41 executes a data setting process for the winning / losing information data stored in the reserved storage area 412b. When the process of step S1407 is completed, the MPU 41 proceeds to step S1408. Details of the data setting process will be described later with reference to FIG.
[0280] <Step S1408> In step S1408, the MPU 41 executes a variable start process for causing the symbol display unit 341 to execute a variable display based on the winning / losing information, and ends the variable game control process. Details of the variable start process will be described later with reference to FIG. 26.
[0281] [Data setting process] Fig. 25 is a flowchart showing an example of the procedure of the data setting process executed by the MPU 41 in step S1407 of Fig. 24. The data setting process will be described below with reference to Fig. 25.
[0282] <Step S1501> 25, in step S1501, the MPU 41 determines whether the reserved number M corresponding to the second special symbol game is 0 or not, and if the reserved number M is 0 (step S1501: Yes), the MPU 41 proceeds to step S1502. On the other hand, if the reserved number M is not 0 (step S1501: No), the MPU 41 proceeds to step S1505.
[0283] <Steps S1502 to S1504> If the reserved number M is 0 (step S1501: Yes), the MPU 41 subtracts 1 from the reserved number N stored in the reserved number storage area NAA (step S1502) and moves the pass / fail information from the first reserved area REA1 to the execution area AE (step S1503). Next, the MPU 41 shifts the pass / fail information in the second reserved area REA2 to the fourth reserved area REA4 by one (step S1504). Specifically, in step S1504, the pass / fail information in the second reserved area REA2 is moved to the first reserved area REA1, the pass / fail information in the third reserved area REA3 is moved to the second reserved area REA2, and the pass / fail information in the fourth reserved area REA4 is moved to the third reserved area REA3. When the processing of step S1504 is completed, the MPU 41 proceeds to step S1508.
[0284] <Steps S1505 to S1507> The process proceeds to step S1505 when the reservation number M is 0 (step S1501: No), but proceeds to step S1501 when both or either of the reservation number M and reservation number N is not 0 in step S1406 of Fig. 24 (step S1406: No). Therefore, when the reservation number M is 0 (step S1501: No), the MPU 41 can determine that the reservation number N is not 0, and therefore executes the processes of steps S1505 to S1507.
[0285] Specifically, the MPU 41 subtracts 1 from the reserved number M stored in the reserved number storage area NAB (step S1505), and moves the winning / losing information from the first reserved area REB1 to the execution area AE (step S1506). Next, the MPU 41 shifts the winning / losing information in the second reserved area REB2 to the fourth reserved area REB4 one by one (step S1507). Specifically, in step S1507, the winning / losing information in the second holding area REB2 is moved to the first holding area REB1, the winning / losing information in the third holding area REB3 is moved to the second holding area REB2, and the winning / losing information in the fourth holding area REB4 is moved to the third holding area REB3. When the processing of step S1507 is completed, the MPU 41 proceeds to step S1508.
[0286] <Step S1508> In step S1508, the MPU 41 sets in the RAM 412 a shift command indicating that the win / lose information in the first reserve area REA1 to the fourth reserve area REA4 or the first reserve area REB1 to the fourth reserve area REB4 has been shifted. Then, the shift command set in step S1508 is transmitted to the voice lamp control device 5 in the external output process of step S1301 of the next main process (see FIG. 23) executed by the MPU 41. This changes the number of reserved symbols displayed on the symbol display unit 341, etc. When the process of step S1508 ends, the MPU 41 ends the data setting process and proceeds to step S1408 in FIG. 24.
[0287] [Start processing of fluctuations] Here, Fig. 26 is a flowchart showing an example of the procedure of the fluctuation start processing executed by the MPU 41 in step S1408 of Fig. 24. Hereinafter, the fluctuation start processing will be described with reference to Fig. 26.
[0288] <Step S1601> As shown in Fig. 26, in step S1601, the MPU 41 determines whether the gaming state is in the high probability mode. Whether the gaming state is in the high probability mode is determined based on whether the high probability mode flag, which is set to ON in the gaming state transition process of step S1306 in the main process of Fig. 23, is set to ON. If the gaming state is in the high probability mode (step S1601: Yes), the MPU 41 proceeds to step S1602, and if the gaming state is not in the high probability mode (step S1601: No), i.e., if the gaming state is in the low probability mode, the MPU 41 proceeds to step S1603.
[0289] <Steps S1602 and S1603> In step S1602, the MPU 41 determines whether the counter value of the jackpot random number counter C1 included as numerical information in the hit / miss information stored in the execution area AE of the reserved storage area 412b is a value corresponding to a jackpot win, based on the high-probability mode hit / miss table (see FIG. 14(B)) saved according to the setting value in step S1712 in the setting value change processing of FIG. 27, which will be described later. On the other hand, in step S1603, the MPU 41 determines whether the counter value of the jackpot random number counter C1 included as numerical information in the hit / miss information stored in the execution area AE of the reserved storage area 412b is a value corresponding to a jackpot win, based on the low-probability mode hit / miss table (see FIG. 14(A)) saved according to the setting value in step S1712 in the setting value change processing of FIG. 27, which will be described later.
[0290] In steps S1602 and S1603, the pass / fail judgment is performed based on the high probability mode pass / fail table or the low probability mode pass / fail table saved according to the setting value in step S1712 in the setting value change processing of Figure 27 described below.However, in steps S1602 and S1603, the setting value saved in step S1710 in the setting value change processing of Figure 27 described below can be read out, and the high probability mode pass / fail table or the low probability mode pass / fail table corresponding to that setting value can be selected one by one to perform the pass / fail judgment.
[0291] <Step S1604> In step S1604, the MPU 41 determines whether or not the main The MPU 41 sets the variable display time of the first special symbol display section 362 or the second special symbol display section 363 of the game display section 36 in the variable display time counter. Specifically, when the result of the hit / miss determination in step S1602 or S1603 is a normal jackpot, the MPU 41 specifies a variable pattern based on the variable type counter CS1 and the normal jackpot variable table (see FIG. 15(A)). Also, when the result of the hit / miss determination in step S1602 or S1603 is a probability variable jackpot, the MPU 41 specifies a variable pattern based on the variable type counter CS1 and the probability variable jackpot variable table (see FIG. 15(B)). Furthermore, when the result of the hit / miss determination in step S1602 or S1603 is a miss, the MPU 41 specifies a variable pattern based on the variable type counter CS1 and the miss variable table (see FIG. 15(C)).
[0292] <Step S1605> In step S1605, the MPU 41 sets a fluctuation pattern command including the lottery result of the jackpot lottery for the fluctuation game and the fluctuation pattern specified in step S1604 in the RAM 412. As a result, in step S1301 of the next main processing (see FIG. 23) executed by the MPU 41, the fluctuation pattern command is transmitted to the voice lamp control device 5, and the voice lamp control device 5 executes the symbol fluctuation display by the symbol display unit 341 based on the fluctuation pattern command.
[0293] As described above, when the lottery result is a "normal jackpot," the MPU 41 sets, in the RAM 412, one of "A01" to "A03," in which "A" indicating that it is a 5R normal jackpot is added to the variation patterns "01" to "03," as a variation pattern command. Also, when the lottery result is a "5R variable probability jackpot," the MPU 41 sets, in the RAM 412, one of "B01" to "B03," in which "B" indicating that it is a 5R variable probability jackpot is added to the variation patterns "01" to "03," as a variation pattern command. Furthermore, when the lottery result is a "16R variable probability jackpot," the MPU 41 sets, in the RAM 412, one of "C01" to "C03," in which "C" indicating that it is a 16R variable probability jackpot is added to the variation patterns "01" to "03," as a variation pattern command. Furthermore, when the lottery result is a "miss," the MPU 41 sets one of "D01" to "D08," which is a variation pattern "01" to "08" with a "D" added to indicate a miss, as a variation pattern command in the RAM 412. Furthermore, when the lottery result is a "miss," the MPU 41 includes information on whether the result is a near miss before or after, a near miss other than a near miss before or after, or a complete miss in the variation pattern command.
[0294] <Step S1606> In step S1606, the MPU 41 starts the variable symbol display on the main display unit 36 and ends the variable symbol start process. When the MPU 41 starts the variable symbol display on the main display unit 36, it sets a variable symbol display in progress flag to on. This variable symbol display in progress flag is referenced in step S1402 of the variable symbol game control process of FIG. 24 to determine whether the main display unit 36 is currently displaying variable symbols. When the MPU 41 starts the variable symbol display on the main display unit 36, it adds 1 to the "cumulative number of jackpot lottery draws" stored in the game information storage area 412d set in the RAM 412. Furthermore, when the result of the win / loss determination based on the low-probability mode win / loss table in step S1603 is a win / loss, the MPU 41 adds 1 to the "number of consecutive losses" stored in the game information storage area 412d, and when the win / loss result is a jackpot, it clears the "number of consecutive losses" to 0.
[0295] [Setting value change process] Fig. 27 is a flowchart showing an example of the procedure for the setting value change process executed in step S1307 of the main process in Fig. 23. The setting value change process will be described below with reference to Fig. 27.
[0296] <Step S1701> 27, in step S1701, the MPU 41 determines whether or not a variable pattern display is in progress, and if a variable pattern display is in progress (step S1701: Yes), ends the setting value change process, and if a variable pattern display is not in progress (step S1701: No), proceeds to step S1702. For example, whether or not a variable pattern display is in progress is determined based on the variable display in progress flag that is set to ON in step S1606 in the variable start process of FIG.
[0297] <Step S1702> If the variable symbol display is not in progress (step S1701: No), the MPU 41 determines whether or not the game is in a jackpot gaming state (step S1702), and if the game is in a jackpot gaming state (step S1702: Yes), the setting value change process is terminated, and if the game is not in a jackpot gaming state (step S1702: No), the process proceeds to step S1703. For example, whether or not the game is in a jackpot gaming state is determined based on the jackpot gaming state flag that is set to ON in the game state transition process of step S1306 in the main process of FIG.
[0298] <Step S1703> If the game is not in a state where a changing symbol is being displayed or a jackpot is being played (No in both steps S1701 and S1702), the MPU 41 determines whether the power of the setting value display unit 45 has been switched from off to on (step S1703), i.e., whether an operation to turn on the power of the setting value display unit 45 has been performed on the setting value change operation unit 46. That is, in this embodiment, if the game is in a state where a changing symbol is being displayed (Yes in step S1701) or a jackpot is being played (Yes in step S1702), the setting value is not displayed and cannot be changed. Here, if the power of the setting value display unit 45 has been switched from off to on (Yes in step S1703), the MPU 41 proceeds to step S1704. If the power of the setting value display unit 45 has not been switched from off to on (No in step S1703), the MPU 41 proceeds to step S1707.
[0299] <Steps S1704 to S1706> When the power of the setting value display unit 45 is switched from off to on (step S1703: Yes), the MPU 41 reads out the setting value stored in the game information storage area 412d of the RAM 412 in step S1710 (described later) (step S1704), and causes the setting value display unit 45 to display a number indicating the read setting value (step S1705). This allows the user to check the current setting value. The MPU 41 then sets on a setting value display flag indicating that the setting value is being displayed in the setting value display unit 45 (step S1706), and terminates the setting value change process.
[0300] <Step S1707> If the power of the setting value display unit 45 has not been switched from off to on (step S1703: No), the MPU 41 determines whether the setting value display flag is set to on (step S1707). The setting value display flag indicates that a setting value is being displayed on the setting value display unit 45, as described above, and is set to on in step S1706. If the setting value display flag is set to on (step S1707: Yes), the MPU 41 proceeds to step S1708. If the setting value display flag is set to off (step S1707: No), that is, if the setting value display unit 45 is off and the power is not being turned on, the MPU 41 ends the setting value change process.
[0301] <Step S1708> If the setting value display flag is set to ON (step S1707: Yes), the MPU 41 determines whether the setting value change operation unit 46 has been rotated by a predetermined angle (step S1708). That is, the MPU 41 determines whether a rotation operation for changing the setting value has been performed. If the setting value change operation unit 46 has been rotated by a predetermined angle (step S1708: Yes), the MPU 41 proceeds to step S1709, and if the setting value change operation unit 46 has not been rotated (step S1708: No), the MPU 41 proceeds to step S1711.
[0302] <Step S1709> If the setting value change operation unit 46 is rotated by a predetermined angle (step S1708: Yes), the MPU 41 executes a process of changing the display on the setting value display unit 45 (step S1709). For example, when the setting value change operation unit 46 is rotated to the right by a predetermined angle, the MPU 41 displays a number that is one larger than the number that was displayed on the setting value display unit 45 before the rotation, and conversely, when the setting value change operation unit 46 is rotated to the left by a predetermined angle, the MPU 41 displays a number that is one smaller than the number that was displayed on the setting value display unit 45 before the rotation.
[0303] If the number displayed on the setting value display unit 45 before rotation is "6," and the setting value change operation unit 46 is rotated to the right by a predetermined angle, the number displayed on the setting value display unit 45 will change to "1," and if the number displayed on the setting value display unit 45 before rotation is "1," and the setting value change operation unit 46 is rotated to the left by a predetermined angle, the number displayed on the setting value display unit 45 will change to "6." Also, if the number displayed on the setting value display unit 45 is "6," it may be configured so that it does not rotate further to the right, and if the number displayed on the setting value display unit 45 is "1," it may be configured so that it does not rotate further to the left.
[0304] <Step S1710> In step S1710, the MPU 41 overwrites the setting value in the game information storage area 412d of the RAM 412 with the number displayed on the setting value display unit 45 as the setting value, and ends the setting value change process. As a result, when the power of the setting value change operation unit 46 is switched from on to off, the setting value stored in the RAM 412 immediately before the power is turned off is finally stored in the game information storage area 412d of the RAM 412 as the valid setting value. Therefore, the setting value stored in the RAM 412 is changed by changing the number displayed on the setting value display unit 45 by rotating the setting value change operation unit 46. Then, the setting value can be confirmed by turning off the power of the setting value display unit 45 while the number corresponding to the desired setting value is displayed on the setting value display unit 45.
[0305] <Step S1711> If the setting value change operation unit 46 has not been rotated by the predetermined angle (step S1708: No), the MPU 41 determines whether the power of the setting value display unit 45 has been switched from on to off (step S1711), that is, whether an operation to turn off the power of the setting value display unit 45 has been performed on the setting value change operation unit 46. If the power of the setting value display unit 45 has been switched from on to off (step S1711: Yes), the MPU 41 proceeds to step S1712, and if the power of the setting value display unit 45 has not been switched from on to off (step S1711: No), the MPU 41 terminates the setting value change process. Note that if the power of the setting value display unit 45 has been switched from on to off (step S1711: Yes), the power to the 7-segment display of the setting value display unit 45 is cut off, causing the numbers indicating the setting value to turn off, and the setting value is confirmed as described above.
[0306] <Steps S1712 and S1713> When the power of the setting value display unit 45 is switched from on to off (step S1711: Yes), the MPU 41 selects a low-probability mode win / loss table (see FIG. 14(A)) and a high-probability mode win / loss table (see FIG. 14(B)) according to the setting values stored in the game information storage area 412d of the RAM 412 in step S1710, and stores them in the RAM 412 (step S1712). Then, the MPU 41 sets the setting value display flag to off, and ends the setting value change process.
[0307] Here, in step S1712, a low-probability mode win / loss table (see FIG. 14(A)) and a high-probability mode win / loss table (see FIG. 14(B)) are selected according to the setting values stored in the game information storage area 412d of RAM 412. In other words, a win / loss table with the same setting values is selected for the low-probability mode win / loss table and the high-probability mode win / loss table, making it easy to change the setting values. However, it is also possible to change the setting values for the low-probability mode and the high-probability mode individually. In this case, it is possible to set different levels (numerical values) of setting values for the low-probability mode and the high-probability mode, for example, by setting the setting value for the low-probability mode to "1" and the setting value for the high-probability mode to "6."
[0308] [Performance information update process] Here, Fig. 28 is a flowchart showing an example of the procedure for specific performance information update processing executed in step S1308 in the main processing of Fig. 23. Fig. 29 is a diagram showing an example of base information updated in the specific performance information update processing of Fig. 28. The specific performance information update processing will be described below with reference to Figs. 28 and 29.
[0309] <Steps S1801 and S1802> 28, the MPU 41 reads the number of balls put out for base calculation of the base information stored in the game information storage area 412d of the RAM 412 (step S1801), and determines whether the read number of balls put out has reached 60,000 (step S1802). If the number of balls put out has reached 60,000 (step S1802: Yes), the MPU 51 proceeds to step S1805, and if the number of balls put out has not reached 60,000 (step S1802: No), the MPU 41 proceeds to step S1803.
[0310] <Steps S1803 and S1804> If the number of out balls has not reached 60,000 (step S1802: No), the MPU 51 reads out the number of payout balls for the general winning port and the number of payout balls for the first winning port for the base calculation of the base information (step S1808). Then, the MPU 51 calculates the current base BL based on the number of out balls for the base calculation of the base information read in step S1801 and the number of payout balls for the general winning port and the number of payout balls for the first winning port for the base calculation of the base information read in step S1803, and overwrites and updates the current base BL of the base information saved in the game information storage area 412d of the RAM 412 (step S1804) (see Figure 29(A)). The current base BL (%) is calculated as 100 x (number of payout balls for the general winning port + number of payout balls for the first winning port) / number of out balls.
[0311] <Steps S1805 to S1808> If the number of out balls has reached 60,000 (step S1802: Yes), the MPU 41 updates the base information stored in the game information storage area 412d of the RAM 412 (steps S1805 to S1807). Specifically, as shown in Figures 29(A) and 29(B), the MPU 41 shifts the previous 60,000 ball base B1 to the 60,000 ball base before last (step S1805), shifts the current base BL to the previous 60,000 ball base B1 (step S1806), and clears the current base BL to 0 (step S1807). Then, the MPU 41 clears the number of payout balls for the general winning port, the number of payout balls for the first winning port, and the number of out balls for base calculation, which are stored as base information in the game information storage area 412d of the RAM 412, to 0 (step S1808).
[0312] <Step S1809> When the processing of step S1804 or S1808 is completed, the MPU 51 reads various information from the game information storage area 412d of the RAM 412, calculates other specific performances, and updates the other specific performance information to the calculated values (step S1809). The processing ends. In this case, the specific performance is, for example, the number of lottery draws per unit jackpot, the consecutive bonus ratio, the bonus ratio, etc.
[0313] [Performance display monitor display control processing] 30 to 33 are flowcharts showing an example of the procedure for the display control process of the performance display monitor 43 executed in step S1309 of the main process of Fig. 23. The display control process of the performance display monitor 43 will be described below with reference to Figs. 30 to 33.
[0314] <Step S1901> As shown in Fig. 30, in step S1901, the MPU 41 determines whether the BL display flag is set to ON. Here, the BL display flag is a flag indicating that the current base BL is being displayed on the performance display monitor 43, and is set to ON in step S1906 described below or step S1930 in Fig. 33. If the BL display flag is set to ON (step S1901: Yes), the MPU 41 proceeds to step S1908 in Fig. 31, and if the BL display flag is set to OFF (step S1901: No), the MPU 41 proceeds to step S1902.
[0315] <Step S1902> If the BL display flag is set to OFF (step S1901: No), the MPU 41 determines whether the B1 display flag is set to ON (step S1902). Here, the B1 display flag is a flag indicating that the 60,000 ball base B1 was previously displayed on the performance display monitor 43, and is set to ON in step S1912 of FIG. 31, which will be described later. If the B1 display flag is set to ON (step S1902: Yes), the MPU 41 proceeds to step S1917 of FIG. 32, and if the B1 display flag is set to OFF (step S1902: No), the MPU 41 proceeds to step S1903.
[0316] <Step S1903> If the B1 display flag is set to OFF (step S1902: No), the MPU 41 determines whether the B2 display flag is set to ON (step S1903). Here, the B2 display flag is a flag indicating that the 60,000 ball base B2 from the second previous time is being displayed on the performance display monitor 43, and is set to ON in step S1921 of FIG. 32, which will be described later. If the B2 display flag is set to ON (step S1903: Yes), the MPU 41 proceeds to step S1926 of FIG. 33, and if the B2 display flag is set to OFF (step S1903: No), the MPU 41 proceeds to step S1904.
[0317] <Step S1904> If the B2 display flag is set to OFF (step S1903: No), the MPU 41 determines whether the performance display switch 44 has been switched from OFF to ON (step S1904). If the performance display switch 44 has been switched from OFF to ON (step S1904: Yes), the MPU 41 proceeds to step S1905, and if the performance display switch 44 has not been switched from OFF to ON (step S1904: No), the display control process ends.
[0318] <Steps S1905 to S1907> When the performance display switch 44 is switched from off to on (step S1904: Yes), the MPU 41 displays the current base BL included in the base information stored in the game information storage area 412d of the RAM 412 on the performance display monitor 43 (step S1905). For example, if the base information stored in the game information storage area 412d of the RAM 412 is 29(A), "8.", "L", "2", and "9", which indicate that the current base BL is 29%, are displayed on the four 7-segment indicators 431 to 434 constituting the performance display monitor 43, and when the base information is the example shown in Fig. 29(B), "8.", "L", "0", and "0", which indicate that the current base BL is 0%, are displayed on the four 7-segment indicators 431 to 434 constituting the performance display monitor 43. Then, the MPU 41 sets the BL display flag to on (step S1906), sets a BL display time counter for displaying the current base BL on the performance display monitor 43 for a certain period of time (step S1907), and terminates the display control process.
[0319] <Steps S1908 and S1909> If the BL display flag is set to ON (step S1901: Yes), as shown in Fig. 31, the MPU 41 subtracts 1 from the value of the BL display time counter set in step S1907 of Fig. 30 (step S1908), and determines whether the value of the BL display time counter after the subtraction is 0 (step S1909). If the value of the BL display time counter after the subtraction is 0 (step S1909: Yes), the MPU 41 proceeds to step S1910, and if the value of the BL display time counter after the subtraction is not 0 (step S1909: No), the MPU 41 proceeds to step S1913.
[0320] <Steps S1910 to S1913> If the value of the BL display time counter after the subtraction is 0 (step S1909: Yes), the MPU 41 sets the BL display flag to OFF (step S1910) and displays the previous 60,000 ball base B1 included in the base information stored in the game information storage area 412d of the RAM 412 on the performance display monitor 43 (step S1911). For example, if the base information stored in the game information storage area 412d of the RAM 412 is the example shown in Figure 29 (A), "8.", "1", "3", and "3" indicating that the previous 60,000 ball base B1 is 33% are displayed on the four 7-segment indicators 431 to 434 constituting the performance display monitor 43, and if the base information is the example shown in Figure 29 (B), "8.", "1", "2", and "9" indicating that the previous 60,000 ball base B1 is 29% are displayed on the four 7-segment indicators 431 to 434 constituting the performance display monitor 43. Then, the MPU 41 sets the B1 display flag to on (step S1912), sets the B1 display time counter to display the previous 60,000 ball base B1 on the performance display monitor 43 for a certain period of time (step S1913), and terminates the display control process.
[0321] <Step S1914> If the value of the BL display time counter after the subtraction is not 0 (step S1909: No), the MPU 41 determines whether the performance display switch 44 has been switched from on to off (step S1914). If the performance display switch 44 has been switched from on to off (step S1914: Yes), the MPU 41 proceeds to step S1915. If the performance display switch 44 has not been switched from on to off (step S1914: No), the display control process ends. Note that if the performance display switch 44 has been switched from on to off (step S1914: Yes), the performance display monitor 43 cuts off power to the 7-segment indicators 431 to 434, thereby turning off the letters and numbers indicating the current base BL.
[0322] <Steps S1915 and S1916> If the performance display switch 44 is switched from on to off (step S1914: Yes), the MPU 41 sets the BL display flag to off (step S1915), clears the value of the BL display time counter to 0 (step S1916), and terminates the display control process.
[0323] <Steps S1917 and S1918> If the B1 display flag is set to on (step S1902: Yes), as shown in Fig. 32, the MPU 41 subtracts 1 from the value of the B1 display time counter set in step S1913 of Fig. 31 (step S1917), and determines whether the value of the B1 display time counter after the subtraction is 0 (step S1918). If the value of the B1 display time counter after the subtraction is 0 (step S1918: Yes), the MPU 41 proceeds to step S1919, and if the value of the B1 display time counter after the subtraction is not 0 (step S1918: No), the MPU 41 proceeds to step S1923.
[0324] <Steps S1919 to S1922> If the value of the B1 display time counter after the subtraction is 0 (step S1918: Yes), the MPU 41 sets the B1 display flag to OFF (step S1919) and displays the 60,000 ball base B2 from the previous game included in the base information stored in the game information storage area 412d of the RAM 412 on the performance display monitor 43 (step S1920). For example, if the base information stored in the game information storage area 412d of the RAM 412 is the example shown in Figure 29 (A), "8.", "2", "3", "2" indicating that the 60,000 ball base B2 from the previous game is 32% are displayed on the four 7-segment indicators 431 to 434 constituting the performance display monitor 43, and if the base information is the example shown in Figure 29 (B), "8.", "2", "3", "3" indicating that the 60,000 ball base B2 from the previous game is 33% are displayed on the four 7-segment indicators 431 to 434 constituting the performance display monitor 43. Then, the MPU 41 sets the B2 display flag to on (step S1921), sets the B2 display time counter to correspond to a certain time for which the 60,000 ball base B2 from the previous time is displayed on the performance display monitor 43 (step S1922), and terminates the display control process.
[0325] <Step S1923> If the value of the B1 display time counter after subtraction is not 0 (step S1918: No), the MPU 41 determines whether the performance display switch 44 has been switched from on to off (step S1923). If the performance display switch 44 has been switched from on to off (step S1923: Yes), the MPU 41 proceeds to step S1924. If the performance display switch 44 has not been switched from on to off (step S1923: No), the display control process ends. Note that if the performance display switch 44 has been switched from on to off (step S1923: Yes), the performance display monitor 43 cuts off power to the 7-segment displays 431 to 434, thereby turning off the letters and numbers indicating the previous 60,000 ball base B1.
[0326] <Steps S1924 and S1925> If the performance display switch 44 is switched from on to off (step S1923: Yes), the MPU 41 sets the B1 display flag to off (step S1924), clears the value of the B1 display time counter to 0 (step S1925), and terminates the display control process.
[0327] <Steps S1926 and S1927> If the B2 displaying flag is set to on (step S1903: Yes), as shown in Fig. 33, the MPU 41 subtracts 1 from the value of the B2 display time counter set in step S1922 of Fig. 32 (step S1926), and determines whether the value of the B2 display time counter after the subtraction is 0 (step S1927). If the value of the B2 display time counter after the subtraction is 0 (step S1927: Yes), the MPU 41 proceeds to step S1928, and if the value of the B2 display time counter after the subtraction is not 0 (step S1927: No), the MPU 41 proceeds to step S1932.
[0328] <Steps S1928 to S1931> If the value of the B2 display time counter after the subtraction is 0 (step S1927: Yes), the MPU 41 sets the B2 display flag to OFF (step S1928) and displays the current base BL included in the base information stored in the game information storage area 412d of the RAM 412 on the performance display monitor 43 (step S1929). For example, if the base information stored in the game information storage area 412d of the RAM 412 is the example shown in Fig. 29(A), "8.", "L", "2", and "9" indicating that the current base BL is 29% are displayed on the four 7-segment indicators 431 to 434 constituting the performance display monitor 43, and if the base information is the example shown in Fig. 29(B), "8.", "L", "0", and "0" indicating that the current base BL is 0% are displayed on the four 7-segment indicators 431 to 434 constituting the performance display monitor 43. Then, the MPU 41 sets the BL display flag to ON (step S1930), sets the BL display time counter for displaying the current base BL on the performance display monitor 43 for a certain period of time (step S1931), and ends the display control process.
[0329] <Step S1932> If the value of the B2 display time counter after subtraction is not 0 (step S1927: No), the MPU 41 determines whether the performance display switch 44 has been switched from on to off (step S1932). If the performance display switch 44 has been switched from on to off (step S1932: Yes), the MPU 41 proceeds to step S1933. If the performance display switch 44 has not been switched from on to off (step S1932: No), the display control process ends. Note that if the performance display switch 44 has been switched from on to off (step S1932: Yes), the performance display monitor 43 cuts off power to the 7-segment displays 431 to 434, thereby turning off the letters and numbers indicating the 60,000 ball base B2 from the previous time.
[0330] <Steps S1933 and S1934> If the performance display switch 44 is switched from on to off (step S1932: Yes), the MPU 41 sets the B2 display flag to off (step S1933), clears the value of the B2 display time counter to 0 (step S1934), and terminates the display control process.
[0331] [Processing of voice lamp control device 5] Next, the processing executed by the MPU 51 in the voice and lamp control device 5 will be described with reference to FIGS.
[0332] In addition, in another embodiment, it is also possible that part or all of the processing executed by the MPU 51 of the voice lamp control device 5 in this embodiment is executed by the MPU 61 of the display control device 6. Furthermore, in the voice lamp control device 5, the MPU 51 also executes control processing of the speaker 26 and the illumination unit 27, startup processing when the voice lamp control device 5 is started up, NMI interrupt processing in the event of a power outage, etc., but a description of these processes will be omitted.
[0333] [Sub-timer interrupt processing of audio lamp control device 5] 34 is a flowchart showing an example of the procedure of the sub timer interrupt process executed by the MPU 51 of the voice lamp control device 5. The MPU 51 executes the sub timer interrupt process as a periodic process with a cycle of 1 msec, for example.
[0334] As shown in Figure 34, in the sub-timer interrupt processing, the MPU 51 executes a display order setting process (step S2000), a counter update process (step S2001), a command determination process (step S2002), a variable game presentation process (step S2003), a jackpot game presentation process (step S2004), and a setting value suggestion process (step S2005).
[0335] [Display order setting process] In the display order setting process (step S2000), the MPU 51 determines and stores (sets) the order of numbers to be displayed on the 7-segment display unit 39 for a predetermined period of time by referring to game setting values (setting values) that are set to determine the jackpot probability in the gaming machine 10. In this embodiment, the setting value suggestion process is executed during a jackpot game for a predetermined period of time, so that five numbers specifying multiple (five) game setting values (non-setting values) other than the setting value are displayed in a predetermined order on the 7-segment display unit 39. Therefore, in the display order setting process, the order in which the five numbers specifying the multiple non-setting values are displayed on the 7-segment display unit 39 is set. Here, FIG. 35 is a flowchart showing an example of the procedure for the display order setting process executed in the sub-timer interrupt process of FIG. 34, and FIG. 36 is a diagram showing an example of a number display order determination table referenced in the display order setting process of FIG. 35. Details of the display order setting process will be described below with reference to FIGS. 35 and 36.
[0336] <Step S2011> As shown in FIG. 35, in the display order setting process, the MPU 51 determines whether the display order setting flag is set to ON (step S2011). The display order setting flag is a flag indicating that setting of the display order of numbers specifying non-set values in a jackpot game for a predetermined period has been completed, and is set to ON in step S2016 of the display order setting process. In addition, the display order setting flag is initially set to OFF when the gaming machine 10 is powered on. Therefore, when the sub timer interrupt process is executed by allowing the sub timer interrupt process through the startup process of the sound lamp control device, the order of numbers to be displayed by segments A to G of the 7-segment display unit 39 for a predetermined period is set (steps S2014 to S2016 described below). That is, in the gaming machine 10, the order of numbers to be displayed by segments A to G of the 7-segment display unit 39 for a predetermined period is set when the power is turned on.
[0337] Incidentally, the gaming machine 10 is often powered on before the gaming hall opens. Therefore, the display order of the numbers on the 7-segment display unit 39 is set when the gaming machine 10 is powered on, and thus the display order of the numbers on the 7-segment display unit 39 is set for each business day. This prevents the display order of the numbers on the 7-segment display unit 39 from becoming fixed, and therefore prevents the same information from being repeatedly presented on the 7-segment display unit 39 and the display of information on the 7-segment display unit 39 from becoming monotonous.
[0338] Here, if the display order setting flag is on (step S2011: If the display order setting flag is OFF (step S2011: No), the process proceeds to step S2014.
[0339] <Steps S2012 and S2013> If the display order setting flag is on (step S2011: Yes), the MPU 51 determines whether the setting value change flag is set on (step S2012). The setting value change flag indicates that a game setting value (setting value) that is set to determine the jackpot probability in the gaming machine 10 has been changed, and is set on in step S2121 of the command determination process in FIG. 37, which will be described later. If the setting value change flag is on (step S2012: Yes), the MPU 51 sets the setting value change flag to off (step S2013) and then proceeds to step S2014. That is, in the gaming machine 10, when the setting value is changed, the order of numbers to be displayed by segments A to G of the 7-segment display unit 39 for a predetermined period is set. By setting the display order of numbers on the 7-segment display unit 39 when the setting value is changed in this way, it is possible to determine the display order of numbers according to the setting value, and therefore it is possible to prevent the presentation of information on the 7-segment display unit 39 from becoming monotonous.
[0340] On the other hand, if the setting value change flag is OFF (step S2012: NO), the MPU 51 ends the display order setting process.
[0341] <Steps S2014~S2016> In step S2014, the MPU 51 acquires a setting value from the RAM 512, and further refers to the setting value and a number display order determination table (see FIG. 36) to set the order of numbers to be displayed on the 7-segment display unit 39 (step S2015). Here, FIG. 36(A) is a diagram showing an example of the number display order determination table, and FIG. 36(B) is a diagram showing the correspondence between the display order described in the number display order determination table shown in FIG. 36(A) and the display order of numbers on the 7-segment display unit 39.
[0342] As shown in FIG. 36(A), in the number display order determination table, the display order of numbers is determined by a random number value selected by lottery for each of game setting values 1 to 6 (setting values 1 to 6) that are set to determine the probability of a jackpot in the gaming machine 10. There are 120 random number values selected from 0 to 119, and each random number value is associated with one display order, with the same probability of selection for each display order. The display orders include display order A1 to A120 selected for setting value 1, display order B1 to B120 selected for setting value 2, display order C1 to C120 selected for setting value 3, display order D1 to D120 selected for setting value 4, display order E1 to E120 selected for setting value 5, and display order F1 to F120 selected for setting value 6. For each of setting values 1 to 6, 120 display orders are set that correspond to all combinations of numbers that indicate non-setting values.
[0343] The display sequence A1 to A120 selected when the setting value is 1 specifies the order in which the five numbers "2" to "6" that specify the game setting values (non-setting values) 2 to 6 other than the number "1" that specifies the setting value 1 are displayed (see FIG. 36(B)). In other words, when the setting value is 1 and one of the display sequences A1 to A120 is selected according to the lottery random number value, the number "1" that specifies the setting value 1 is not displayed on the 7-segment display unit 39.
[0344] The display orders B1 to B120 selected when the setting value is 2 stipulate the order in which the setting values "1," "3," and "6" other than the number "2" that specifies the setting value 2, and the five numbers "2" to "6" that specify the setting values 2 to 6 are displayed (see FIG. 36(B)). In other words, when the setting value is 2 and one of the display orders B1 to B120 is selected according to the lottery random number value, the number "2" that specifies the setting value 2 is not displayed on the 7-segment display unit 39.
[0345] The display orders C1 to C120 selected when the setting value is 3 define the order in which the five numbers "1," "2," and "4" to "6" that specify the setting values 1, 2, and 4 to 6 are displayed, excluding the number "3" that specifies the setting value 1 (see FIG. 36(B)). In other words, when any of the display orders C1 to C120 is selected because the setting value is 3, the number "3" that specifies the setting value 3 is not displayed on the 7-segment display unit 39.
[0346] The display orders D1 to D120 selected when the setting value is 4 define the order in which the five numbers "1" to "3," "5," and "6" specifying the setting values 1 to 3, 5, and 6 are displayed, other than the number "4" specifying the setting value 4 (see FIG. 36(B)). In other words, when any of the display orders D1 to D120 is selected because the setting value is 4, the number "4" specifying the setting value 4 is not displayed on the 7-segment display unit 39.
[0347] The display order E1 to E120 selected when the set value is 5 is the order in which the set values 1 to 4 and the five numbers "1" to "4" and "6" are displayed, excluding the number "5" that specifies the set value 5. In other words, when one of the display orders E1 to E120 is selected because the set value is 5, the number "5" that identifies the set value as 5 is not displayed on the 7-segment display unit 39.
[0348] The display orders F1 to F120 selected when the setting value is 6 define the order in which the five numbers "1" to "5" specifying the setting values 1 to 5 are displayed, excluding the number "6" specifying the setting value 6 (see FIG. 36(B)). In other words, when any of the display orders F1 to F120 is selected because the setting value is 6, the number "6" specifying the setting value 6 is not displayed on the 7-segment display unit 39.
[0349] Then, when the order of the numbers to be displayed on the 7-segment display unit 39 has been set (step S2015), the MPU 51 sets the display order setting flag to OFF (step S2016) and ends the display order setting process. If the setting value is changed (Step S2013: Yes), The order of the numbers to be displayed on the 7-segment display unit 39 is set according to the game setting values 1 to 6 (setting values 1 to 6) that are set to define the probability of a big win in the gaming machine 10.
[0350] In this way, in the gaming machine 10, the display order of numbers on the 7-segment display unit 39 is determined based on the number display order determination table when the power is turned on, and after the power is turned on, the display order of numbers on the 7-segment display unit 39 is determined based on the number display order determination table by changing the setting value. This makes it possible to display numbers (non-set values) on the 7-segment display unit 39 in a predetermined order for a specified period when a predetermined condition (e.g., power-on or setting change) is met. In gaming halls, the power is often turned on to the gaming machine 10 before opening, so the display order of numbers on the 7-segment display unit 39 is set when the power is turned on to the gaming machine 10, and thus the display order of numbers on the 7-segment display unit 39 is set for each business day. This prevents the display order of numbers on the 7-segment display unit 39 from being fixed, thereby preventing the same information from being repeatedly presented on the 7-segment display unit 39 and preventing the display of information on the 7-segment display unit 39 from becoming monotonous.
[0351] In the display order setting process of this embodiment, the display order of the numbers displayed on the 7-segment display unit 39 is set when the gaming machine 10 is powered on and when a setting value is changed. However, the display order of the numbers displayed on the 7-segment display unit 39 may also be set when other conditions (predetermined conditions) are met. The predetermined conditions in this case will be described in a third embodiment described later. Examples of the predetermined conditions include the start of a predetermined period, the start of a jackpot game, and the start of an open / close execution mode for a jackpot game. Even when the display order of the numbers displayed on the 7-segment display unit 39 is set by the establishment of these predetermined conditions, the display order of the numbers on the 7-segment display unit 39 is prevented from being fixed. This makes it possible to prevent the same information from being repeatedly presented on the 7-segment display unit 39 and to prevent the display of information on the 7-segment display unit 39 from becoming monotonous.
[0352] In addition, in the number display order determination table shown in Fig. 36(A), for the same setting value, the probability that all number display orders are selected is the same, but the probability that the number display orders are selected does not necessarily have to be the same. For example, the number display order determination table may be set so that for the same setting value, the probability that at least some number display orders are selected is different from other number display orders. That is, it may be possible to make a specific display order more likely to be selected, and conversely, to make a specific display order less likely to be selected. In this way, if the probability that at least some number display orders are selected depending on the setting value is set so that it is different from other number display orders, it may be possible to make a specific number display order more likely to be selected depending on the setting value, and to make a specific number display order more likely to be selected depending on the setting value. It is also possible to make it difficult to select a specific non-setting value. That is, unlike when the probability of selecting all numbers in the display order is the same, it is possible to make it easier to identify a specific non-setting value and, conversely, to make it more difficult to identify a specific non-setting value. This makes it possible to adjust the likelihood of a high setting value or a low setting value. Specifically, for example, when the setting value is a low setting value (e.g., setting value 2 or less), the display order of numbers indicating non-setting values corresponding to a high setting value (e.g., setting value 5 or more) may be delayed. In this case, by leaving the possibility of a high setting value until the end when the setting value is low, the player is encouraged to expect a high setting value while preventing the player from prematurely identifying a low setting value. This prevents a decline in interest in the game, prevents early termination of play on the gaming machine 10, and suppresses a decrease in the operating rate of the gaming machine 10. Conversely, when the setting value is a high setting value (e.g., a setting value of 5 or higher), the display order of the numbers indicating non-setting values corresponding to low setting values (e.g., a setting value of 2 or lower) may be delayed. In this case, the numbers corresponding to high setting values and low setting values are not displayed on the 7-segment display unit 39 until just before the setting value is identified as a high setting value, so that the possibility of the low setting value remains until just before the player realizes that the setting value is a high setting value. This allows the player to focus on whether the setting value is a high setting value that is advantageous to the player or a low setting value that is disadvantageous to the player, and enjoy the thrill of the moment just before realizing that the setting value is a high setting value. Also, regardless of the setting value, it is possible to make the display order of the numbers corresponding to the lowest game setting value among the non-setting values not delayed, for example, so that the latest display order is more likely to be selected. In this case, the number indicating the non-setting value that is most disadvantageous to the player is displayed last, so that the possibility of the most disadvantageous non-setting value for the player and a non-setting value that is even more advantageous to the player remains until the last number is displayed. This makes it difficult for the player to understand that the game setting value (jackpot probability) is the most unfavorable for the player, which prevents the game on the gaming machine 10 from ending early and prevents a decrease in the operating rate of the gaming machine.
[0353] It is also conceivable to set the number display order so that numbers indicating non-set values corresponding to high settings and numbers indicating non-set values corresponding to low settings are displayed later in the number display order to make it easier to select. For example, it is conceivable to set the number display order so that at least one of "1" and "2" corresponding to low settings and at least one of "5" and "6" corresponding to high settings are displayed later in the number display order to make it easier to select. In this case, too, until just before the player grasps the setting value, there is a possibility that the setting value is a high setting that is advantageous to the player, and a possibility that the setting value is a low setting that is disadvantageous to the player, so the player can enjoy the thrill of wondering whether the setting value is a high setting or a low setting until just before he or she grasps the setting value.
[0354] Furthermore, except when the set value is the highest set value (set value 6), it is possible to set the number display order so that numbers corresponding to non-set values higher than the set value are displayed later, which is likely to be selected. For example, it is possible to set the priority of numbers indicating non-set values with a higher probability of winning than the set value to a higher selection rate than numbers indicating non-set values with a lower probability of winning than the set value. By displaying numbers indicating non-set values higher than the set value later in this way, it is possible to make the player expect that the set value may be higher than the actual set value until just before the set value is determined. This allows the player to enjoy guessing the non-set value (set value) while expecting that the set value may be high, until just before the set value is determined. Conversely, it is possible to set the number display order so that numbers corresponding to non-set values lower than the set value are displayed later, which is likely to be selected, except when the set value is the lowest set value (set value 1). For example, it is possible to set the priority of numbers indicating non-set values with a lower probability of winning than the set value to a higher selection rate than numbers indicating non-set values with a higher probability of winning than the set value. By delaying the display order of the numbers indicating non-set values lower than the set value in this way, the numbers indicating non-set values corresponding to game set values lower than the set value are left as hidden numbers just before the set value is grasped. As a result, the final candidates for the set value are the actual set value and the game set value (non-set value) lower than that set value. Ultimately, the player will perceive the advantageous game setting value as the setting value, which increases the enjoyment felt when the setting value is recognized.
[0355] Furthermore, regardless of the setting value, it is conceivable to set the number display order so that a later display order of numbers corresponding to high setting values (for example, setting value 5 or higher) is more likely to be selected. Conversely, it is conceivable to set the number display order so that a earlier display order of numbers corresponding to low setting values (for example, setting value 2 or lower) is more likely to be selected. In this way, by displaying numbers corresponding to low setting values earlier and numbers corresponding to high setting values later, higher setting values are displayed later. This makes it possible to make the player expect that the setting value will be a high value that is advantageous to the player until just before the player realizes the setting value, and thus allows the player to enjoy guessing the non-setting value (setting value) while hoping that the setting value may be high.
[0356] [Counter update process] In the counter update process (step S2001), the MPU 51 executes updates of the first stop symbol type counter, the effect pattern type counter, the variable display counter, etc. Specifically, the MPU 51 adds 1 to the counter values of the first stop symbol type counter and the effect type counter, and clears the counter values to 0 when the counter values reach their maximum values. The first stop symbol type counter updated here is used to determine the type of decorative symbol that will be stopped first based on the variable pattern command received from the main control device 4. For example, the first stop symbol type counter is a loop counter that loops between 0 and 99. The effect pattern type counter is used to determine the effect type (effect pattern) based on the variable pattern command received from the main control device 4. For example, the effect type counter is a loop counter that loops between 0 and 109. Meanwhile, the MPU 51 subtracts 1 from the variable display counter. This variable display counter is used to measure the variable display time of the symbol display unit 341, and the counter value of the variable display counter is set to 0 when the remaining variable display time becomes 0. Therefore, based on the counter value of the variation display counter, it is possible to know the remaining variation display time, whether a variation is in progress, whether the variation display of the pattern display section 341 has ended, and so on.
[0357] [Command determination process] In the command determination process (step S2002), the command received from the main control device 4 is determined, and a process corresponding to the command is executed. Here, Fig. 37 is a flowchart showing an example of the procedure of the command determination process executed in step S2002 in the sub-timer interrupt process of Fig. 34.
[0358] <Step S2101> As shown in FIG. 37, in step S2101, the MPU 51 determines whether or not a command has been received from the main control device 4. If the MPU 51 has received a command (step S2101: Yes), the process proceeds to step S2102. On the other hand, if the MPU 51 has not received a command (step S2101: No), the command determination process ends. The command received from the main control device 4 is stored in an unprocessed command storage area of the RAM 512, and the MPU 51 determines whether or not a command has been received by referring to the unprocessed command storage area. If a command stored in the unprocessed command storage area is determined to have been received in step S2101 and is to be processed, the command is deleted from the unprocessed command storage area and stored, for example, in a processing work storage area.
[0359] <Step S2102> In step S2102, the MPU 51 determines whether the received command is a variation pattern command. If the command is not a variation pattern command (step S2102: Yes), the process proceeds to step S2103, and if the command is not a variation pattern command (step S2102: No), the process proceeds to step S2106.
[0360] <Step S2103> In step S2103, the MPU 51 determines a variation pattern...
Claims
[Claim 1] an information acquisition means for acquiring special information when an acquisition condition is met; transition determination means for determining whether or not to transition to a special game state in which a special game advantageous to a player is executed, based on the special information acquired by the information acquisition means; A gaming machine comprising: a numerical information storage means for storing one predetermined numerical information set from a plurality of types of numerical information; and display control means for displaying, in a predetermined area of a display means visible to a player, multiple types of specific information displayed using numbers or letters corresponding to specific numerical information other than the predetermined numerical information among the multiple types of numerical information during a specified period from a predetermined start timing to a predetermined end timing when at least a gaming ball enters a specific area and a specific condition is established, This gaming machine is During the specified period, predetermined information indicating the predetermined numerical information is not displayed in the predetermined area of the display means, a display order of the plurality of types of specific information to be displayed in the predetermined area of the display means during the specified period is set based on the type of the predetermined numerical information stored in the numerical information storage means, The special ball entry means for awarding a prize ball when a game ball enters the slot when the slot is opened is provided with an opening / closing action game execution means for executing a predetermined opening / closing action game in the special game state; The display control means The control of the number display according to the number of balls counted by the counting means based on the balls entering the specific area in the predetermined opening and closing operation game is configured to be able to execute, When the specific condition is met based on the execution of a game of shooting a game ball by a player and the numerical display of the specific information is executed in accordance with the display order, the display means is configured to execute a specific effect display separately from the numerical display, In the special game state, the state can be switched between a predetermined counting execution state in which the counting means counts the game balls that have entered the specific area, and a predetermined non-counting execution state in which the counting means does not count the game balls that have entered the specific area, the specific information is configured to change from a non-display state in which the number corresponding to the specific information is not displayed, to a partial display state in which a part of the number is displayed, and then to a number display state in which the whole of the number is displayed; the plurality of types of specific information include at least specific information of a specific type that allows the number corresponding to the specific information to be identified in the partial display state, A gaming machine characterized in that the display control means is configured to be able to execute the numerical display corresponding to the specific information whose display order is set to be next to the specific information of the specific type when the specific information of the specific type is in the partial display state.
Citation Information
Patent Citations
Game machine
JP2002165925A
Game machine
JP2003245404A
Game machine
JP2018038790A