Gaming machine
The gaming machine uses transition determinations and suggestive displays to enhance player engagement by offering dynamic game states and continuous notification games, addressing the lack of attention and interest in existing machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2020-06-17
- Publication Date
- 2026-03-26
AI Technical Summary
Existing gaming machines lack mechanisms to enhance player attention and interest, thereby reducing motivation to play.
A gaming machine equipped with a transition determination mechanism to switch between normal and special game states based on probability, featuring prize slots with restricted and allowable entry, notification games, and specific game states that allow continuous execution of notification games with suggestive displays to increase player engagement.
Enhances player engagement by providing dynamic game states and suggestive displays, increasing motivation to play.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as pachinko machines and slot machines.
Background Art
[0002] Some gaming machines, such as pachinko machines, reserve the right to execute a game according to a first special figure (first special figure game) triggered by the entry of a game ball into a first winning hole. In such gaming machines, when a predetermined hold (for example, a hold where the jackpot lottery result is a jackpot or a hold with a long variable display time) occurs, an effect (hold continuous effect) that明示 or暗示 the degree of expectation (jackpot expectation degree) that the jackpot lottery result for the predetermined hold is a jackpot, such as the same, similar, or related effects, is continuously executed for a predetermined number of first special figure games for a predetermined number of holds at the time of occurrence of the predetermined hold.
[0003] In addition, some gaming machines have a second winning hole into which a game ball can enter when an electric accessory such as an electric tulip is released, and a game according to a second special figure (second special figure game) triggered by the entry of a game ball into the second winning hole is executed with priority over the first special figure game for the entry of a game ball into the first winning hole. In such gaming machines, an effect (second special figure special effect) that明示 or暗示 that a privilege (for example, execution of a confirmed variable jackpot game after the end of the second special figure game) is granted when a jackpot symbol stops or a reach occurs in the second special figure game is executed.
Prior Art Documents
Patent Documents
[0004]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0005] It should be noted that in the original text, "明示" is usually translated as "expressly indicate" or "clearly show", and "暗示" is usually translated as "imply" or "suggest". Here, for the sake of literal translation to meet the requirements, they are temporarily translated as "明示" and "暗示". In actual translation, more appropriate expressions can be selected according to the context.By the way, for amusement machines, it is important to increase attention to and interest in the game, thereby improving players' motivation to play.
[0006] The objective of the present invention is to provide a gaming machine that can increase the level of attention and interest in the game, thereby improving the players' motivation to play. [Means for solving the problem]
[0007] The gaming machine according to the present invention is A transition determination means (41) that performs a transition determination (jackpot lottery) to determine whether or not to transition to a special game state (jackpot game state) in which a special game (jackpot game) advantageous to the player is executed, based on the fulfillment of the determination conditions, A predetermined prize-winning opening (314, 315) that satisfies the aforementioned judgment condition when a game ball enters, A notification game execution means (41) that executes a notification game (first special symbol game or second special symbol game) that notifies the result of the transition determination by the transition determination means (41), Equipped with, The transition determination means (41) performs the transition determination in a first determination state (normal game state) where the probability of determining to transition to the special game state is a first probability, or in a second determination state (probability variation game state) where the probability of determining to transition to the special game state is a second probability that is higher than the first probability. The predetermined prize slots (314, 315) include a first prize slot (314) and a second prize slot (315) different from the first prize slot (314), which can be switched between an allowable state in which game balls are allowed to enter and a restricted state in which game balls are restricted. The notification game (first special symbol game or second special symbol game) includes a first notification game (first special symbol game) that is executed when a game ball enters the first prize slot (314), and a second notification game (second special symbol game) that is executed when a game ball enters the second prize slot (315), In a predetermined first notification game (a first special game in which a hold-continuous performance is executed), a suggestion information display means (341) that displays predetermined suggestion information (information relating to the probability of winning a jackpot through a hold-continuous performance relating to the probability of winning a jackpot), A holding means (41) that can hold up to a maximum number (for example, 4) the right to execute the second notification game (second special symbol game), which is executed when a game ball enters the second prize slot (315), A specific game state generating means (41) capable of generating a specific game state in which the second prize entry opening (315) is set to a predetermined allowable state (long open), Equipped with, The aforementioned specific game state is a state in which, based on the second prize entry opening (315) being in the predetermined permissible state (long open), it is possible to continuously generate the second notification game a specified number of times greater than or equal to the upper limit. A specific performance image display means (51) that displays a specific performance image (an image displayed by the second special performance) corresponding to the second notification game which is executed based on the generation of the specific game state by the specific game state generation means (41), In the second notification game (second special symbol game), when the specific performance image is displayed by the specific performance image display means (51), the suggestion information continuation display means (51) continues to display the predetermined suggestion information (for example, as a captured image 77), It is characterized by having the following features. [Brief explanation of the drawing]
[0008] [Figure 1] A perspective view showing an example of the configuration of a gaming machine according to the first embodiment of the present invention. [Figure 2] Figure 1 shows an example of the configuration of a gaming machine. [Figure 3] Figure 1 shows an example of the configuration of a gaming machine. [Figure 4] Figure 1 shows a front view of an example of the game board of a gaming machine. [Figure 5] Figure 4 is a perspective view showing an example of an opening and closing door provided on the game board. [Figure 6] Figure 4 shows an example of an opening / closing door, a roulette mechanism, and a game ball retention area provided on the game board. [Figure 7] Perspective view of the Kroon device. [Figure 8]Cross-sectional view taken along the cutting line X1-X1 of FIG. 6. [Figure 9] A diagram for explaining a specific period for retaining a game ball in a game ball retention section, a predetermined period for accumulating the number of game balls that have entered a special out ball opening of a crane device, and a regulated period for displaying specific information indicating a non-set value on a 7-segment display section. [Figure 10] FIG. 10(A) is a cross-sectional view taken along the cutting line X2-X2 of FIG. 8, and FIGS. 10(B) and 10(C) are cross-sectional views taken along the cutting line X3-X3 of FIG. 8. [Figure 11] FIG. 11(A) is a diagram showing an example of a 7-segment display section provided on the game board shown in FIG. 4, FIG. 11(B) is a diagram showing an example of displaying numbers on the 7-segment display section, and FIG. 11(C) is a diagram showing an example of displaying alphabet letters on the 7-segment display section. [Figure 12] Block diagram showing an example of the system configuration of the gaming machine shown in FIG. 1. [Figure 13] Block diagram showing an example of the storage area of the main control device of the gaming machine shown in FIG. 1. [Figure 14] Diagram showing an example of a table used in the main control device. [Figure 15] Diagram showing an example of a table used in the main control device. [Figure 16] Block diagram showing an example of the storage area of the main control device. [Figure 17] Diagram schematically showing an example of a performance information display device of the main control device. [Figure 18] Diagram showing an example of display on the performance display monitor of the performance information display device. [Figure 19] Diagram showing an example of display on the set value display section of the performance information display device. [Figure 20] Flowchart showing an example of the procedure of the main timer interrupt processing executed by the main control device. [Figure 21] Flowchart showing an example of the procedure of the start winning process executed in the main timer interrupt processing of FIG. 20. [Figure 22] Flowchart showing an example of the procedure of the first hold command setting process executed in the start winning process of FIG. 21. [Figure 23]A flowchart illustrating an example of the main processing procedure performed by the main control unit. [Figure 24] A flowchart showing an example of the procedure for the variable game control processing executed in the main processing shown in Figure 23. [Figure 25] A flowchart showing an example of the procedure for the data setting process performed in the variable game control process shown in Figure 24. [Figure 26] A flowchart showing an example of the procedure for the variation start process executed in the variation game control process shown in Figure 24. [Figure 27] A flowchart showing an example of the procedure for changing the setting value, which is performed in the main process shown in Figure 23. [Figure 28] A flowchart showing an example of the procedure for the specific performance information update process executed in the main process shown in Figure 23. [Figure 29] Figure 28 shows an example of the base information updated during the specific performance information update process. [Figure 30] A flowchart showing an example of the procedure for the display control process of the performance display monitor, which is executed in the main process shown in Figure 23. [Figure 31] A flowchart showing an example of the procedure for the display control process of the performance display monitor, which is executed in the main process shown in Figure 23. [Figure 32] A flowchart showing an example of the procedure for the display control process of the performance display monitor, which is executed in the main process shown in Figure 23. [Figure 33] A flowchart showing an example of the procedure for the display control process of the performance display monitor, which is executed in the main process shown in Figure 23. [Figure 34] A flowchart showing an example of the procedure for sub-timer interrupt processing performed by the audio lamp control device of the gaming machine shown in Figure 1. [Figure 35] A flowchart showing an example of the procedure for setting the display order, which is executed by the sub-timer interrupt processing in Figure 34. [Figure 36] Figure 35 shows an example of a numerical display order determination table referenced in the display order setting process. [Figure 37] A flowchart showing an example of the procedure for command determination processing executed in the sub-timer interrupt processing shown in Figure 34. [Figure 38] This figure shows an example of the first stop symbol selection table and variation type table used when a variation pattern command is received in the command judgment process shown in Figure 37. [Figure 39] Figure 37 shows an example of a performance pattern type selection table used when a variable pattern command is received in the command judgment process. [Figure 40] A flowchart showing an example of the procedure for setting value suggestion processing executed in the sub-timer interrupt processing shown in Figure 34. [Figure 41] A flowchart showing an example of the procedure for the 7-segment display control process performed in the setting value suggestion process shown in Figure 40. [Figure 42] A diagram illustrating the 7-segment display control information storage area set in the audio lamp control device. [Figure 43] A diagram illustrating an example of controlling the segment display unit and an example of updating the control information storage area of the 7-segment display unit. [Figure 44] A diagram illustrating an example of controlling a 7-segment display unit. [Figure 45] A diagram illustrating an example of updating the control information storage area of a 7-segment display unit. [Figure 46] A flowchart showing an example of the procedure for the ending image control process performed in the setting value suggestion process in Figure 40. [Figure 47] This diagram shows an example of a screen transition during the ending sequence of a jackpot game. [Figure 48] A flowchart showing an example of the procedure for setting value suggestion processing performed by the audio lamp control device of a gaming machine according to a second embodiment of the present invention. [Figure 49] A flowchart showing an example of the procedure for the 7-segment display control process performed in the setting value suggestion process shown in Figure 48. [Figure 50] A flowchart showing an example of the procedure for the ending image control process performed in the setting value suggestion process shown in Figure 48. [Figure 51]A flowchart showing an example of the procedure for setting the display order in an audio lamp control device for a gaming machine according to a third embodiment of the present invention. [Figure 52] Figure 51 shows an example of a table referenced in the display order setting process. [Figure 53] A perspective view showing an example of the configuration of a gaming machine according to the fourth embodiment of the present invention. [Figure 54] A block diagram showing an example of the system configuration of a gaming machine, as shown in Figure 53. [Figure 55] A flowchart showing an example of the procedure for sub-timer interrupt processing performed by the audio lamp control device of the gaming machine shown in Figure 53. [Figure 56] A flowchart showing an example of the procedure for operation detection processing executed by the sub-timer interrupt processing in Figure 55. [Figure 57] A flowchart showing an example of the procedure for the operation button operation detection process performed in the operation detection process in Figure 56. [Figure 58] A flowchart showing an example of the procedure for the operation detection pattern determination process performed in the operation detection process in Figure 56. [Figure 59] A table showing the relationship between detection patterns and operating conditions. [Figure 60] This diagram shows an example of screen transitions in the symbol display section during standby mode. [Figure 61] A flowchart showing an example of the procedure for transitioning to the standby screen, which is executed by the sub-timer interrupt processing in Figure 55. [Figure 62] A flowchart showing an example of the procedure for transitioning to the standby screen, which is executed by the sub-timer interrupt processing in Figure 55. [Figure 63] A flowchart showing an example of the procedure for the 7-segment history selection screen processing that is executed during the standby screen transition process in Figure 62. [Figure 64] A front view showing an example of a game board for a gaming machine according to the fifth embodiment of the present invention. [Figure 65] A block diagram showing an example of the system configuration of a gaming machine, as shown in Figure 64. [Figure 66] A diagram showing examples of on / off states in the indicator lamp section. [Figure 67] A flowchart showing an example of the procedure for setting value suggestion processing executed in the sub-timer interrupt processing shown in Figure 34. [Figure 68] A diagram illustrating an example of updating the 7-segment display control information storage area set in the audio lamp control device. [Figure 69] This diagram shows an example of screen transitions during round play when the lamp display unit is controlled during a jackpot game. [Figure 70] This diagram shows an example of the display screen during the ending sequence of a jackpot game. [Figure 71] A diagram showing another example of a lamp indicator. [Figure 72] A diagram illustrating the conventional sequence of performances for a gaming machine according to the sixth embodiment of the present invention. [Figure 73] A diagram illustrating the sequence of performance execution for a gaming machine according to the sixth embodiment of the present invention. [Figure 74] A front view showing an example of a game board for a gaming machine according to the sixth embodiment of the present invention. [Figure 75] A block diagram showing an example of the memory area of the main control unit of the gaming machine shown in Figure 74. [Figure 76] A block diagram showing an example of the power reserve area in the memory area of the main control unit shown in Figure 75. [Figure 77] A diagram showing an example of a table used in the main control unit. [Figure 78] A flowchart showing an example of the procedure for through-gate processing executed in the main timer interrupt handler. [Figure 79] A flowchart illustrating an example of the main processing procedure performed by the main control unit. [Figure 80] A flowchart showing an example of the procedure for the general game control processing performed in the main processing of Figure 79. [Figure 81] A flowchart showing an example of the procedure for setting the general data in the general game control process, as shown in Figure 80. [Figure 82] A flowchart showing an example of the procedure for the normal diagram variation start process executed in the normal diagram game control process shown in Figure 80. [Figure 83]A flowchart showing an example of the procedure for the regular game control process executed in the main process of Figure 79. [Figure 84] A flowchart illustrating an example of the command determination process performed by the audio lamp control device. [Figure 85] A flowchart illustrating an example of the command determination process performed by the audio lamp control device. [Figure 86] A flowchart illustrating an example of the command determination process performed by the audio lamp control device. [Figure 87] This figure shows an example of a screen in the graphic display section. [Figure 88] A flowchart showing an example of the procedure for the pending continuous performance process executed in the command judgment process in Figure 85. [Figure 89] A flowchart showing an example of the procedure for the pending continuous performance process executed in the command judgment process in Figure 85. [Figure 90] A diagram showing an example of a table used in the continuous hold animation processing. [Figure 91] Figure 91(A) shows an example of the colors of the decorative patterns, and Figure 91(B) shows an example of the combination of decorative patterns and stop patterns. [Figure 92] A flowchart showing an example of the procedure for the second special effect processing that is executed in the command determination process of Figure 85. [Figure 93] A flowchart showing an example of the procedure for setting the performance type, which is executed in the command determination process in Figure 86. [Figure 94] A flowchart showing an example of the procedure for setting the performance type, which is executed in the command determination process in Figure 86. [Figure 95] A flowchart showing an example of the procedure for setting the performance type, which is executed in the command determination process in Figure 86. [Figure 96] A flowchart showing an example of the procedure for setting the performance type, which is executed in the command determination process in Figure 86. [Figure 97] A flowchart showing an example of the procedure for setting the performance type, which is executed in the command determination process in Figure 86. [Figure 98]A flowchart showing an example of the procedure for setting the performance type, which is executed in the command determination process in Figure 86. [Figure 99] A flowchart showing an example of the procedure for setting the stop symbol combination, which is executed in the command judgment process in Figure 86. [Figure 100] A flowchart showing an example of the procedure for setting the stop symbol combination that is executed in the command judgment process in Figure 86. [Figure 101] A diagram illustrating the sequence of performance execution for a gaming machine according to the seventh embodiment of the present invention. [Figure 102] A flowchart illustrating the differences from the sixth embodiment in the command determination process. [Figure 103] A flowchart illustrating the differences from the sixth embodiment in the command determination process. [Figure 104] A flowchart illustrating the differences between the second special effect setting process and the sixth embodiment. [Figure 105] A flowchart illustrating the differences from the sixth embodiment in the performance type setting process. [Figure 106] A flowchart illustrating the differences from the sixth embodiment in the process of setting the type of performance. [Figure 107] A flowchart illustrating the differences from the sixth embodiment in the process of setting the type of performance. [Modes for carrying out the invention]
[0009] The following descriptions of the first to seventh embodiments of the present invention will be made with reference to the attached drawings to facilitate understanding of the invention. Furthermore, the following embodiments are merely examples that embody the present invention and do not limit the technical scope of the invention.
[0010] [First Embodiment] First, a game machine 10 according to the first embodiment of the present invention will be described with reference to Figures 1 to 47.
[0011] [Outline configuration of gaming machine 10] Here, Figure 1 is an external perspective view of the gaming machine 10, Figures 2 and 3 are exploded views of the gaming machine 10, and Figure 4 is a front view of the game board 31 of the gaming machine 10. Hereafter, the front, back, left, right, and up and down directions used in this embodiment will be defined by the front-to-back direction D1, the up and down direction D2, and the left and right direction D3 shown in Figures 1 to 3.
[0012] As shown in Figures 1 to 3, the gaming machine 10 is a pachinko gaming machine comprising 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 the island equipment (not shown) of the gaming hall. In this embodiment, a pachinko gaming machine is used as an example to explain the gaming machine, but the present invention can also be applied to other gaming machines such as revolving-type gaming machines (slot machines), arrangement ball gaming machines, and jankyū gaming machines.
[0013] [Configuration of the front frame 11] The front frame 11 is rotatably supported at its left end by the outer frame 14, allowing it to be opened and closed relative to the outer frame 14. Similarly, the inner frame 12 is rotatably supported at its left end by the front frame 11, allowing it to be opened and closed relative to the front frame 11. Furthermore, the back pack unit 13 is rotatably supported at its left end by the inner frame 12, allowing it to be opened and closed relative to the inner frame 12.
[0014] 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 illuminated section 27, among other things.
[0015] The operation button 20 is located in front of the upper tray 23. The operation button 20 is equipped with an operation switch 20a (see Figure 12) that switches the input signal to the sound lamp control device 5, described later, depending on whether or not it is pressed. This allows the sound lamp control device 5 to determine the operation status of the operation button 20 (operated or not operated). The operation button 20 is operated to trigger operation button effects and other effects that are executed in variable game effects performed in variable games that display the results of the jackpot lottery to the player, triggered by the player's operation of the operation button 20 during a predetermined operation acceptance period.
[0016] Furthermore, the installation 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 within the player's reach. Also, there may be more than one operation button 20.
[0017] Alternatively, instead of the operation buttons 20, a touch panel may be provided that displays touch keys and accepts player input via those touch keys. The operation buttons 20 may also be equipped with a jog dial. In these cases, the player's input to the touch panel or panel 25 will be reflected in the operation button animations and other effects during the variable gameplay.
[0018] The launch handle 22 is a rotary handle operated by the player to launch the game balls. In the game machine 10, the basic game is played by launching game balls from the game ball launching mechanism 32 (described later) with a strength corresponding to the amount of rotation of the launch handle 22 by the player. In the game 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 towards the game area every 0.6 seconds.
[0019] The upper tray 23 is located below the panel 25 and is used to store game balls dispensed from the dispensing device 132 of the dispensing mechanism 130 (described later), and to guide the stored game balls to the game ball launching mechanism 32 in a line. The lower tray 24 is located even further below the upper tray 23 and is used to store any game balls that are left over from the upper tray 23.
[0020] Panel 25 is made of colorless or colored transparent glass or synthetic resin, allowing the player to see the game board 31 of the inner frame 12 from the front of the game machine 10. Speakers 26 are a pair of speakers located on the left and right sides of the upper end of the front frame 11, and they perform sound output effects. The installation position of speakers 26 is not limited to the upper end of the front frame 11. The lighting section 27 incorporates light sources such as indicator lamps and LEDs, and performs lamp effects through the color of the lights and flashing patterns such as on or off.
[0021] [Composition of inner frame 12] As shown in Figures 2 and 3, the inner frame 12 comprises 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, allowing it to 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 in Figure 2, the markings on the surface of the game board 31 have been omitted for the sake of simplicity.
[0022] The control unit 33 is located on the rear side of the game board 31 and includes a main control unit 331 and a sub-control unit 332. In the game machine 10, commands (control signals) for instructing the 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 in detail later.
[0023] As shown in Figure 4, the game board 31 is provided with an inner rail 311, an outer rail 312, a general prize entry opening 313, a first prize entry opening 314, a second prize entry opening 315, a variable prize entry opening 316, a through gate 317, an out opening 318, a variable display unit 34, a main display unit 36, a roulette device 37, a game ball retention area 38, and a 7-segment display unit 39.
[0024] The inner rail 311 and outer rail 312 are transport paths for sending game balls launched from the game ball launching mechanism 32 toward the game area on the game board 31. After being launched from the inner rail 311 and outer rail 312, any game balls that do not enter the general prize slot 313, the first prize slot 314, the second prize slot 315, or the variable prize slot 316 are discharged from the out slot 318.
[0025] Here, as shown in Figure 2, the game ball launching mechanism 32 comprises a launching rail 321, a ball feeding device 322, 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 toward the inner rail 311 and outer rail 312. The ball feeding device 322 has a driving means such as a solenoid and supplies game balls stored in the upper tray 23 onto the launching rail 321 one by one. 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. Then, in the game machine 10, the solenoid 323 is driven and controlled in response to the player's operation of the launching handle 22, and game balls are launched from the game ball launching mechanism 32 toward the game board 31. The game ball launching mechanism 32 may also be a mechanism that launches game balls using other driving means such as a motor instead of the solenoid 323.
[0026] Returning to the explanation of Figure 4, the general prize slot 313, the first prize slot 314, the second prize slot 315, the variable prize slot 316, and the out slot 318 have openings that penetrate the game board 31 in the front-to-back direction. On the back side of the game board 31, ball entry sensors 313a, 314a, 315a, and 316a (see Figure 12) are provided, corresponding to the general prize slot 313, the first prize slot 314, the second prize slot 315, and the variable prize slot 316, respectively, which can individually detect the entry of game balls. In addition, game balls that pass through the openings of the general prize slot 313, the first prize slot 314, the second prize slot 315, and the out slot 318 are collected on the back side of the game board 31 and detected by the out ball sensor 318a (see Figure 12), which will be described later. Furthermore, the variable prize entry opening 316 is located in the central right portion of the game board 31, allowing game balls launched into the right-hand region of the game board 31 to enter. Game balls that pass through the through-hole 316b of the variable prize entry opening 316 are guided to the roulette device 37 by the guide path 316c (see Figure 6), which will be described later. The through gate 317 is a gate through which game balls can pass, and has an entry sensor 317a (see Figure 12) that can individually detect game balls passing through the through gate 317. In the game board 31, there is a possibility that game balls launched into the right-hand region of the game board 31 will pass through the through gate 317, and when the passage of a game ball through the through gate 317 is detected, a normal winning lottery is performed to determine whether or not to open the second prize entry opening 315.
[0027] The ball entry sensors 313a to 317a, the ball out sensor 318a, and the special ball out sensor 384 (see Figure 12) are electrically connected to the main control unit 331, and the detection results from the ball entry sensors 313a to 317a, the ball out sensor 318a, and the special ball out 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 dispense game balls according to the detection results from the ball entry sensors 313a to 317a. Hereinafter, the detection of game ball entry by the ball entry sensors 313a to 316a may be referred to as a "win." The main control unit 331 (MPU 41) also counts the number of balls out based on the detection result from the ball out sensor 318a. The number of balls out counted here matches the number of game balls launched onto the game board 31 by the game ball launching mechanism 32.
[0028] Furthermore, the main control unit 331 (MPU41) sets a special out ball detection command based on the detection result of the special out ball sensor 384, indicating that the detected game ball is a special out ball that has entered the special out ball opening 373 of the cruun device 37 described later. This special out ball detection command is transmitted to the audio lamp control device 5 in the external output processing of step S1301 in the main processing shown in Figure 23. As a result, the audio lamp control device 5 counts the number of special out balls.
[0029] The ball entry sensors 313a to 317a, the ball out sensor 318a, and the special ball out sensor 384 are, for example, electromagnetic induction type proximity sensors, but they may be any sensors capable of individually detecting the entry of game balls by other detection methods.
[0030] Furthermore, the second prize slot 315 is equipped with an electric mechanism (electric device) 315b that switches between restricting the entry of game balls into the second prize slot 315. The electric mechanism 315b is opened and closed by a drive mechanism such as a solenoid located on the back side of the game board 31. When the electric mechanism 315b is open, game balls can be entered into the second prize slot 315, and when the electric mechanism 315b is closed, entry of game balls into the second prize slot 315 is restricted.
[0031] Furthermore, the variable prize slot 316 is provided with an opening / closing door 319 that switches between restricting the entry of game balls into the variable prize slot 316 and not restricting it. The opening / closing door 319 is opened and closed by a drive mechanism such as a solenoid provided on the back side of the game board 31. When the opening / closing door 319 is open, game balls can be entered into the variable prize slot 316, and when the opening / closing door 319 is closed, entry of game balls into the variable prize slot 316 is restricted. The opening / closing door 319 is moved to a position that opens the variable prize slot 316 during round play in the opening / closing execution mode of a jackpot game, and is otherwise kept in a position that closes the variable prize slot 316. As a result, game balls 99 launched into the right-hand area of the game board 31 during round play in a jackpot game can be entered into the variable prize slot 316.
[0032] As shown in Figures 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 parts 319d for rotatably attaching 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 launched into the right-hand area of the game board 31 when it is in the operating position. The pair of guard walls 319b extend from the left and right edges of the base 319a to prevent the game balls 99 received by the base 319a from falling off 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 prize entry opening 316. A pair of guides 319c extend from the guard wall 319b to the vicinity of the variable prize entry opening 316, forming a gap through which the game balls 99 can pass. The variable prize entry opening 316 also has a through-hole 316b that discharges the game balls 99 received by the opening / closing door 319 to the rear side of the game board 31. This 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 balls 99 received by the opening / closing door 319 enter the variable prize entry opening 316 and are guided to the roulette device 37 via the through-hole 316b and the guide path 316c. A ball entry sensor 316a is provided in the guide path 316c. This allows the game balls 99 that have entered the variable prize entry opening 316 to be detected when they pass through the through-hole 316b and are introduced into the guide path 316c. The 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, which can detect that a game ball 99 has entered the variable prize entry opening 316.
[0033] In the gaming machine 10, when a game ball enters the first prize slot 314 or the second prize slot 315, the ball entry sensor 314a or ball entry sensor 315a detects this, the main control unit 331 performs a jackpot lottery. The main control unit 331 then controls the display on the main display unit 36 according to the result of the jackpot lottery. The lottery result from the main control unit 331 is transmitted to the sub-control unit 332, which then controls the display on the variable display unit 34 and other displays according to the lottery result.
[0034] Furthermore, in the gaming machine 10, when the entry of a game ball into the general prize slot 313, the first prize slot 314, the second prize slot 315, and the variable prize slot 316 is detected by the ball entry sensors 313a to 316a, a preset number of prize balls are dispensed. For example, the number of prize balls dispensed when a ball enters the general prize slot 313 is 10, the number of prize balls dispensed when a ball enters the first prize slot 314 or the second prize slot 315 is 3, and the number of prize balls dispensed when a ball enters the variable prize slot 316 is 10. In particular, in the gaming machine 10, if the result of the lottery conducted by the main control unit 331 is a jackpot, the machine transitions to a jackpot game state (special game state), and the round game (unit game) described later, in which the variable prize slot 316 is opened, is repeated a predetermined number of times (for example, 5 or 16 times), which is expected to dispense a large number of prize balls.
[0035] Furthermore, when a game ball enters the first prize slot 314 or the second prize slot 315, a jackpot lottery is conducted. If the lottery result is a win, the game transitions to a predetermined jackpot game state that is more advantageous than the normal game state. In this embodiment, the jackpot game state includes the 5R jackpot game state (5R normal jackpot game state and 5R probability variation jackpot game state) and the 16R probability variation jackpot game state. The 5R jackpot game state is a game state that includes an opening and closing execution mode in which five round games (unit games) are performed in which the variable prize slot 316 is opened until a predetermined time has elapsed or until the variable prize slot 316 has been entered by an upper limit number (e.g., 9) or more game balls. The 16R probability variation jackpot game state is a game state that includes an opening and closing execution mode in which round gameplay (unit gameplay) is performed 16 times. It is a game state that is more advantageous to the player than the 5R jackpot game state, as it is expected to pay out a larger amount of prize balls.
[0036] As shown in Figure 4, the variable display unit 34 has a symbol display unit 341, such as a liquid crystal display, which is positioned to be visible through an opening 31A formed approximately in the center of the game board 31. This symbol display unit 341 displays still images or moving images, and the display content of the symbol display unit 341 is controlled by the sub-control unit 332. Specifically, the symbol display unit 341 displays various image effects, such as a variable display effect of decorative symbols corresponding to the result of the jackpot lottery performed by the main control unit 331 in response to balls entering the first prize slot 314 or the second prize slot 315, and a variable game effect that is performed in conjunction with the variable display effect. The symbol display unit 341 may also be a dot matrix display, a plasma display, an organic EL display, or a combination of a liquid crystal display or plasma display and an organic EL display.
[0037] For example, the display effect of the decorative symbols in the symbol display unit 341 is performed by sequentially scrolling multiple types of decorative symbols, each numbered "1" to "9", in a vertical, horizontal, or diagonal direction. Other characters or symbols may be displayed between the decorative symbols. In this embodiment, however, there are no symbols, and there are nine types of decorative symbols, numbered "1" to "9".
[0038] In the gaming machine 10, during variable gameplay, the display of decorative symbols is executed such that all decorative symbols stop changing after a predetermined period of time has elapsed since the start of the symbol change display in the symbol display unit 341. More specifically, in the display of decorative symbols, all decorative symbols first change along a predetermined direction of change (for example, horizontal, vertical, etc.), and the changes of multiple decorative symbols stop in sequence. Then, when the changes of decorative symbols on all lines have stopped and a predetermined time has elapsed, the display of the decorative symbols ends.
[0039] When the display of the decorative symbols in the symbol display unit 341 has finished changing, the symbol display unit 341 will display a state in which the decorative symbols are lined up on one or more active lines. At this time, the stopped state of the decorative symbols will indicate or suggest the result of the jackpot lottery conducted by the main control unit 331. For example, if the lottery result is a "5R probability variation jackpot", a "16R probability variation jackpot", or a "5R normal jackpot", a state in which decorative symbols of the same type are lined up on the active lines will be displayed, indicating that it is a jackpot. In addition, the type of jackpot may be indicated by the combination of decorative symbols on the active lines, but it is not always indicated. Specifically, for example, if the lottery result is a "16R probability variation jackpot", a state in which the symbol combination set as a symbol combination indicating a 16R probability variation jackpot, such as "777", is lined up on the active lines will be displayed, or a state in which the same decorative symbol combination other than "777" is lined up on the active lines will be displayed. Furthermore, if the lottery result is a "5R probability variation jackpot," the display will show either a combination of decorative symbols that has been pre-set to indicate a 5R probability variation jackpot, such as "333," lined up on the active lines, or a combination of the same decorative symbols other than those indicating a 16R probability variation jackpot or a 5R probability variation jackpot, such as "777" or "333," lined up on the active lines. Furthermore, if the lottery result is a "5R regular jackpot," the display will show a combination of the same decorative symbols other than those indicating a probability variation jackpot, such as those pre-set to indicate a regular jackpot, such as "222" or "444," lined up on the active lines. Furthermore, if the lottery result is a "miss," a combination of different decorative symbols lined up on the active lines (for example, "323" or "723") will be displayed.
[0040] Furthermore, the symbol display unit 341 displays a variation of decorative symbols during variation gameplay, along with a variation gameplay animation that suggests the likelihood of a jackpot being won. If the draw result is a "16R probability variation jackpot," and a combination of jackpot symbols other than the decorative symbol combination indicating a 16R probability variation jackpot is displayed on the active lines, a variation gameplay animation will be performed to suggest that it is a 5R probability variation jackpot or a 5R regular jackpot. In this case, the jackpot gameplay animation will perform an upgrade animation that clearly indicates that the draw result for this variation game is a 16R probability variation jackpot. Similarly, if the draw result is a "5R probability variation jackpot," and a combination of jackpot symbols other than the decorative symbol combination indicating a probability variation jackpot is displayed on the active lines, a variation gameplay animation will be performed to suggest that it is a 5R regular jackpot. In this case, during the jackpot game animation, an upgrade animation is performed that clearly indicates that the result of the lottery for the spinning game in question is a 5R probability variation jackpot.
[0041] Furthermore, when the game state transitions to a jackpot game state, the symbol display unit 341 displays the jackpot game sequence, including the opening sequence, the opening / closing execution mode sequence, and the ending sequence.
[0042] Furthermore, the game board 31 may also be equipped with magnetic sensors and radio wave sensors (both not shown). Magnetic sensors can be installed, for example, around the first prize entry point 314 and the variable prize entry point 316. The magnetic sensors are electrically connected to the main control unit, and the detection results of the magnetic sensors are input to the main control unit 331. This makes it possible to detect fraudulent activity if someone attempts to illegally guide game balls into the first prize entry point 314 or the variable prize entry point 316 using magnets. On the other hand, radio wave sensors can be installed, for example, around the first prize entry point 314 and the second prize entry point 315. The radio wave sensors are electrically connected to the main control unit 331, and the detection results of the radio wave sensors are input to the main control unit 331. This makes it possible to detect fraudulent activity if someone attempts to illegally input radio waves to the ball entry sensors 314a and 315a to cause false detection of game ball entry. The radio wave sensors can detect radio waves in the range of 50MHz to 3GHz, for example.
[0043] As shown in Figure 4, the roulette device 37 distributes the game balls that enter the variable prize entry opening 316 to either the normal out ball opening 378 or the special out ball opening 373 (see Figures 7 and 8), which will be described later. Here, Figure 6 shows an example of the opening / closing door 319, the roulette device 37, and the game ball retention area 38 provided on the game board 31 shown in Figure 4, Figure 7 is a perspective view of the roulette device 37, and Figure 8 is a cross-sectional view along the X1-X1 cutting line in Figure 6.
[0044] As shown in Figures 6 to 8, the croon device 37 is dish-shaped and has 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 low bottom portion 371b, and a left-sloping inclined portion 371c provided between the high bottom portion 371a and the low bottom portion 371b.
[0045] The elevated bottom portion 371a constitutes the right-side portion of the bottom wall 371 and slopes downward to the right. The elevated bottom portion 371a is provided with a special out-ball passage 374 having a special out-ball opening 373 (special discharge port). This special out-ball passage 374 is adjacent to the right edge of the inclined portion 371c and is provided so as to extend in the vertical direction D2 at the center of the elevated bottom portion 371a in the front-rear direction D1. This special out-ball passage 374 is formed in a cylindrical shape with an inner diameter larger than the diameter of the game ball 99. A first guide member 375 is connected to the lower end of the special out-ball passage 374. This first guide member 375 is for guiding the game ball 99 passing through the special out-ball passage 374 to the game ball retention 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 located to the right of the upper opening 375a, and releases the game balls 99 from the special out ball passage 374 towards the game ball retention area 38 from the right of the special out ball passage 374.
[0046] Furthermore, the first guide member 375 can also be provided with a function to hold game balls 99 that cannot be held 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 set in the game machine 10, is displayed on the 7-segment display unit 39 based on the number of game balls 99 that entered the special out ball opening 373 of the cruun device 37 during a predetermined period (see Figure 9) (the number of specific conditions that are met during the predetermined period).In this embodiment, since the number of segments in the 7-segment display unit 39 is 7 (excluding the dot point DP), one non-set value can be reliably identified with 7 pieces of information.Also, since there are 6 levels of game setting values from 1 to 6, there are 5 non-set values, and therefore all non-set values can be identified with 35 pieces of information.In other words, the game machine 10 is required to be able to display at least 35 pieces (a specified number) of information. Therefore, it is preferable that the game ball retention section 38 be configured to retain a specified number or more of game balls 99 during a specific period (see Figure 9) as described later. However, depending on the arrangement of various components of the game machine 10, it may be difficult to configure the game ball retention section 38 to retain a specified number or more of game balls 99. In this case, by giving the first guide member 375 the function of storing game balls 99, it is possible to retain a number of game balls 99 that would be difficult to retain in the game ball retention section 38 alone by utilizing the first guide member 375. This makes it possible to retain a specified number or more of game balls 99 during a specific period, and the information necessary to identify all non-set values is presented. 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, if, due to the arrangement of various components, it is difficult to retain more than the specified number of game balls 99 not only in the game ball retention section 38 but also in the first guide member 375, it becomes possible to retain more than the specified number of game balls 99 by utilizing 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, and it may be possible to present the information necessary to identify all non-set values.
[0047] On the other hand, it is also conceivable to set a limit on the number of game balls 99 that remain in a specific period. For example, it is conceivable to set the limit to the specified number (to match the limit to the specified number). In this case, for example, if information corresponding to the number of game balls 99 that enter the special out ball slot 373 (individual information of the specified information) is presented, it is possible that information necessary to identify all non-set values in one specific period will be presented. Also, if information corresponding to the number of game balls 99 that meet predetermined conditions among the game balls 99 that enter the special out ball slot 373, for example the number that wins the lottery, is presented, then information on the expected number corresponding to the probability of winning the lottery will be presented, and since the expected number of this information is basically smaller than the specified number, it is possible that not all the information necessary to identify all non-set values will be presented. This prevents the setting value from being determined by the number of game balls 99 that enter the special out ball slot 373 in one specific period, and as a result, it is possible to prevent players from ending their game on the game machine 10 early when the setting value is low (when the probability of winning the jackpot is low).
[0048] Furthermore, as a means of limiting the number of game balls 99 that remain in play during a specific period, for example, a configuration could be adopted in which game balls 99 remain in a game ball retention section 38, a first guide member 375, and a special out-ball passage 374. When a limited number of game balls 99 enter the special out-ball passage 374, the game balls 99 can be positioned near the special out-ball opening 373 (causing a jam), thereby limiting 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 that remain in play during a specific period using a simple mechanical configuration without requiring complex configurations or controls.
[0049] On the other hand, the game ball retention section 38 has a retention lane 381 that slopes downward to the left, as described later. In other words, the first guide member 375 guides the game balls 99 to the right side (upstream side) of the retention lane 381 in the game ball retention section 38. The game balls 99 that enter the special out ball opening 373 will not enter the various prize winning openings 313 to 316, nor will they pass through the through gate 317. Therefore, the game balls 99 that enter the special out ball opening 373 are treated as out balls when it is no longer expected that they will enter the various prize winning openings 313 to 316 or pass through the through gate 317, for example, when they are introduced into the special out ball passage 374 (when they are detected by the special out ball sensor 384).
[0050] The lower bottom portion 371b constitutes the left portion of the bottom wall 371 and is inclined to be lower towards the center. The lower bottom portion 371b is provided with a normal passage 376 having a normal out ball opening 378. This 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 along the peripheral wall 372 of the lower bottom portion 371b. This normal passage 376 is for guiding game balls 99 that have entered through the normal out ball opening 378 to the back side of the game board 31, and is formed in a semi-cylindrical shape with a larger opening area than the special out ball opening 373. A second guide member 377 is connected to the lower end of the normal passage 376. This second guide member 377 collects game balls 99 passing through the normal passage 376 to the back side of the game board 31, similar to game balls that have passed through the opening of the out opening 318. The game balls 99 collected by the second guide member 377 are then detected by the out ball sensor 318a (see Figure 12) and counted as out balls.
[0051] In such a roulette device 37, the game balls 99 that are launched into the right-hand region of the game board 31 and received by the opening / closing door 319 are guided by the guide path 316c. The game balls 99 guided into the roulette device 37 then move along the periphery wall 372 and onto the bottom wall 371. This delays the flow of the game balls 99 in the roulette device 37. Most of the game balls 99 moving on the bottom wall 371 then enter the normal out ball opening 378, for example, by reducing their kinetic energy or by colliding with the periphery wall 372 of the roulette device 37 or other game balls 99. The game balls 99 that enter the normal out ball opening 378 then move along the normal passage 376 and the second guide member 377 to a position detectable by the out ball sensor 318a (see Figure 12).
[0052] Meanwhile, some of the game balls moving along the bottom wall 371 have their direction of movement changed by collisions with the periphery of the normal out ball opening 378 or other game balls, and enter the special out ball opening 373. The game balls 99 that enter the special out ball opening 373 are released towards the game ball retention area 38 via the special out ball passage 374 and the first guide member 375.
[0053] Here, the probability of a game ball 99 moving along the bottom wall 371 entering the special out-ball opening 373 is set to, for example, 0.5% to 5%, preferably 1% to 3%. In other words, the expected number of balls entering the special out-ball opening 373 per 10 rounds of gameplay is set to, for example, 0.5 to 5, preferably 1 to 3. By setting the probability of entry or the expected number of entries within such a range, it is possible to prevent the player from identifying the setting value too early, while at the same time making it possible to realistically identify the setting value. This prevents the game from ending prematurely if the setting value is identified early, such as when the setting value is low, while also preventing the game from ending due to boredom caused by not being able to identify the setting value.
[0054] In this embodiment, the special out-ball opening 373 is provided at the higher bottom portion 371a of the bottom wall 371, and the normal out-ball opening 378 has a larger opening area than the special out-ball opening 373. As a result, it is significantly more difficult for game balls 99 to enter the special out-ball opening 373 than the normal out-ball opening 378. However, it is conceivable to make it more difficult for game balls 99 to enter the special out-ball opening 373 by other means, either in place of or in addition to all or part of these. For example, it is conceivable to provide an obstruction means around the special out-ball opening 373 that prevents game balls 99 from entering the special out-ball opening 373. Possible obstruction means include, for example, an obstacle that prevents game balls from entering the special out-ball opening 373, such as a wall surrounding the special out-ball opening 373; a means of generating a magnetic or electromagnetic force that repels the game balls 99 around the special out-ball opening 373; and a means of forming an air curtain by blowing air around the special out-ball opening 373.
[0055] Furthermore, an opening / closing mechanism is provided to open and close the special out-ball opening 373, and this mechanism makes it difficult for game balls 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 substantially the same opening area as the special out-ball opening 373.
[0056] Furthermore, the means for distributing the game balls 99 that enter the variable prize slot 316 to the normal out slot 378 and the special out slot 373 is not limited to the roulette device 37, but may be other means. For example, the distribution to the normal out slot 378 and the special out slot 373 may be done by adjusting the arrangement of rotating members such as switching valves or nails driven into the game board 31.
[0057] As shown in Figures 4 and 8, the game ball retention section 38 receives the game balls 99 that enter the special out ball opening 373 of the roulette 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 section 39, described later, are controlled, and a number is displayed on the 7-segment display section 39 according to the cumulative number of game balls 99 that have entered the special out ball opening 373 by the time the predetermined period has elapsed. Here, Figure 9 is a diagram illustrating the specific period for retaining game balls in the game ball retention section, the predetermined period for accumulating the number of game balls that have entered the special out ball opening of the roulette device, and the specified period for displaying specific information indicating a non-set value on the 7-segment display section.
[0058] In the following explanation, referring to Figure 9, the "specific period" is defined as the period during which game balls 99 are retained in the game ball retention section 38, the "predetermined period" as the period during which the number of game balls 99 that enter the special out-ball opening 373 of the cruun device 37 is cumulatively counted, and the "specified period" as the period during which all or part of the numbers indicating a non-set value (specific information) based on the number of game balls 99 that enter the special out-ball opening 373 of the cruun device 37 are displayed on the 7-segment display unit 39. However, the "specific period" is not limited to the period during which game balls 99 are retained in the game ball retention section 38, and the "predetermined period" is not limited to the period during which the number of game balls 99 that enter the special out-ball opening 373 of the cruun device 37 is cumulatively counted. In other words, the "specific period," "specified period," and "specified period" include at least the periods described below.
[0059] As shown in Figures 9(A) and 9(B), the specific period during which game balls 99 are retained in the game ball retention section 38 is from the start of a jackpot game (opening) until the opening / closing execution mode of that jackpot game ends (ending begins), 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 of that jackpot game ends (ending begins). Specifically, as shown in Figure 9(A), when a normal jackpot is won in low probability mode (when the first win is a normal jackpot and a single jackpot), the specific period is from the start of that jackpot game until the opening / closing execution mode of that jackpot game ends. Furthermore, as shown in Figure 9(B), if a player wins a jackpot in low probability mode (i.e., the first win is a jackpot in high probability mode and a jackpot streak begins), a specific period is set for all jackpot games played between the start of each jackpot game and the end of the jackpot streak, which would occur if a player won a regular jackpot in high probability mode. In other words, in a jackpot streak, multiple specific periods are set corresponding to the number of jackpot games played during this streak.
[0060] In other words, regardless of the type of jackpot or the timing of the win, the number of segments A to G of the 7-segment display unit 39, described later, corresponding to the number of game balls 99 that entered the special out-ball opening 373 of the cruun device 37 during a specific period of a single jackpot game, will be subject to control on / off lighting at the end of the jackpot game, which is the specified period. That is, the specified period is set as the period during which the 7-segment display unit 39 displays numbers indicating game setting values other than the game setting value (set value) that defines the probability that the jackpot lottery result in the jackpot lottery set in the game machine 10 will be a jackpot, based on the number of game balls 99 that entered the special out-ball opening 373 of the cruun device 37 during a specific period.
[0061] Then, if the number of game balls 99 that enter the special out ball opening 373 during a specific period of a single jackpot game is 7 or more but less than 14, a number that identifies game setting values (multiple non-setting values) other than the game setting value (setting value) that defines the probability of the jackpot lottery result in the game machine 10 being a jackpot will be displayed once 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 in Figure 36 described later. Furthermore, in the ending (predetermined period) after a specific period has elapsed in a jackpot game, the 7-segment display unit 39 will display the following: if the number of game balls 99 that entered the special out ball opening 373 during the specific period of a jackpot game is 14 or more but less than 20, two numbers identifying multiple non-set values will be displayed in the order corresponding to the display sequence; if the number is 21 or more but less than 28, three numbers identifying multiple non-set values will be displayed in the order corresponding to the display sequence; if the number is 28 or more but less than 35, four numbers identifying multiple non-set values will be displayed in the order corresponding to the display sequence; and if the number is 35 or more, five numbers (all numbers) identifying multiple non-set values will be displayed in the order corresponding to the display sequence. Note that if the number of game balls 99 that entered the special out ball opening 373 during the specific period of a jackpot game is less than 7, no numbers identifying multiple non-set values will be displayed on the 7-segment display unit 39 during the ending (predetermined period) after the specific period has elapsed in a jackpot game.
[0062] Thus, in the gaming machine 10, each time a jackpot game is played, one to five numbers identifying multiple non-set values may be displayed on the 7-segment display unit 39 (described later) based on the number of game balls 99 that entered the special out-ball opening 373 of the cruun device 37 during a specific period, and the set value can be identified when five numbers identifying non-set values are displayed. For example, the display of the number 1 on the 7-segment display unit 39 identifies that game setting value 1 is a non-set value, the display of the number 2 on the 7-segment display unit 39 identifies that game setting value 2 is a non-set value, the display of the number 3 on the 7-segment display unit 39 identifies that game setting value 3 is a non-set value, the display of the number 4 on the 7-segment display unit 39 identifies that game setting value 4 is a non-set value, the display of the number 5 on the 7-segment display unit 39 identifies that game setting value 5 is a non-set value, and the display of the number 6 on the 7-segment display unit 39 identifies that game setting value 6 is a non-set value. Furthermore, since the 7-segment display unit 39 displays five numbers from 2 to 6, it can be identified that the unset value is a game setting value from 2 to 6, and thus the set value can be determined to be game setting value 1. Similarly, since the 7-segment display unit 39 displays five numbers from 1 and 3 to 6, the set value can be determined to be game setting value 2; since the 7-segment display unit 39 displays five numbers from 1 and 2 and 4 to 6, the set value can be determined to be game setting value 3; since the 7-segment display unit 39 displays five numbers from 1 to 3, 5 and 6, the set value can be determined to be game setting value 4; since the 7-segment display unit 39 displays five numbers from 1 to 4 and 6, the set value can be determined to be game setting value 5; and since the 7-segment display unit 39 displays five numbers from 1 to 5, the set value can be determined to be game setting value 6.
[0063] Furthermore, the numbers to be displayed on the 7-segment display unit 39 can be determined before all segments A to G become subject to control. For example, if segments A to G are subject to control in the order of segment A → segment B → segment C → segment D → segment E → segment F → segment G, when segment A, the first subject to control, is turned off, the candidate numbers to be displayed on the 7-segment display unit 39 are "1" and "4". Then, when segment F, the sixth subject to control, is turned on, it can be recognized as "4", and when segment F is turned off, it can be recognized as "1". In other words, the numbers "1" or "4" can be recognized when segment F, the sixth subject to control, becomes subject to control, before all segments A to G become subject to control. Also, when segment A, the first subject to control, 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 controlled object, is lit, 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 controlled object, is lit, 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 controlled object, is controlled, before all segments A to G are controlled. Furthermore, when segment E, the fifth controlled object, is lit, 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 controlled object, is controlled, before all segments A to G are controlled. In other words, the numbers "2" and "3" can be recognized when segment C, the third controlled object, is turned on or off; the numbers "5" and "6" can be recognized when segment E, the fifth controlled object, is turned on or off; and the numbers "1" and "4" can be recognized when segment F, the sixth controlled object, is turned on or off.Furthermore, in this embodiment, even if a number indicating a non-set value is identified before all segments A to G of the 7-segment display unit 39 become subject to control, control to display the next priority number will not be initiated until all segments A to G become subject to control. As a result, in order to identify all non-set values, more specific conditions must be met compared to the case where control to display the next priority number is initiated when the number corresponding to the non-set value becomes known. Consequently, the difficulty in identifying all non-set values, and thus the difficulty in recognizing the set values, can be increased, preventing the set values from being recognized in a short amount of time. Therefore, even if the set value is low, it can be prevented from being recognized by the player in a short amount of time, thus preventing a decrease in the playing time on the gaming machine 10 and suppressing a decrease in the operating rate of the gaming machine 10.
[0064] Furthermore, if a number indicating an unset value is detected before all segments A to G of the 7-segment display unit 39 become subject to control, control to display the next priority number may be initiated. For example, if the priority of the numbers is "1" → "2" → "3" → ..., and segment F, which is the 6th in the control order for the number "1", becomes the target of control, and it is determined that the number displayed on the 7-segment display unit 39 is "1", control to display the next priority number, "2", may be initiated without targeting segment G, which is the 7th in the control order. However, if segments A to G are controlled to display the next number to be displayed after all segments A to G have become subject to control, even if the number displayed on the 7-segment display unit 39 can be recognized before all segments A to G become subject to control, control of segments A to G to display the next number to be displayed will not be initiated until all segments A to G have become subject to control. Therefore, even if a player recognizes a number displayed on the 7-segment display unit 39 before all segments A to G are subject to control, information will still be displayed on the 7-segment display unit 39 to identify the number already recognized by the player until the display of the next number to be displayed begins. In other words, if segments A to G are controlled to display the next number to be displayed after all segments A to G have been controlled, unnecessary information may be displayed on the 7-segment display unit 39, and there is a concern that interest in the game may decrease during the period when such unnecessary information is displayed on the 7-segment display unit 39. In contrast, if control to display the next priority number is initiated when a number indicating a non-set value is identified before all segments A to G of the 7-segment display unit 39 are subject to control, then segments A to G that do not contribute to the prediction of a non-set value will not be subject to control after one non-set value has been identified. This prevents a decrease in interest in the game due to segments A to G being unnecessarily subject to control.
[0065] On the other hand, the predetermined period for accumulating the number of game balls 99 that have entered the special out ball opening 373 of the cruun device 37 is from the start of the jackpot game for a jackpot in low probability mode until the end of the opening and closing execution mode for a normal jackpot. That is, the start of the predetermined period is the time when the jackpot game for a jackpot in low probability mode is started, and the end of the predetermined period is the time when the opening and closing execution mode for a normal jackpot game is ended (the time when the ending of the normal jackpot game is started). Specifically, as shown in Figure 9(A), if a normal jackpot is won in low probability mode (when the first win is a normal jackpot and it is a single jackpot), the predetermined period is from the start of the jackpot game until the end of the opening and closing execution mode for the jackpot game. That is, in the case of a single jackpot, the predetermined period coincides with the specific period during which the game balls 99 are retained in the game ball retention section 38. Furthermore, as shown in Figure 9(B), when a probability-increasing jackpot is won in low-probability mode (when the initial win is a probability-increasing jackpot and a jackpot streak begins), the predetermined period is the period from when the probability-increasing jackpot game for the initial win that triggers the start of the jackpot streak begins until the opening and closing execution mode of the jackpot game for the normal jackpot that triggers the end of the jackpot streak ends. In other words, in the case of a jackpot streak, the predetermined period does not coincide with a specific period for retaining game balls 99 in the game ball retention unit 38, but is set to multiple predetermined periods depending on the number of jackpot games that start within that period.
[0066] Incidentally, once a jackpot game has started, unless there are special circumstances, the game will not be ended in the middle of the jackpot game or in the middle of a jackpot streak. Therefore, a specific period for retaining the game balls 99 in the game ball retention section 38 is set for each jackpot game, preventing the player from ending the game before the specific period ends. In addition, a predetermined period for accumulating the number of game balls 99 that have entered the special out ball opening 373 of the roulette device 37 is set from the start of a jackpot game for a jackpot in low probability mode to the end of the opening and closing execution mode of a jackpot game for a normal jackpot, preventing the player from ending the game before the predetermined period ends. In a jackpot game, at the ending (predetermined period) after a specific period has elapsed, the 7-segment display unit 39 is controlled based on the number of game balls 99 that have been held in the game ball retention unit 38 during the specific period (the number of game balls 99 that have entered the special out ball opening 373 of the roulette device 37), so that information that allows the non-set value to be identified or inferred (all or part of the numbers corresponding to the non-set value) is displayed. In the ending after the opening and closing execution mode of a jackpot game for a normal jackpot, information that allows the non-set value to be identified or inferred (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 roulette device 37 during a predetermined period. As a result, even if a player who does not know the timing at which a non-set value other than the set value can be identified or inferred is playing the game, it is prevented from ending the game before the timing at which the non-set value can be identified or inferred. Therefore, even players who are unaware of the timing when non-set values can be identified or predicted can identify or predict them, and once all non-set values are identified, it becomes possible to identify the set values. In addition, it eliminates the so-called "hyena" behavior of other players who play at the timing when non-set values can be identified or predicted.
[0067] Furthermore, since a specific period is set 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 last jackpot game in the jackpot streak. Therefore, in consecutive jackpots, the predetermined period is longer than in single jackpots, and the predetermined period becomes longer as the number of jackpot games performed increases. As a result, consecutive jackpots have a higher probability of a larger number of game balls 99 entering the special out ball opening 373 of the roulette device 37 compared to single jackpots, and in consecutive jackpots, the more consecutive jackpots there are, the higher the probability that a larger number of game balls 99 will enter the special out ball opening 373. This means that the more consecutive jackpots a player has, the greater the expected value of the game they can win, and they can also obtain more information to identify or estimate the non-set value, making it easier to estimate or identify the non-set value and, consequently, the set value.
[0068] The start date of the specific period during which game balls 99 are retained in the game ball retention section 38 can be set during a jackpot game, and is not limited to the start of a jackpot game; it may also be the time when the opening / closing execution mode starts (when the opening of the first jackpot ends). The end date of the specific period can also be set during a jackpot game, or it may be set during the ending that follows a normal jackpot. Preferably, the specific period is set as one section including the opening / closing execution mode for each jackpot game. This allows information to be displayed on the 7-segment display section 39 after the specific period has elapsed, based on the number of specific conditions that are met when game balls 99 enter the variable prize entry point 316 in the opening / closing execution mode (based on the number of game balls 99 that have passed through the special out ball entry point 373 of the roulette device 37). As a result, in the opening / closing execution mode, players can enjoy the game by focusing on whether or not a game ball 99 enters the special ball outlet 373. After the opening / closing execution mode ends, that is, after a specific period of time has elapsed, players can enjoy the game by focusing on the content displayed on the 7-segment display unit 39 and identifying or inferring the non-set value based on the displayed content.
[0069] Furthermore, the start date of the predetermined period for accumulating the number of game balls 99 that have entered the special out ball opening 373 of the cruun device 37 is not limited to the time when the jackpot game for the first win (jackpot in low probability mode) begins, but can be set at the time of the jackpot game. Preferably, it may be the time when the opening and closing execution mode of the jackpot game for the first win (jackpot in low probability mode) begins (the opening of the first win ends). In this way, by setting the start date of the predetermined period to the jackpot game for the first win, a predetermined period is always set for each first win, regardless of whether it is a single jackpot or a series of jackpots, so that there is at least one opportunity to guess or identify a non-set value for each first win.
[0070] On the other hand, the end of the predetermined period is not limited to the time when the opening and closing execution mode of a normal jackpot game ends, but can be set during the jackpot game, for example, at the ending of the jackpot game, typically at the ending of a normal jackpot game. Alternatively, the end of the predetermined period may be the time when the normal jackpot game ends (the ending of that jackpot ends), or the time when the time-saving mode that is entered after a normal jackpot ends. Furthermore, although this embodiment is described assuming a loop probability variation machine, in other types of gaming machines such as ST machines, V-ST machines, and type 1 and type 2 mixed machines, it is also possible to set the predetermined period according to its characteristics. For example, in a V-ST machine, if there is no V-entry on the first win (normal jackpot), the predetermined period can be set in the same way as in the case of a normal jackpot in a loop probability variation machine. If there is a V-entry on the first win (probability variation jackpot), the start of the first jackpot game or the start of the opening / closing execution mode can be set as the start of the predetermined period, and the end of the opening / closing execution mode in a jackpot without a V-entry, or the end of a specified number of jackpot draws in high probability mode can be set as the end of the predetermined period.
[0071] Furthermore, the predetermined period can also be set to the period during which variable gameplay is performed, regardless of whether a jackpot is won (the period from the end of a jackpot to the start of another jackpot). 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 the period spent in normal gameplay (high probability mode and low frequency support mode) (the period from the end of the time-saving mode until the next jackpot begins), the period spent in time-saving mode (the period from the end of a normal jackpot until the transition to normal gameplay), the period spent in low probability mode (the period from the end of a normal jackpot until the next jackpot begins), the period until a predetermined number of jackpot draws are received in either or both of the high probability mode and low probability mode, or until a predetermined number of jackpot draws are received in either or both of the high probability mode and low probability mode. Examples of predetermined periods include the period until a regular winning draw is received, the period until a predetermined number of game balls 99 are awarded to the general prize 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 are awarded to the first prize 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 are awarded to the second prize 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 launched onto the game board 31 in either or both of the high-probability mode and the low-probability mode. Furthermore, predetermined periods may be set for each variation game. That is, predetermined periods may be set from the start of the variation game (start of the variation display of decorative symbols) to the end of the variation game (end of the variation display of decorative symbols). In this case, the entire duration of a single variable game may be designated as the predetermined period, or only a portion of the duration of a single variable game may be designated as the predetermined period.When a predetermined period is defined as a portion of a single spinning game, the predetermined period could include the period from the start of the spinning display of the decorative symbols until the decorative symbols enter a winning state, the period from the start of the spinning display of the decorative symbols until the start of development effects such as special winning effects, the period from when the decorative symbols enter a winning state until the start of development effects, the period from when the decorative symbols enter a winning state until the end of development effects, or the period during which development effects are executed.
[0072] In this way, by setting a predetermined period during which variable gameplay is performed, it becomes possible to identify or estimate non-set values and recognize or estimate set values even outside of the period during which jackpot gameplay is performed. This makes it possible to enjoy the game while identifying or estimating non-set values (set values) during the period in which variable gameplay is performed.
[0073] Furthermore, when a predetermined period is set as the period during which the variable game is played, the distribution means such as the roulette device 37 may be placed in a position (for example, the left side of the game board 31 (above or below the general prize entry point 313) or the central area (above or to the side of the first prize entry point 314)) where the game balls 99 launched into the left side of the game board 31 are distributed to the normal out ball entry point 378 and the special out ball entry point 373 when the game balls 99 are launched into the left side of the game board 31. In this case, the non-set value (set value) can be identified or estimated without performing a special launch (right-handed launch of the game balls 99 into the right side of the game board 31). This allows the player to enjoy identifying or estimating the non-set value (set value) while playing the game as usual without reducing the probability of the game balls 99 entering the general prize entry point 313 or the first prize entry point 314.
[0074] Furthermore, depending on the type of specific condition, the start date of the predetermined period may be set to the time when the main power to the gaming machine 10 is turned on. Also, depending on the type of specific condition, the end date of the predetermined period may be set to the time when the main power to the gaming machine 10 is turned off.
[0075] In addition, specific conditions include the game balls 99 being distributed by a distribution means such as the roulette device 37 during a predetermined period, instead of entering the special out ball opening 373, passing through a specific area other than the special out ball opening 373, for example, passing through the through gate 317 or entering various prize openings 313 to 316.
[0076] Alternatively, the game balls 99 that enter the general prize slot 313 or the first prize slot 314, or that pass through the through gate 317, may be guided to a distribution means such as a roulette device 37, and it may be a specific condition that the game balls 99 distributed by the distribution means enter the special out ball slot 373. In this case as well, players can enjoy identifying or guessing the non-set value (set value) while playing the game as usual without performing any special launching.
[0077] Furthermore, the specific conditions may include the occurrence of specific events that may occur during the game. In this case, the specific events may be either favorable or unfavorable to the player. If the specific event is favorable to the player, the player may obtain all or part of the specific information indicating the non-set value (set value) in addition to the benefits obtained from the occurrence of the specific event. On the other hand, if the specific event is unfavorable to the player, the player may 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 include, for example, winning a jackpot a predetermined number of times (including once) or more (the jackpot game being played a predetermined number of times (including once) or more), winning a probability variation or regular jackpot a predetermined number of times (the probability variation or regular jackpot game being played a predetermined number of times (including once) or more), reaching a predetermined number of consecutive jackpot wins (winning a probability variation jackpot a predetermined number of times in a row before winning a regular jackpot), reaching a predetermined number of jackpot draws before winning a jackpot, and the occurrence of an over-winning of 99 game balls, exceeding the upper limit, during the round game of the opening / closing execution mode of the jackpot game.
[0078] Furthermore, specific events may include the execution of pre-set special effects during variable gameplay or jackpot gameplay. In this case, there are no particular restrictions on the specific effects; for example, they may be set to either non-reach effects or reach effects, and they may be set to either opening effects, round game effects, or ending effects. Typically, specific effects include premium effects in variable gameplay that confirm a jackpot or a probability-increasing jackpot, and effects in jackpot gameplay that indicate that a reserve continuation will be executed after the end of the jackpot game (that at a specific point in the jackpot game, such as the start of the jackpot game, the start of the opening / closing execution mode, the end of the opening / closing execution mode, or the end of the jackpot game, there is a reserve that has a jackpot result). In addition, specific events may include the display of decorative symbols in the symbol display unit 341 stopping or temporarily stopping (intermediate stopping) in a specific combination. For example, in the symbol display unit 341, the decorative symbols may stop at "777", at a specific non-reach combination such as "767", at a specific non-reach combination (scattered combination) such as "367", or when a development combination such as a super reach or special reach is performed as a reach effect, a temporary stop display (intermediate stop display) can be considered to indicate that the development combination will be performed. As a temporary stop display (intermediate stop display) to indicate that a development combination will be performed, for example, in "7 Development 7", the decorative symbols on the left and right are temporarily stopped (intermediate stop display) in a reach state, and a symbol indicating that a development combination such as "Develop" will be performed is temporarily stopped as the middle symbol. In addition, the specific condition may be the occurrence of multiple specific events in a specific combination.
[0079] Furthermore, certain conditions may be satisfied in relation to set values. In other words, a set value may be included in a specific condition, for example, a specific condition may be satisfied when a specific event occurs at a specific set value. In this case, the type of specific condition depends on the set value, while the display order of the numbers indicating non-set values in the 7-segment display unit 39 is determined by the set value, as described later. Therefore, the numbers indicating non-set values are displayed in 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.
[0080] Furthermore, the specified period for displaying specific information or a part thereof (special information) indicating a non-set value when certain conditions are met is not limited to being set at the ending of each jackpot game, but may be at other times, and can be set in relation to a predetermined period, a specific period, or a specific condition. For example, the specified period may be only at the ending of a 5R normal jackpot game, where the end of the predetermined period is typically set after the expiration of the predetermined period, as will be explained in the second embodiment described later, or it may be at a time other than a jackpot game, such as after the end of a jackpot game. Also, if the predetermined period is set as the execution period of a variable game, the specified period may be at the start of the variation of the decorative symbols in the variable game, at the timing when the decorative symbols are temporarily stopped in a reach state, at the timing when development effects such as super reach effects and special reach effects begin, or during the execution of development effects. In other words, the specified period may also be set as the period during which the variable game is executed. If the specified period is set as the period during which the variable game is executed, 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 jackpot lottery is displayed in the symbol display unit 341 by the changing display of decorative symbols, it becomes possible to simultaneously display specific information on the symbol display unit 341. This makes it possible to increase the player's interest in the variable gameplay by displaying specific information.
[0081] Here, Figure 10(A) is a cross-sectional view along the X2-X2 cutting line in Figure 8, Figure 10(B) is a cross-sectional view along the X3-X3 cutting line in Figure 8 when the stopper portion 383, which will be described later, is in the upper limit position, and Figure 10(C) is a cross-sectional view along the X3-X3 cutting line in Figure 8 when the stopper portion 383 is in the lower limit position. The configuration of the game ball retention portion 38 will be described below with reference to Figures 6 and 8 in addition to Figure 10.
[0082] As shown in Figures 6, 8, and 10, the game ball retention section 38 is designed to retain game balls 99 that are entered into the special out ball opening 373 for a specific period of time, and includes a retention lane 381, a discharge lane 382, and a stopper section 383.
[0083] The retention lane 381 receives the game balls 99 that enter the special out ball opening 373 of the roulette device 37 and allows the game balls 99 to remain there. The retention lane 381 is open at the top and slopes downward to the left. The depth dimension of the retention lane 381 is smaller than the diameter of the game balls, and at least a portion of the game balls 99 that remain in the retention lane 381 are visible (see Figure 4). This makes it possible to visually confirm that game balls 99 have remained in the retention lane 381, and also to visually confirm the number of game balls 99 that have remained, that is, the number of game balls 99 that entered the special out ball opening 373 of the roulette device 37 within a specific period of time. Furthermore, it is preferable that the retention lane 381 be made transparent, such as by resin. This makes it easier to grasp the number of game balls 99 that remain in the retention lane 381. Alternatively, instead of making the game balls 99 accumulated in the stagnant lane 381 visible, the number of game balls 99 accumulated in the stagnant lane 381 may be displayed. The number of game balls 99 accumulated in the stagnant lane 381 could be displayed, for example, by the number of lit lamps or by displaying an image on the symbol display unit 341.
[0084] The discharge lane 382 is continuous with the left end of the retention lane 381 and guides the game balls 99 that have accumulated in the retention lane 381 to a position where they can be detected by a predetermined location, for example, the out ball sensor 318a (see Figure 12).
[0085] Furthermore, a special out ball sensor 384 is provided in the discharge lane 382. This special out ball sensor 384 detects when game balls 99 that have accumulated in the retention lane 381 move into the discharge lane 382. In other words, the special out ball sensor 384 is used to count the number of game balls 99 that have accumulated in the retention lane 381, that is, the number of special out balls that have entered the special out ball opening 373 of the roulette device 37 within a specific period. Specifically, as shown in Figure 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 to determine whether or not game balls 99 have moved into the discharge lane 382. Furthermore, when the special out ball sensor 384 detects a game ball 99, the MPU 41 sets a special out ball detection command and transmits this special out ball detection command to the audio lamp control device 5 in the external output processing of step S1301 in the main processing shown in Figure 23 below. On the other hand, when the audio lamp control device 5 receives the special out ball detection command, the MPU 51 counts the number of special out balls 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 processing in Figure 37 and the set value suggestion processing in Figure 40).
[0086] For example, an electromagnetic induction type proximity sensor is used as the special out ball sensor 384, but the game balls 99 may also be detected by other detection methods (e.g., an optical sensor). The special out ball sensor 384 may also be connected to the sound lamp control device 5. In this case, the MPU 41 of the main control device 4 does not set a special out ball detection command, 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.
[0087] The stopper section 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 game board 31. The upper limit position is the position where the tip protrudes upward, and when the stopper section 383 is in the upper limit position, it is possible to retain game balls 99 in the retention lane 381 (see Figure 10(B)). On the other hand, the lower limit position is the position where the tip does not protrude upward, and when the stopper section 383 is in the lower limit position, the game balls 99 in the retention lane 381 are made available for discharge via the discharge lane 382 (see Figure 10(C)). The game balls 99 guided to the discharge lane 382 are then guided to a position where they can be detected by the out ball sensor 318a (see Figure 12).
[0088] Furthermore, the means for allowing game balls 99 to remain in the retention lane 381 and for allowing game balls 99 from the retention lane 381 to be discharged to the discharge lane 382 is not limited to a stopper part 383 that can move up and down, but may also be other means such as a stopper part that can move back and forth, or a stopper part that can rotate between an upright state and a prone state. Alternatively, the game balls 99 may be retained by preventing them from moving due to the action of magnetism or electromagnetic force, and the game balls 99 may be discharged by releasing the action of magnetism or electromagnetic force. Moreover, by making the retention lane 381 movable up and down, it is possible to achieve both a state in which game balls 99 are retained and a state in which they are discharged. For example, the game balls 99 may be retained by keeping the retention lane 381 at a lower position than the discharge lane 382, while the game balls 99 may be moved to the discharge lane 382 by moving the retention lane 381 to a higher position than the discharge lane 382. Alternatively, the game board 31 may be provided with an opening that allows game balls 99 to be discharged to the rear side of the game board 31, and the retention lane 381 may be configured to move up and down between a position in which game balls 99 can be retained in the retention lane 381 and a position in which game balls 99 can be discharged to the rear side of the game board 31 through the opening. Alternatively, instead of the retention lane 381, a box-shaped movable body may be moved to allow game balls 99 to be retained in the movable body and to be discharged to the rear side of the game board 31.
[0089] Here, Figure 11(A) shows an example of a 7-segment display unit 39 provided on the game board 31 shown in Figure 4, Figure 11(B) shows an example of number display on the 7-segment display unit, and Figure 11(C) shows an example of alphabet display on the 7-segment display unit.
[0090] As shown in Figure 11(A), the 7-segment display unit 39 consists of seven segments A to G and a dot point DP. Each segment A to G and the dot point DP can be individually lit and extinguished, and can display at least the numbers 1 to 6 as shown in Figure 11(B), and at least the letters A to F as shown in Figure 11(C). In this embodiment, the 7-segment display unit 39 displays numbers (specific information) representing each of the 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 probability of winning a jackpot in the game machine 10, from among the six game setting values (numerical information) corresponding to the probability of winning a jackpot in the jackpot lottery (see Figures 14(A) and 14(B)), by lighting or extinguishing each segment A to G. Specifically, on the 7-segment display unit 39, if the unset value is game setting value 1, segments B and C light up to display the number 1; if the unset value is game setting value 2, segments A, B, D, E, and G light up to display the number 2; if the unset value is game setting value 3, segments A-D and G light up to display the number 3; if the unset value is game setting value 4, segments B, C, F, and G light up to display the number 4; if the unset value is game setting value 5, segments A, C, D, F, and G light up to display the number 5; and if the unset value is game setting value 6, segments A, C-G light up to display the number 6. In addition, in this embodiment, the dot point DP lights up when the number corresponding to the unset value is displayed, clearly indicating that the number corresponding to the unset value has been displayed.
[0091] Furthermore, the numbers corresponding to the unset values in the 7-segment display unit 39 are displayed in an order determined when the main power is turned on (power is supplied) or when the set value is changed, as will be described later (see Figures 35 and 36). Also, as will be described later, the control order for lighting or turning off each segment A to G of the 7-segment display unit 39 is set (fixed) to segment A, segment B, segment C, segment D, segment E, segment F, and segment G.
[0092] Then, in the 7-segment display unit 39, as described later, the segments corresponding to the number of game balls 99 that entered the special out ball opening 373 of the cruun device 37 during a predetermined period (the number of specific conditions that are met during the predetermined period) are controlled to light up or turn 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 game setting value. Therefore, a part of the number displayed on the 7-segment display unit 39 does not indicate the game setting value, but rather indicates a part of specific information that indicates a non-set value, and thus falls under the category of special information. In other words, the special information is displayed using a part of multiple segments A to G of the 7-segment display unit 39. In this way, by displaying not only a number indicating a non-set value but also a part of a 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 can also infer a non-set value based on 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, players can still enjoy guessing the non-set value based on a portion of the numbers, thus enhancing the enjoyment of the game.
[0093] In the 7-segment display unit 39, it may or may not be explicitly indicated to the player whether or not each segment A to G is a control target. If it is explicitly indicated that each segment A to G is a control target, it becomes easier to guess the set value compared to when it is not explicitly indicated. In this embodiment, since the control order of each segment A to G is fixed, a method is employed in which it is difficult to guess the set value because it is not explicitly indicated that each segment A to G is a control target. If it is to explicitly indicate to the player that each segment A to G is a control target, for example, the controlled segment may be made to blink, or it may be made to light up the controlled segment in a different color than when it is simply lit, to indicate that the controlled segment is a control target.
[0094] Furthermore, the 7-segment display unit 39 may display information for identifying the unset value using an alphabet corresponding to the unset value. For example, the letter A may be displayed when the unset value is game setting value 1, the letter B may be displayed when the unset value is game setting value 2, the letter C may be displayed when the unset value is game setting value 3, the letter D may be displayed when the unset value is game setting value 4, the letter E may be displayed when the unset value is game setting value 5, and the letter F may be displayed when the unset value is game setting value 6 (see Figure 11(C)).
[0095] The main display unit 36 includes a regular symbol display unit 361, a first special symbol display unit 362, a second special symbol display unit 363, a first reserved number display unit 364, and a second reserved number display unit 365, all located in the upper right part of the game board 31.
[0096] The regular symbol display unit 361 includes a pair of LEDs representing regular symbols, and displays the result of the regular symbol winning lottery, which determines whether or not to open the electric mechanism 315b that is executed when a prize enters the through gate 317, by the combination of on and off states of the LED pair. The main control unit 331 (MPU41) causes the LED pair to blink (display the regular symbols in a variable manner) when a prize enters the through gate 317, and displays the result of the regular symbol winning lottery by turning each LED on or off after the variable display time has elapsed.
[0097] 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), which determines whether or not to execute a jackpot game triggered by a ball entering the first prize slot 314, by a combination of the on / off states of the 7 segments on the 7-segment display device. The main control unit 331 (MPU41) causes the 7 segments of the 7-segment display device to flash (variable display of the first special symbol) when a ball enters the first prize slot 314, and displays the result of the jackpot lottery by turning each segment on or off after the variable display time has elapsed.
[0098] 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), which determines whether or not to execute a jackpot game triggered by a ball entering the second prize slot 315, by a combination of the on / off states of the seven segments on the 7-segment display device. The main control unit 331 (MPU41) causes the seven segments of the 7-segment display device to flash (variable display of the second special symbol) when a ball enters the second prize slot 315, and displays the result of the jackpot lottery by turning each segment on or off after the variable display time has elapsed.
[0099] The first reserved number display unit 364 includes an LED group consisting of four LEDs, and displays the number of reserved numbers N of the first special display that occurs when a prize is won in the first prize entry opening 314, by the number of LEDs that are lit.
[0100] 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 symbol of the variable display that occurs when a prize is won in the second prize entry opening 315, by the number of LEDs that are lit.
[0101] [Back Pack Unit 13] As shown in Figure 3, the back pack unit 13 includes a dispensing mechanism 130 and a peripheral control unit 140.
[0102] The dispensing mechanism 130 includes a tank 131 for storing game balls supplied from island equipment (not shown) in the gaming hall, and a dispensing device 132 for dispensing game balls from the tank 131 toward the upper tray 23. If the upper tray 23 is saturated with game balls, the game balls dispensed by the dispensing device 132 are dispensed toward the lower tray 24.
[0103] As shown in Figure 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 dispensed 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 installed inside the gaming machine 10.
[0104] [System configuration of gaming machine 10] Next, the system configuration of the gaming machine 10 will be explained with reference to Figures 12 to 19.
[0105] [Main control unit 331] As shown in Figure 12, the main control unit 331 includes a main control device 4 that performs the main control of the game in the gaming machine 10. The main control device 4 performs 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.
[0106] The MPU41 is an arithmetic unit configured as a single-chip microcontroller. The MPU41 also incorporates a ROM411 and a RAM412. The MPU41 executes processing according to the control program stored in the ROM411 and other memory modules. Furthermore, some or all of the processing performed by the main control unit 4 may be performed by electronic circuits.
[0107] The input / output interface 42 is an input / output interface that inputs signals to the main control unit 4 and outputs control signals from the main control unit 4. The input / output interface 42 is also connected to ball entry sensors 313a to 317a, ball exit sensor 318a, and special ball exit sensor 384. The MPU 41 determines whether balls have entered the general prize entry opening 313, the first prize entry opening 314, the second prize entry opening 315, and the variable prize entry opening 316, and whether game balls 99 have passed through the through gate 317, based on the detection signals from the ball entry sensors 313a to 317a. The MPU 41 also counts the number of balls that have been exited (number of balls launched) based on the detection signal from the ball exit sensor 318a. Furthermore, the input / output interface 42 is also connected to the sound lamp control device 5, the payout control device 7, the launch control device 8, and the power supply control device 9.
[0108] The MPU41 then outputs commands to the audio lamp control device 5, such as a variable pattern command, a first hold command, a second hold command, a shift command, a jackpot game start command, a round game start command, a round game end command, an ending start command, a jackpot game end command, a special out ball detection command, and a setting value change command.
[0109] The variation pattern command is a command that notifies the sound lamp control device 5 of the variation display time and the result of the jackpot lottery, and if the result of the jackpot lottery is a jackpot, it includes information about the type of jackpot. The variation pattern command is set in step S1605 of the variation start process shown in Figure 26 below, based on the information stored in the hold storage area 412b below, when the main display unit 36 starts displaying the variation of symbols. Note that the variation pattern command may also be a command that notifies the sound lamp control device 5 of only the variation display time. In this case, the command that notifies the sound lamp control device 5 of the result of the jackpot lottery and the type of jackpot is set as a separate command from the variation pattern command.
[0110] The first and second hold commands are commands that notify the voice lamp control device 5 of the lottery result, variation pattern, and the number of hold N or M in the jackpot lottery for the increased hold when the number of hold N or M stored in the hold storage area 412b described later increases. The first and second hold commands are set based on the information stored in the hold storage area 412b described later when the number of hold N or M increases (step S1207 or step S1209 of the first hold command setting process in Figure 22 described later).
[0111] The shift command is a command that notifies the voice lamp control device 5 that when the number of reserved balls N or M decreases, the win / loss information indicating the result of the jackpot lottery in the first reserved area REA1 to the fourth reserved area REA4 or the first reserved area REB1 to the fourth reserved area REB4 has shifted. The shift command is set in step S1508 of the data setting process shown in Figure 25 below.
[0112] The jackpot game start command is a command that notifies the audio lamp control device 5 that a jackpot game is about to begin, that is, that the game state is transitioning to the jackpot game state. It is set in the game state transition process in the main process shown in Figure 23, described later, when transitioning to the jackpot game state. Furthermore, since the jackpot game start command is a command that notifies the audio lamp control device 5 that a jackpot game is about to begin, the audio lamp control device 5 can understand not only that a jackpot game is about to begin, but also that the opening sequence is about to begin, upon receiving the jackpot game start command. However, it is also possible to set an opening sequence start command separately from the jackpot start command, and use the opening sequence start command to inform the audio lamp control device 5 that the opening sequence is about to begin.
[0113] The round game start command is a command that, in the opening / closing execution mode of a jackpot game, notifies the audio lamp control device 5 to start each round game and to provide information indicating which round it is. This command is set in the jackpot game control process in the main process shown in Figure 23, which will be described later. The audio lamp control device 5 can understand that the opening has ended and the opening / closing execution mode has started when the round game start command is issued. However, it is also possible to set an opening end command separately from the round game start command when the opening ends, or to set an opening / closing execution mode start command when the opening / closing execution mode starts. In addition, it is also possible to set a command indicating the number of rounds of the upcoming round game separately from the round game start command and send that command to the audio lamp control device 5 when the round game starts.
[0114] The round game end command is a command that notifies the audio lamp control device 5 that the round game in question is ending during the opening / closing execution mode of a jackpot game, and is set in the jackpot game control process in the main process shown in Figure 23 below.
[0115] The jackpot game end command is a command that notifies the audio lamp control device 5 that the jackpot game has ended, and is set in the jackpot game control process in the main process shown in Figure 23, which will be described later.
[0116] The special out ball detection command indicates that a game ball detected by the special out ball sensor 384 is a special out ball that has entered the special out ball opening 373 of the roulette device 37. This command is set in the sensor detection process of step S1001 in the main timer interrupt processing shown in Figure 20, which will be described later. The audio lamp control device 5 counts the number of special out balls over a predetermined period based on the special out ball detection command, and determines the control content on the 7-segment display unit 39.
[0117] The setting value change command is a command that notifies the audio lamp control device 5 that a setting value has been changed and that the changed setting value is the new setting value. It is set in step S1710 of the setting value change process shown in Figure 27 below.
[0118] Note that commands other than those mentioned above may be output from the main control unit 4 to the audio lamp control unit 5, but their explanation will be omitted.
[0119] Furthermore, the main control unit 4 is equipped with an oscillator circuit and a frequency divider circuit as means of 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 period of the main timer interrupt processing, which will be performed by the MPU 41 later, is determined by the clock signal output from the frequency divider circuit.
[0120] In this embodiment, a clock signal is supplied from the frequency divider circuit to the MPU 41 at a preset interval (for example, 4 msec), and the MPU 41 activates and executes the main timer interrupt processing described later each time a rising (or falling) edge of the clock signal occurs. The oscillator circuit and frequency divider circuit are also installed in the sub-control unit 332 and peripheral control unit 140 as needed, and supply the operating clock for the control main in the sub-control unit 332 and peripheral control unit 140. Alternatively, the clock signal may be supplied from the main control unit 331 to the sub-control unit 332 and peripheral control unit 140.
[0121] ROM411 is a non-volatile memory unit that pre-stores control programs and parameter information. RAM412 is a volatile memory unit that can read and write various types of information and is used as a primary storage area (work area) for processing performed by MPU41. For example, RAM412 is used for setting commands that are sent to the audio lamp control device 5, etc. Note that RAM412 may also be a non-volatile memory unit.
[0122] Here, referring to Figure 13, the memory area used by the MPU 41 of the main control device 4 of the gaming machine 10 for performing jackpot lotteries and other operations will be explained. Specifically, the MPU 41 uses the counter information stored in the lottery counter 412a, the reserve storage area 412b, and the electric reserve area 412c of the RAM 412 to perform jackpot lotteries and set the display time for variations.
[0123] The lottery counter 412a includes a jackpot random number counter C1 used for the jackpot lottery, 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 variation 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 used for the lottery to determine whether or not to open the electric mechanism 315b of the second prize entry opening 315, and a normal win initial value counter CIN2 used for setting the initial value of the normal win random number counter C4. Hereafter, when these multiple types of counters are described together, they will simply be abbreviated as "counter".
[0124] The counters C1-C4, CIN1, CIN2, and CS1 are used as loop counters, where the MPU41 adds 1 to the previous value at short intervals and resets to 0 after reaching a preset maximum value. The updated values are recorded in counters C1-C4, CIN1, CIN2, and CS1 and are referenced by the MPU41 when setting the jackpot lottery and the display time for fluctuations.
[0125] The hold storage area 412b comprises a first hold storage area REA, a second hold storage area REB, and an execution area AE. The first hold storage area REA includes a first hold storage area REA1, a second hold storage area REA2, a third hold storage area REA3, a fourth hold storage area REA4, and a hold count storage area NAA. Hereinafter, a type of variable game in which a jackpot lottery is conducted based on the values stored in the first hold storage area REA, and the first special symbol display unit 362 displays a variable and stopped symbol, may be referred to as a first special symbol game. The second hold storage area REB includes a first hold storage area REB1, a second hold storage area REB2, a third hold storage area REB3, a fourth hold storage area REB4, and a hold count storage area NAB. Hereinafter, a type of variable game in which a jackpot lottery is conducted based on the values stored in the second hold storage area REB, and the second special symbol display unit 363 displays a variable and stopped symbol, may be referred to as a second special symbol game.
[0126] When a game ball enters the first prize slot 314, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS1 stored in the RAM 412 is acquired as win / loss information 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 game ball enters the second prize slot 315, information corresponding to the jackpot random number counter C1, jackpot type counter C2, reach random number counter C3, and variation type counter CS1 stored in the RAM 412 is acquired as win / loss information 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 acquisition of win / loss information is performed by the MPU 41, which functions as a determination means of the present invention, by executing processing according to the control program. Furthermore, a separate lottery counter 412a (such as a jackpot random number counter C1, a jackpot type counter C2, a reach random number counter C3, and a variation type counter CS1) may be provided for each of the first reserve storage area REA and the second reserve storage area REB.
[0127] Thus, 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 variation type counter CS1 is stored in one of the first reserve storage areas REA1 to 4th reserve storage areas REA4 of the first reserve storage area REA, or the first reserve area REB1 to 4th reserve area REB4 of the second reserve storage area REB.
[0128] Therefore, in addition to the results of the jackpot lottery for the variable game executed based on the win / loss information stored in the first reserve area REA1 to the fourth reserve area REA4 and the first reserve area REB1 to the fourth reserve area REB4 of the second reserve storage area REB, it is possible to determine in advance the variation pattern (variation display time) of the variation display of the symbols displayed in the symbol display unit 341.
[0129] Specifically, when a game ball enters the first prize slot 314, the win / loss information is stored in the available areas in the following order of priority: first reserve area REA1, second reserve area REA2, third reserve area REA3, and fourth reserve area REA4. The reserve count memory area NAA stores the number of reserves N that have win / loss information stored in the first reserve area REA1 to the fourth reserve area REA4.
[0130] Furthermore, when a game ball enters the second prize slot 315, the win / loss information is stored in the available areas in the following order of priority: first reserve area REB1, second reserve area REB2, third reserve area REB3, and fourth reserve area REB4. The reserve count memory area NAB stores the number of reserves M in which win / loss information is stored from the first reserve area REB1 to the fourth reserve area REB4.
[0131] In other words, the gaming machine 10 has a total of eight memory areas corresponding to the maximum number of reserved balls in the first reserved area REA1 to the fourth reserved area REA4, and the first reserved area REB1 to the fourth reserved area REB4, which allows it to reserve up to four pieces of information on whether a ball has been won or lost as a winning history for the first winning slot 314 and the second winning slot 315.
[0132] In addition, in another embodiment, it is conceivable that the first prize slot 314 and the second prize slot 315 are both provided with a maximum of eight retention areas, and in this case as well, it is possible to retain up to eight pieces of win / fail information as prize history. The storage process of the win / fail information is performed by the MPU 41 by executing processing according to the control program.
[0133] The execution area AE is a memory area used to move the win / loss information stored in the first hold area REA1 of the first hold storage area REA or the first hold area REB1 of the second hold storage area REB when the symbol variation display in the main display unit 36 and the symbol display unit 341 starts. Specifically, the win / loss information in the first hold area REB1 of the second hold storage area REB is preferentially moved to the execution area AE, and if there is no win / loss information in the first hold area REB1 of the second hold storage area REB and the hold count memory area NAB is 0, the win / loss information in the first hold area REA1 of the first hold storage area REA is moved to the execution area AE.
[0134] Furthermore, in another embodiment, if the difference between the number of reserved items M stored in the reserved item storage area NAA of the first reserved item storage area REA and the number of reserved items N stored in the reserved item storage area NAB of the second reserved item storage area REB is 2 or more, the value of the reserved item storage area with the larger number will be prioritized and moved to the execution area AE. Also, in another embodiment, the validity information of the first reserved item storage area REA1 of the first reserved item storage area REA and the first reserved item storage area REB1 of the second reserved item storage area REB will be moved to the execution area AE alternately.
[0135] Then, at the start of each 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.
[0136] Similarly, if the first holding area REB1 of the second holding storage area REB is moved to the execution area AE, the validity information stored in the second holding area REB2 will shift to the first holding area REB1, the validity information stored in the third holding area REB3 will shift to the second holding area REB2, and the validity information stored in the fourth holding area REB4 will shift to the third holding area REB3.
[0137] The jackpot random number counter C1 is incremented by 1 sequentially within a range, for example, 0 to 637, and is reset to 0 after reaching its maximum value. In particular, when the jackpot random number counter C1 completes one cycle, 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 as the jackpot random number counter C1 (0 to 738). The jackpot random number counter C1 is updated periodically and stored in the reserve storage area 412b when a game ball enters the first prize slot 314 or the second prize slot 315.
[0138] The random number values that result in a jackpot are set in two types, corresponding to the low probability mode and the high probability mode (a state of continuous bonus play), according to the win / loss table stored in the win / loss table memory area of ROM411. Here, Figure 14(A) shows an example of the low probability mode win / loss table corresponding to the low probability mode, and Figure 14(B) shows an example of the high probability mode win / loss table corresponding to the high probability mode.
[0139] In the examples shown in Figures 14(A) and 14(B), multiple win / loss tables are provided for low-probability mode and high-probability mode, respectively, where the probability of winning a jackpot in the jackpot lottery (jackpot probability) differs according to the game setting value. The low-probability mode and high-probability mode win / loss tables each contain six win / loss tables corresponding to six levels of game setting values from 1 to 6. The probability of winning a jackpot in the jackpot lottery 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, making it more advantageous for the player.
[0140] With game setting 1, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 206 (0 to 205) for the low probability mode win / loss table and 821 (0 to 820) for the high probability mode win / loss table. In other words, with game setting 1, the jackpot probability in low probability mode is approximately 1 / 318.1 (206 / 65536), and the jackpot probability in high probability mode is approximately 1 / 79.9 (820 / 65536), which is about four times that of low probability mode.
[0141] With game setting 2, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 212 (0 to 211) for the low probability mode win / loss table and 845 (0 to 844) for the high probability mode win / loss table. In other words, with game setting 2, the jackpot probability in low probability mode is approximately 1 / 309.1 (212 / 65536), and the jackpot probability in high probability mode is approximately 1 / 77.6 (845 / 65536), which is about four times that of low probability mode.
[0142] With game setting 3, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 218 (0 to 217) for the low probability mode win / loss table and 869 (0 to 868) for the high probability mode win / loss table. In other words, with game setting 3, the jackpot probability in low probability mode is approximately 1 / 300.6 (218 / 65536), and the jackpot probability in high probability mode is approximately 1 / 75.4 (869 / 65536), which is about four times that of low probability mode.
[0143] With game setting 4, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 224 (0 to 223) for the low probability mode win / loss table and 893 (0 to 892) for the high probability mode win / loss table. In other words, with game setting 4, the jackpot probability in low probability mode is approximately 1 / 292.6 (224 / 65536), and the jackpot probability in high probability mode is approximately 1 / 73.4 (893 / 65536), which is about four times that of low probability mode.
[0144] With game setting value 5, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 230 (0 to 229) for the low probability mode win / loss table and 917 (0 to 916) for the high probability mode win / loss table. In other words, with game setting value 5, the jackpot probability in low probability mode is approximately 1 / 284.9 (230 / 65536), and the jackpot probability in high probability mode is approximately 1 / 71.5 (917 / 65536), which is about four times that of low probability mode.
[0145] With game setting 6, out of 65,536 random numbers ranging from 0 to 65,535, the number of random numbers that result in a jackpot in the jackpot lottery is 236 (0 to 235) for the low probability mode win / loss table and 941 (0 to 940) for the high probability mode win / loss table. In other words, with game setting 6, the jackpot probability in low probability mode is approximately 1 / 277.7 (236 / 65536), and the jackpot probability in high probability mode is approximately 1 / 69.6 (941 / 65536), which is about four times that of low probability mode.
[0146] Furthermore, if the value of the jackpot random number counter C1 is anything other than a random number that results in a jackpot, the jackpot lottery will result in a loss.
[0147] Here, in the low-probability mode win / loss table and the high-probability mode win / loss table, the random numbers that result in a jackpot draw for the same game setting are the same, but it is also possible that the random numbers that result in a jackpot are not the same. Furthermore, the random numbers that result in a jackpot do not have to be consecutive values, but may be partially or entirely discrete values.
[0148] Furthermore, while there are six low-probability mode win / loss tables and six high-probability mode win / loss tables corresponding to the six game setting values, only one win / loss table is needed for each mode. In other words, the number of game setting values is not limited to six. It is also conceivable to have multiple low-probability mode win / loss tables corresponding to multiple game setting values, while having only one high-probability mode win / loss table. That is, it is conceivable to have multiple game setting values for the low-probability mode, and no tiered game setting values for the high-probability mode, resulting in a uniform jackpot probability. Of course, it is also possible to have a uniform jackpot probability in the low-probability mode and multiple game setting values for the high-probability mode.
[0149] The jackpot type counter C2 is incremented by 1 in the range of 0 to 19, and is reset to 0 after reaching the maximum value. The jackpot type counter C2 is updated periodically and stored in the reserve storage area 412b when a game ball enters the first prize slot 314 or the second prize slot 315. In the game machine 10, the distribution table stored in the distribution table storage area of the ROM 411 sets the value of the jackpot type counter C2 corresponding to each of the two types of jackpots: probability variation jackpots and normal jackpots.
[0150] Here, Figure 14(C) shows an example of a distribution table. In the example shown in Figure 14(C), if the type of variable game is the first special symbol game triggered by a ball entering the first prize slot 314, the number of random numbers that result in a 5R probability variation jackpot is 10 (0-9), the number of random numbers that result in a 16R probability variation jackpot is 5 (10-14), and the number of random numbers that result in a 5R normal jackpot is 5 (15-19). On the other hand, if the type of variable game is the second special symbol game triggered by a ball entering the second prize slot 315, the number of random numbers that result in a 5R probability variation jackpot is 5 (0-4), the number of random numbers that result in a 16R probability variation jackpot is 10 (5-14), and the number of random numbers that result in a 5R normal jackpot is 5 (15-19). In other words, the game machine 10 is a so-called loop probability variation machine in which the probability of a probability variation jackpot is the same for both the first special symbol game and the second special symbol game. Furthermore, in the game machine 10, the probability of a 16R probability variation jackpot in the second special symbol game is set higher than in the first special symbol game. In other words, in the probability variation game state (high probability mode and high frequency support mode with a high probability of opening the electric mechanism 315b), the expected value of winning game balls when the jackpot lottery result is a jackpot is set higher compared to the time-saving game state (low probability mode and high frequency support mode) and the normal game state (low probability mode and low frequency support mode with a low probability of opening the electric mechanism 315b).
[0151] In this embodiment, separate distribution tables are set for the first prize slot 314, which triggers the execution of the first special symbol game upon winning, and the second prize slot 315, which triggers the execution of the second special symbol game upon winning. The probability of winning a different type of jackpot differs depending on whether the game ball enters the first prize slot 314 or the second prize slot 315. However, it is also possible that the probability of winning a different type of jackpot is the same for the first special symbol game and the second special symbol game. Furthermore, the game machine 10 is not limited to a loop probability variation machine, but can also be configured as a so-called ST machine, V-ST machine, or a type 1 and type 2 mixed machine.
[0152] 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 MPU41 determines whether the result of the jackpot lottery is a "5R probability variation jackpot", a "16R probability variation jackpot", a "5R normal jackpot", or a "miss".
[0153] In this case, if the result of the jackpot lottery is a 5R probability variation jackpot or a 5R regular jackpot, an opening and closing execution mode is executed in which the variable prize entry point 316 is opened and closed five times during the jackpot game. Also, if the result of the jackpot lottery is a 16R probability variation jackpot, an opening and closing execution mode is executed in which the round game is repeated 16 times during the jackpot game.
[0154] In the case of a 5R probability variation jackpot or a 16R probability variation jackpot, after the jackpot game ends, the game transitions to a probability variation game state, which is a high-probability mode with a high probability of winning a jackpot and a high-frequency support mode with a high probability of opening the electric mechanism 315b. In this embodiment, the probability variation game state continues until the MPU 41 determines that the result of the jackpot lottery is a "5R probability variation jackpot", a "16R probability variation jackpot", or a "5R normal jackpot".
[0155] On the other hand, in the case of a regular 5R jackpot, after the jackpot game ends, the game transitions to a time-saving game state, which is a low-probability mode with a low probability of winning a jackpot and a high-frequency support mode with a high probability of opening the electric mechanism 315b. In this embodiment, the time-saving game state (low-probability mode and high-frequency support mode) continues until the player is notified of the results of a predetermined number of jackpot draws, such as 50 or 100 times, or it ends when the player is informed that the result of the jackpot draw is a jackpot before the predetermined number of draws has elapsed.
[0156] Incidentally, if the gaming machine 10 is configured as an ST machine or V-ST machine instead of a loop probability variation machine, after the jackpot game ends during a probability variation jackpot, a predetermined number of jackpot draws (for example, 50 or 100 times) are performed in the probability variation game state (high probability mode and high frequency support mode). If the jackpot draw does not result in a jackpot within the predetermined number of draws, the game transitions to the normal game state (low probability mode and low frequency support mode), and the high frequency support mode ends. In addition, it is conceivable that a draw for transitioning from the probability variation game state to the time-saving game state or the normal game state may be performed during variable gameplay. Note that if the jackpot draw result is a loss, the game does not transition to the jackpot game state or the time-saving game state. In this embodiment, we will explain using the example of a case where the gaming machine 10 has three types of jackpots: a 5R probability variation jackpot, a 16R probability variation jackpot, and a 5R regular jackpot. However, it is not limited to this, and it is also conceivable that it may have other types of jackpots, such as a 2R probability variation jackpot, a 2R regular jackpot, and a 16R regular jackpot.
[0157] Furthermore, the reach random number counter C3 is incremented by 1 sequentially within a range of, for example, 0 to 238, and is reset to 0 after reaching the maximum value. The reach random number counter C3 is updated periodically and stored in the reserve storage area 412b when a game ball enters the first prize slot 314 or the second prize slot 315.
[0158] In the gaming machine 10, the reach random number counter C3 selects the type of stopping result for the variable display shown on the symbol display unit 341 when the result of the jackpot lottery is a loss. Specifically, the loss type table stored in the loss type table storage area of the ROM 411 sets the corresponding value of the reach random number counter C3 for three types of losses: a front / back miss reach where the final stopping symbol stops one position before or after the reach symbol after a reach occurs, a non-front / back miss reach where the final stopping symbol stops anywhere other than before or after the reach symbol after a reach occurs, and a complete miss where no reach occurs.
[0159] Here, Figure 14(D) shows an example of a table of miss types. In the example shown in Figure 14(D), the random number values for a near miss are 0 to 8, the random number values for a near miss other than near miss are 9 to 38, and the random number values for a complete miss are 39 to 238. Note that in variable games that result in a 5R probability change jackpot, a 16R probability change jackpot, or a 5R normal jackpot, i.e., variable games that transition to the open / close execution mode, the MPU41 determines that a near miss has occurred regardless of the value of the near random number counter C3.
[0160] Here, "reach" refers to a state in which, between the start of the symbol change display on the symbol display unit 341 and the time the symbols stop, there is a high probability of a combination of decorative symbols indicating a jackpot being won. In one example, the same symbol stops at two of the three stop positions on the active line on the symbol display unit 341, and the display symbol corresponding to the remaining stop position changes. Furthermore, during the reach state of the symbol display unit 341, story presentation processing is performed, such as displaying videos of predetermined characters to suggest the level of expectation, or player-participation operation presentation processing is performed, in which the player's operation on the operation button 20 is reflected in the presentation. It should be noted that during the execution of these presentation processing, the symbol change display on the symbol display unit 341 may be hidden, or displayed in a reduced or enlarged state.
[0161] The normal win random number counter C4 is incremented by 1 sequentially within the range of 0 to 250, for example, and is reset to 0 after reaching the maximum value. The normal win random number counter C4 is updated periodically and stored in the electric mechanism reserve area 412c in RAM 412 when a game ball enters the through gate 317. Then, at a predetermined timing, a lottery is held to determine whether or not to open the electric mechanism 315b for a predetermined time, based on the value of the normal win random number counter C4 stored in the electric mechanism reserve area 412c. For example, if the normal win random number counter C4 is between 0 and 199, it is considered a win, and if the normal win random number counter C4 is between 200 and 250, it is considered a loss.
[0162] The variation type counter CS1 is incremented by 1 sequentially within a range of, for example, 0 to 199, and is reset to 0 after reaching the maximum value. Specifically, the variation type counter CS1 determines the variation pattern type (variation display time) of the pattern variation display shown on the pattern display unit 341, according to the result of the jackpot lottery. In this way, once the variation pattern type is determined, the sound lamp control device 5 determines the general variation game performance type, such as high-speed variation performance (basic performance, non-reach performance), normal reach performance, super reach performance, and special reach performance, according to the variation pattern type (variation display time). The variation type counter CS1 is updated once each time the main processing described later is executed by the MPU 41, and is repeatedly updated even within the remaining time of the main processing. The value of the variation type counter CS1 is also stored in the reserve storage area 412b at the timing when a game ball enters the first prize entry point 314 or the second prize entry point 315.
[0163] The MPU 41 then determines a variation pattern indicating the variation display time based on the variation type counter CS1 and a pre-set variation table. Specifically, the MPU 41 identifies the type of variation pattern by referring to the normal jackpot variation table, the probability variation jackpot variation table, or the losing variation table, which are pre-stored in the variation table storage area of the ROM 411. These variation tables may be provided separately for low probability mode and high probability mode. In addition, the probability variation jackpot variation table may be provided separately for 5R probability variation jackpot and 16R probability variation jackpot, respectively.
[0164] Here, Figures 15(A), 15(B), and 15(C) show examples of a normal jackpot variation table, a probability variation jackpot variation table, and a losing variation table. As shown in Figures 15(A), 15(B), and 15(C), the variation patterns in the normal jackpot variation table, the probability variation jackpot variation table, and the losing variation table are pre-associated according to the value of the variation type counter CS1. The MPU41 then refers to the normal jackpot variation table if the result of the jackpot lottery is a "5R normal jackpot", the probability variation jackpot variation table if the result is a "5R probability variation jackpot" or a "16R probability variation jackpot", and the losing variation table if the result is a "loser", in order to determine the type of variation pattern.
[0165] More specifically, as shown in Figures 15(A) and 15(B), in the normal jackpot variation table and the probability variation jackpot variation table, one of the variation patterns "01" to "03" is selected according to the value of the variation type counter CS1. If variation pattern "01" is selected, the sound lamp control device 5 determines a normal reach performance pattern with a variation display time of 30s as the variation type (performance pattern type), and the normal reach performance pattern is executed in the symbol display unit 341. The normal reach performance pattern is a performance pattern in which the final individual performance type in the variation game performance is a normal reach performance. If variation pattern "02" is selected, the sound lamp control device 5 determines a super reach performance pattern with a variation display time of 60s as the variation type (performance pattern type), and the super reach performance pattern is executed in the symbol display unit 341. The super reach performance pattern is a performance pattern in which the final individual performance type in the variation game performance is a super reach performance. Furthermore, if variation pattern "03" is selected, the sound lamp control device 5 determines the special reach performance pattern as the variation type (performance pattern), which has the longest variation display time of 90s, and the special reach performance pattern is executed in the symbol display unit 341. The special reach performance pattern is a performance pattern in which the final individual performance type in the variation game performance is the special reach performance.
[0166] As shown in Figure 15(C), in the losing variation table, the correspondence between the variation type counter CS1 and the variation pattern is defined for each type of stop at a loss (front / back loss reach, reach other than front / back loss, complete loss) determined by the value of the reach random number counter C3. More specifically, if the type of stop at a loss is a front / back loss reach or a reach other than front / back loss, one of the variation patterns "01" to "03" is selected according to the value of the variation type counter CS1. On the other hand, if the type of stop at a loss is a complete loss, one of the variation patterns "04" or "05" is selected according to the value of the variation type counter CS1. If variation pattern "04" is selected, the sound lamp control device 5 determines a non-reach performance pattern (non-reach performance pattern) with a variation display time of 7s as the variation type (performance pattern type), and the non-reach performance pattern is executed in the symbol display unit 341. Furthermore, if variation pattern "05" is selected, the sound lamp control device 5 determines a no-reach performance pattern (non-reach performance pattern) with a variation display time of 10s as the variation type (performance pattern type), and the non-reach performance pattern is executed in the symbol display unit 341.
[0167] For example, in the gaming machine 10, as a losing spin display corresponding to spin pattern "04", a losing spin display is executed in which the spin display stops on a losing symbol without any accompanying pre-announcement effects such as the display of characters or messages. Also, in the gaming machine 10, as a losing spin display corresponding to spin pattern "05", a losing spin display is executed in which the spin display stops on a losing symbol accompanied by pre-announcement effects such as the display of characters or messages. Furthermore, when a losing spin display corresponding to spin pattern "05" is executed, a player-participation operation effect that reflects the operation of the player's operation button 20 may be executed as a pre-announcement effect.
[0168] The types of variation patterns are not limited to the examples shown in Figures 15(A), 15(B), and 15(C). Furthermore, the probability variation tables for jackpot wins may be provided separately for 5R and 16R jackpot wins.
[0169] For example, in the gaming machine 10, multiple types of normal reach animations with different characters, stories, etc., are prepared as normal reach animations that are executed in the normal reach animation pattern corresponding to the variation pattern "01", and one of the normal reach animations selected from among them is executed.
[0170] Similarly, in the game machine 10, there are multiple types of super reach sequences with different characters and stories that are executed in the super reach sequence sequence corresponding to the variation pattern "02," and one of these super reach sequences is selected and executed. Super reach sequences are sequences with a longer variation time than normal reach sequences, and are executed to suggest to the player that the probability (expected value) of winning the jackpot in the jackpot lottery is higher than in normal reach sequences, but lower than in special reach sequences.
[0171] Furthermore, in the game machine 10, multiple types of special reach sequences are available, each with different characters and stories, which are executed in the special reach sequence sequence corresponding to the variation pattern "03". One of these special reach sequences is selected and executed. A special reach sequence is a reach sequence with a longer variation time than a normal reach sequence, and can develop from, for example, a normal reach sequence or a super reach sequence. A special reach sequence is executed to suggest to the player that the probability (expected value) of winning a jackpot is higher than that of a normal reach sequence or a special reach sequence.
[0172] Furthermore, the performance patterns corresponding to the fluctuation patterns may include player-participation performances in which the player's actions on the operation button 20 are reflected in the performance, such as single-press performances in which single presses are reflected in the performance, rapid-press performances in which rapid pressing of the operation button 20 by the player is reflected in the performance, and long-press performances in which long-press performances of the operation button 20 by the player are reflected in the performance.
[0173] 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 that variation pattern and a variation pattern command indicating the lottery result in the jackpot lottery to the voice lamp control device 5. Specifically, if the lottery result is a "5R normal jackpot", the MPU 41 outputs one of the variation pattern commands "A01" to "A03", with "A" added before the variation pattern "01" to "03" to indicate that it is a 5R normal jackpot. Also, if the lottery result is a "5R probability variation jackpot", the MPU 41 outputs one of the variation pattern commands "B01" to "B03", with "B" added before the variation pattern "01" to "03" to indicate that it is a 5R probability variation jackpot. Furthermore, if the lottery result is a "16R probability variation jackpot," the MPU41 outputs one of the variation pattern commands "C01" to "C03," which have a "C" added before the variation pattern "01" to "03" to indicate that it is a 16R probability variation jackpot. Also, if the lottery result is a "miss," the MPU41 outputs one of the variation pattern commands "D01" to "D05," which have a "D" added before the variation pattern "01" to "05" to indicate that it is a miss. As a result, the sound lamp control device 5 can determine the variation pattern (variation display time) and the lottery result based on the variation pattern command, and determine 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 mode details that have been determined.Then, the sound lamp control device 5 causes the symbol display unit 341 to perform the variation display, plays sound from the speaker 26 in accordance with the variation display, and turns on, flashes, or turns off the illuminated unit 27.
[0174] Thus, in the gaming machine 10, the MPU 41 of the main control device 4 performs a simple process to determine the variation pattern (variation display time) for the variation display in 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 composed of an 8-bit microcontroller, the MPU 41 can reliably perform the jackpot lottery. Furthermore, since the details of the variation patterns actually displayed in 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 patterns.
[0175] Here, Figure 16 is a block diagram showing an example of a game information storage area 412d set in the RAM 412 of the MPU 41 of the main control device 4 of the gaming machine shown in Figure 1. The game information storage area 412d stores game information such as game history and payout performance. In this embodiment, the game information storage area 412d stores the following as game information: "number of balls to be played," "number of balls paid out from the general prize slot," "number of balls paid out from the first prize slot," "number of balls paid out from the second prize slot," "number of balls paid out from the variable prize slot," "setting value," "base information," "continuous prize ratio information," "prize ratio information," "cumulative number of jackpot draws," "unit jackpot draws," "number of jackpots," and "number of consecutive misses." Of this game information, "setting value," "base information," "continuous prize ratio information," "prize ratio information," and "unit jackpot draws" correspond to game information (performance information) related to payout performance.
[0176] The "number of balls out" is the cumulative number of game balls launched into the game board 31 during normal gameplay (low probability mode and low frequency support mode). This "number of balls out" is stored as the count of balls out detected by the ball out sensor 318a during the sensor detection process in step S1001 of the main timer interrupt processing shown in Figure 20 below.
[0177] The "Number of Balls Dispensed from General Prize Pocket" is the cumulative value of game balls dispensed for winning into the general prize pocket 313 during normal gameplay (low probability mode and low frequency support mode). When a win into the general prize pocket 313 is detected by the ball entry sensor 313a during normal gameplay, this "Number of Balls Dispensed from General Prize Pocket" is updated in the prize ball command setting process of step S1303 in the main processing shown in Figure 23 below, when setting a prize ball command to cause the payout control device 7 to dispense the number of prize balls corresponding to the win into the general prize pocket 313. The value is updated by adding the number of balls dispensed for the current win.
[0178] The "Number of Balls Dispensed from the First Prize Port" is the cumulative number of game balls dispensed for winning into the first prize port 314 during normal gameplay (low probability mode and low frequency support mode). When a win into the first prize port 314 is detected by the ball entry sensor 314a during normal gameplay, this "Number of Balls Dispensed from the First Prize Port" is updated in the prize ball command setting process of step S1303 in the main processing shown in Figure 23 below, when setting a prize ball command to cause the payout control device 7 to dispense the number of prize balls corresponding to the win into the first prize port 314. The value is updated to include the number of balls dispensed for the current win.
[0179] The "Number of Balls Payout from the Second Prize Port" is the cumulative value of game balls paid out for winning into the second prize port 315 during the time-saving game state (low probability mode and high frequency support mode). When a win into the second prize port 315 is detected by the ball entry sensor 315a during the time-saving game state, this "Number of Balls Payout from the Second Prize Port" is updated in the prize ball command setting process of step S1303 in the main processing shown in Figure 23 below, when setting a prize ball command to cause the payout control device 7 to pay out a number of prize balls corresponding to the win into the second prize port 315, by adding the number of balls paid out for the win.
[0180] The "Variable Prize Outlet Payout Count" is the cumulative value of game balls paid out for winning in the variable prize outlet 316 during a jackpot game. When a win in the variable prize outlet 316 is detected by the ball entry sensor 316a during a jackpot game, the "Variable Prize Outlet Payout Count" is updated in the prize ball command setting process of step S1303 in the main processing shown in Figure 23 below, when setting a prize ball command to cause the payout control device 7 to pay out a number of prize balls corresponding to the win in the variable prize outlet 316, by adding the number of balls paid out for the current win.
[0181] The "setting value" is used to select the low-probability mode win / fail table (see Figure 14(A)) and the high-probability mode win / fail table (see Figure 14(B)) used in the jackpot lottery (win / fail determination). In other words, the "setting value" defines the jackpot probability in the low-probability mode and the high-probability mode. In this embodiment, as described later, six setting values (six different low-probability mode win / fail tables (see Figure 14(A)) and high-probability mode win / fail tables (see Figure 14(B))) with different jackpot probabilities are prepared. The "setting value" is updated in the setting value change process shown in Figure 27, which will be described later.
[0182] "Base information" refers to information about the "base," which is the payout rate (ball payout rate) in the normal game state (low probability mode and low frequency support mode). This "base" is the ratio of the total number of balls paid out from the "general prize slot" and the "first prize slot" to the "number of balls to be played" in the normal game state. Expressed as a formula, "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 to be played". "Base information" includes information about the current base BL, the previous 60,000-ball base B1, and the 60,000-ball base B2 from two games prior. Here, the previous 60,000-ball base B1 and the 60,000-ball base B2 from two games prior are updated each time the number of balls to be played reaches 60,000 in the specific performance information update process shown in Figure 28 below (steps S1805 and S1806). Specifically, when the most recent number of balls dispensed reaches 60,000, the "base" is saved as the previous 60,000-ball base B1, and when the number of balls dispensed before that reached 60,000, the "base" is saved as the previous 60,000-ball base B2, both as "base information" in the game information storage area of RAM412. Furthermore, until the counter value of the number of balls dispensed reaches 60,000, 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 RAM412. In addition, when the calculation is performed as the current base BL until the counter value of the number of balls dispensed reaches 60,000, the "base information" stores "number of balls dispensed from the general prize slot," "number of balls dispensed from the first prize slot," and "number of balls dispensed" for base calculation, separately from the "number of balls dispensed from the general prize slot," "number of balls dispensed from the first prize slot," and "number of balls dispensed" explained earlier.
[0183] In this embodiment, the "base information" includes "current base BL", "previous 60,000 ball base B1", and "the time before last 60,000 ball base B2", and the history of the last two 60,000 ball bases is recorded. However, it is also possible to record the history of three or more past 60,000 ball bases. Furthermore, the "base information" may include the cumulative base from the time the gaming machine 10 was installed in the gaming hall until the present.
[0184] The "continuous prize payout ratio information" is information regarding the "continuous prize payout ratio," which is the ratio of the number of balls paid out from the variable prize payout slots to the total number of balls paid out from all prize payout slots (general prize payout slot 313, first prize payout slot 314, second prize payout slot 315, and variable prize payout slot 316) that pay out prize balls. The "continuous prize payout ratio" can be expressed by the formula: "continuous prize payout ratio" = 100 × "number of balls paid out from variable prize payout slots" / "total number of balls paid out." The "continuous prize payout ratio information" is updated, for example, in the specific performance information update process shown in Figure 28 below. In this embodiment, the "continuous prize payout ratio information" is stored as the cumulative continuous prize payout ratio from the time the gaming machine 10 was installed in the gaming hall until the present. Furthermore, "consecutive bonus payout ratio information" may also refer to the consecutive bonus payout ratio over a certain period (for example, over a certain number of jackpots (e.g., 100 times), over a period of time until a certain number of jackpot draws (e.g., 1000 times) are performed during normal gameplay, or over a period until the number of balls dispensed reaches a certain number (e.g., 60,000 balls)). Of course, "consecutive bonus payout ratio information" may include both the cumulative consecutive bonus payout ratio and the consecutive bonus payout ratio over a certain period of time.
[0185] The "prize payout ratio information" is information regarding the "prize payout ratio," which is the ratio of the combined number of balls paid out by the second prize payout slot and the variable prize payout slot to the total number of balls paid out by winning at all prize payout slots (general prize payout slot 313, first prize payout slot 314, second prize payout slot 315, and variable prize payout slot 316) that pay out prize balls. The "prize payout ratio" can be expressed by the formula: "prize payout ratio" = 100 × ("number of balls paid out at second prize payout slot" + "number of balls paid out at variable prize payout slot") / "total number of balls paid out". The "prize payout ratio information" is updated, for example, in the specific performance information update process shown in Figure 28 below. In this embodiment, the "prize payout ratio information" is stored as the cumulative prize payout ratio from the time the gaming machine 10 was installed in the gaming hall until the present. Furthermore, "prize payout ratio information" may also refer to the prize payout ratio over a certain period (for example, for a certain number of jackpots (e.g., 100 times), for a certain number of jackpot draws in normal gameplay (e.g., 1000 times), or for a certain number of balls to be dispensed (e.g., 60,000 balls)). Of course, "continuous prize payout ratio information" may include both the cumulative prize payout ratio and the prize payout ratio over a certain period.
[0186] The "cumulative number of jackpot draws" is the number of times a jackpot draw has been performed in normal gameplay mode (low probability mode and low frequency support mode) from the time the gaming machine 10 was started before the opening of the gaming hall until the present. In other words, the "cumulative number of jackpot draws" is also the cumulative number of times the symbol change display on the first special symbol display unit 362 of the main display unit 36 has been executed, triggered by a ball entering the first prize slot 314 in normal gameplay mode. The "cumulative number of jackpot draws" is increased by 1 each time the symbol change display on the main display unit 36 is started in step S1606 of the change start processing shown in Figure 26 below. The "cumulative number of jackpot draws" is also cleared from the game information storage area 412d of the RAM 412 when the main power of the gaming machine 10 is turned off.
[0187] The "unit jackpot draw count" is the number of times a jackpot draw was received (the number of times the symbol variation display on the first special symbol display unit of the main display unit 36 was executed) triggered by a certain number of negative ball differences in the normal game state (low probability mode and low frequency support mode) entering the first prize slot 314. In this embodiment, the certain number is "250 balls", and the difference in balls is the number of balls obtained by subtracting the "number of balls paid out from the general prize slot" and the "number of balls paid out from the first prize slot" from the "number of balls out". In other words, the "unit jackpot draw count" is the average number of times the first special symbol on the first special symbol display unit 362 was varied per 1000 yen when a game hall provides 250 balls for every 1000 yen spent (the number of times a jackpot draw was received). Note that the "unit jackpot draw count" may also be the number of times a jackpot draw was received per a certain number of "number of balls out" in the normal game state. The "Unit Jackpot Draw Count" is updated in the specific performance information update process shown in Figure 28, which will be described later. In this embodiment, the "Unit Jackpot Draw Count" is stored as the cumulative number of unit jackpot draws from the time the gaming machine 10 was installed in the gaming hall until the present. The "Unit Jackpot Draw Count" may also be for a certain period of time (for example, for a certain number of jackpots (e.g., 100 times), for a certain number of jackpot draws in normal gameplay (e.g., 1000 times), or for a certain number of balls to be dispensed (e.g., 60,000 balls)). Of course, both the cumulative number of unit jackpot draws and the number of unit jackpot draws over a certain period of time may be stored as game information in the "Unit Jackpot Draw Count".
[0188] The "number of jackpots" is the number of times the jackpot lottery has resulted in a jackpot from the time the gaming machine 10 was started before the opening of the gaming hall until the present. The "number of jackpots" is incremented by 1 each time the gaming state is transitioned to a jackpot state during the gaming state transition process executed in step S1306 of the main processing shown in Figure 23 below. The "number of jackpots" is also cleared from the gaming information storage area 412d of RAM 412 when the main power of the gaming machine 10 is turned off.
[0189] The "Consecutive Losses Count" is the number of consecutive losses in the jackpot lottery during normal gameplay (low probability mode and low frequency support mode), and is reset to 0 if the lottery result is a jackpot. The "Consecutive Losses Count" is increased by 1 each time the symbol variation display on the main display unit 36 is started in step S1606 of the variation start processing shown in Figure 26 below, if the result of the win / fail judgment based on the low probability mode win / fail table in step S1603 is a loss, and is reset to 0 if the result of the win / fail judgment is a jackpot. In this embodiment, the "Consecutive Losses Count" is cleared from the game information storage area 412d of the RAM 412 when the main power of the game machine 10 is turned off. Of course, the "Consecutive Losses Count" may be configured not to be cleared from the game information storage area 412d when the main power of the game machine 10 is turned off.
[0190] Returning to the explanation of Figure 12, the performance information display device 4A displays the "base information" and "setting values" stored as game information (performance information) in the 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, Figure 17 is a schematic diagram showing an example of the performance information display device 4A.
[0191] As shown in Figure 17, the performance display monitor 43 displays "base information" for the gaming machine 10 and is located in a visible position when the inner frame 12 is unfolded (see Figure 3). The performance display monitor 43 is composed of multiple (four in this embodiment) 7-segment displays 431 to 434 and is referred to as a 4-digit 7-segment display. It is preferable that the performance display monitor 43 be provided on the main control device 4, but it may also be provided on a device other than the main control device 4 in the main control unit 331, or on other components of the game other than the main control unit 331. It is also conceivable that the "base information" may be displayed using the first special symbol display unit 362 and / or the second special symbol display unit 363 of the main display unit 36.
[0192] The 7-segment displays 431-434 can display the numbers "0" through "9" and the letters "A" through "F". When displaying the letter "B" on the 7-segment displays 431-434, a dot is illuminated to distinguish it from the number "8," resulting in "8.". Similarly, when displaying the letter "D," a dot is illuminated to distinguish it from the number "0," resulting in "0.". Furthermore, when displaying any of the letters "A" through "F," a dot may be illuminated to clearly indicate that it is a letter.
[0193] The performance display monitor 43 consists of four 7-segment displays 431-434. The two leftmost 7-segment displays 431 and 432 are identification segments that display the "base type" as an abbreviation, while the two rightmost 7-segment displays 433 and 434 are ratio segments that display the base value (%) calculated by the MPU 41. For example, if the current base BL is 31%, the two leftmost 7-segment displays 431 and 432, which are identification segments, will display the abbreviation "BL" for the current base BL as "8." and "L," while the two rightmost 7-segment displays 433 and 434, which are ratio segments, will display the base value "31" as "3" and "1." In other words, the four 7-segment displays 431-434 will display "8.", "L," "3," and "1" from left to right.
[0194] The performance display switch 44 switches the power on and off of the performance display monitor 43 (four 7-segment displays 431-434) all at once when pressed, and is located in an easily accessible position when the inner frame 12 is unfolded (see Figure 3). In the illustrated example, pressing the upper half of the performance display switch 44 turns the power on, and pressing the lower half turns the power off. When the power is turned on to the performance display switch 44, power is supplied to the four 7-segment displays 431-434, enabling the display of base information on the performance display monitor 43. On the other hand, when the power is turned off to the performance display switch 44, power to the four 7-segment displays 431-434 is cut off, and the base information on the performance display monitor 43 is hidden. The performance display switch 44 may be provided in locations other than the main control device 4.
[0195] Here, Figure 18(A) shows an example of the display on the performance display monitor 43. As shown in Figure 18(A), when the performance display switch 44 is off, the 7-segment displays 431 to 434 are off, and therefore the base information is not displayed. As shown in Figures 18(B) to 18(D), when the performance display switch 44 is turned on, as long as the performance display switch 44 is not turned off, the "base information" loops in the following order: current base BL → previous 60,000 ball base B1 → the time before last 60,000 ball base B2 → current base BL, and each base is repeatedly displayed at regular intervals. In the example shown in Figure 18(B), the current base BL is shown to be 28%, in the example shown in Figure 18(C), the previous 60,000 ball base B1 is shown to be 34%, and in the example shown in Figure 18(D), the time before last 60,000 ball base B2 is shown to be 32%. On the other hand, as shown in Figure 18(A), when the performance display switch 44 is turned off, the 7-segment displays 431 to 434 are turned off, and the base information on the performance display monitor 43 is hidden.
[0196] Furthermore, the programs necessary to display "base information" on the performance display monitor 43, such as the program that calculates the current base BL, the previous 60,000-ball base B1, and the 60,000-ball base B2, and the program that displays the current base BL, the previous 60,000-ball base B1, and the 60,000-ball base B2 on the performance display monitor 43 in sequence at regular intervals, are stored in ROM 47, which is provided separately from the ROM 412 of the MPU 41 in the main control unit 4. This reduces the load on the ROM 411 of the MPU 41. However, if there is sufficient capacity in the ROM 411 of the MPU 41, the programs necessary to display "base information" on the performance display monitor 43 may be stored in ROM 411. Alternatively, the programs necessary to display "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 unit 4.
[0197] Furthermore, the performance display monitor 43 may display other performance information stored in the game information storage area 412d, such as "continuous bonus ratio information" or "bonus ratio information," instead of, or in addition to, "base information."
[0198] Furthermore, the performance display monitor 43 is not limited to a 7-segment display, but may be composed of other types of displays such as a dot matrix display, liquid crystal display, or organic EL display.
[0199] Returning to the explanation of Figure 17, the setting value display unit 45 displays the aforementioned setting values for selecting the low probability mode win / loss table (see Figure 14(A)) and the high probability mode win / loss table (see Figure 14(B)) which are referenced in the jackpot lottery, and is composed of a 7-segment display. Note that the setting value display unit 45 is not limited to a 7-segment display, but may be composed of other types of displays such as a dot matrix display, liquid crystal display, or organic EL display, and the setting values may be displayed using the performance display monitor 43.
[0200] The setting value change operation unit 46 switches the power of the 7-segment display on and off by a pressing operation, and enables the setting value to be changed by a rotation operation when the power of the 7-segment display is on. The setting value change operation unit 46 has the function of a contact-type switch that is switched on and off by a pressing operation, for example, and the function of a rotary switch in which the contacts are switched by a rotation operation (rotation by a predetermined angle). Here, Figure 19 is a diagram showing an example of the display on the setting value display unit 45 of the main control unit.
[0201] As shown in Figure 19(A), when the setting value display unit 45 is off and a press operation is made on the setting value change operation unit 46, the 7-segment display is powered on 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 display unit 45 is lit and a press operation is made on the setting value change operation unit 46, the power to the 7-segment display is cut off and the setting value display unit 45 turns off.
[0202] As shown in Figure 19(B), when the setting value display unit 45 is lit, a rotation operation is performed on the setting value change operation unit 46, and the number displayed on the setting value display unit 45 changes. 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 changes due to rotation, the changed number is saved as the setting value in the game information storage area 412d of the RAM 412. Therefore, if the setting value change operation unit 46 is pressed and the power to the 7-segment display is turned off while the number corresponding to the desired setting value is displayed on the setting value display unit 45, the number that was displayed immediately before the power was turned off is determined as the setting value. As a result, the MPU 41 can perform 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 RAM 412.
[0203] Note that the method for changing the setting value is not limited to rotating the setting value change operation unit 46 and then turning off the power to the setting value display unit 45. For example, the setting value may be determined by rotating the setting value change operation unit 46 and then pressing the operation button 20 (see Figure 1); the number displayed on the setting value display unit 45 may be changed by repeatedly pressing or holding down the operation button 20 (see Figure 1) and then turning off the power to the setting value display unit 45; or a key may be inserted into a keyhole provided in the main control device 4, etc., and the number displayed on the setting value display unit 45 may be changed by rotating the key and then removing the key.
[0204] Here, the performance information display device 4A, which includes a set 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 located on the rear side of the game board 31 and can be opened and closed relative to the front frame 11. Therefore, the set value display unit 45 is located 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 the outside of the game machine 10 (the front side of the front frame 11) and a state in which it is not visible. That is, by closing the game board 31 (control unit 33) relative to the front frame 11, the set value display unit 45 cannot be seen, while by opening the game board 31 (control unit 33) relative to the front frame 11, the set 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 is not visible unless the game board 31 is opened, thus preventing the player from knowing the setting value by the number displayed on the setting value display unit 45. Furthermore, when the setting value display unit 45 is lit, it is turned off when the setting value change operation unit 46 is pressed. Therefore, by maintaining the setting value display unit 45 in an off state during the operating hours of the gaming hall, even if the game board 31 is opened due to a ball jam or other issue in the gaming machine 10, making the setting value display unit 45 visible, it is possible to prevent the player from knowing the setting value by the setting value display unit 45.
[0205] On the other hand, the setting value display unit 45 is turned on when the setting value change operation unit 46 is pressed while it is off, and the number corresponding to the setting value is hidden. Therefore, outside of the operating 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 is turned on, allowing the setting value to be confirmed based on the number displayed on the setting value display unit 45, and furthermore, the setting value can be changed by rotating the setting value change operation unit 46. This ensures the confidentiality of the setting value during operating hours, while allowing the setting value to be changed outside of operating hours with a simple operation.
[0206] [Sub-control unit 332] As shown in Figure 12, the sub-control unit 332 is equipped with an audio lamp control device 5 and a display control device 6, and executes the display of changing symbols and effects in the symbol display unit 341 based on the control signals input from the main control unit 331.
[0207] [Voice lamp control device 5] The audio lamp control device 5 includes an MPU 51 and an input / output interface 52, among other components. The MPU 51 is an arithmetic unit configured as a single-chip microcontroller. The MPU 51 also has a built-in ROM 511 and RAM 512.
[0208] ROM511 is a non-volatile memory unit that pre-stores control programs and parameter information. ROM511 also stores information such as sounds and lamp flashing patterns used in variable game animations and jackpot animations. RAM512 is a volatile memory unit that allows reading and writing of various types of information and is used as a primary storage area (work area) for processing performed by MPU51. RAM512 may also be a non-volatile memory unit.
[0209] The sound lamp control device 5 controls the display of the symbol display unit 341 by executing processing according to the control program stored in the ROM 511 using the MPU 51, and inputting commands (control signals) to the display control device 6 based on commands (control signals) input from the main control device 4. The sound lamp control device 5 also controls the playback sound output from the speaker 26 and the flashing pattern of the illumination unit 27 in accordance with the display of the symbol display unit 341. For example, when executing the variable game performance and jackpot game performance 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 flashing pattern of the illumination unit 27.
[0210] The input / output interface 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 interface 52. Commands such as variable pattern commands, first hold commands, second hold commands, and shift commands are input from the main control device 4 to the voice lamp control device 5. The voice lamp control device 5 also outputs display variable pattern commands, etc., to the display control device 6. In addition, a configuration in which the display control device 6 receives commands from the main control device 4 and inputs those commands to the voice lamp control device 5 is also conceivable as another embodiment. Furthermore, a configuration in which the sub-control unit 332 has a single control device that has the functions of both the voice lamp control device 5 and the display control device 6 is also conceivable as another embodiment.
[0211] Furthermore, a speaker 26 and an illuminated unit 27 are connected to the input / output I / F 52. In the sound lamp control device 5, the MPU 51 can control the sound output from the speaker 26, the flashing pattern of the illuminated unit 27, the up-and-down movement of the stopper unit 383 of the game ball retention unit 38, and the 7-segment display unit 39, etc., based on commands input from the main control device 4. By controlling the up-and-down movement of the stopper unit 383 of the game ball retention unit 38 by the MPU 51, it is possible to select between a state in which game balls (special out balls) that have entered the special out ball opening 373 of the roulette device 37 are retained in the retention lane 381 of the game ball retention unit 38, and a state in which game balls (special out balls) that have been retained in the retention lane 381 are discharged via the discharge lane 382. In addition, each segment A to G of the 7-segment display unit 39 is controlled by the MPU 51 to light up or turn off. Furthermore, an operation switch 20a is connected to the input / output I / F 52. This allows the MPU 51 to detect when an operation is performed on the operation button 20, and based on the detection result, it can control image game effects executed on the symbol display unit 341, sound output effects that output sound from the speaker 26, and lamp effects that vary in the blinking pattern of the lighting unit 27.
[0212] The MPU51 executes predetermined arithmetic processing based on commands such as a variable pattern command, a first hold command, a second hold command, and a shift command input from the main control device 4.
[0213] Specifically, when a variable pattern command is input, the MPU51 determines a variable pattern (a combination of stop patterns of decorative patterns (see Fig. 38(A)), variable display time, variable type (see Fig. 38(B))), and an effect pattern type (see Figs. 39(A) to 37(C)) based on the variable pattern command, and transmits a display variable pattern command corresponding to the variable pattern to the display control device 6 (see step S2105 in the command determination process of Fig. 37), and starts the variable display of the patterns on the pattern display unit 341. At this time, on the pattern display unit 341, when the variable pattern command indicates a miss, a combination of decorative patterns corresponding to the miss is displayed.
[0214] [Display control device 6] The display control device 6 controls the display of the pattern display unit 341 based on commands (control signals) input from the voice lamp control device 5. Specifically, the display control device 6 executes variable pattern display and effect display by controlling the display of the pattern display unit 341 based on a display variable pattern command or the like input from the voice lamp control device 5.
[0215] The display control device 6 includes an MPU61 and an input / output I / F62, etc. The voice lamp control device 5 and the pattern display unit 341 are connected to the input / output I / F62. Note that two-way communication may be possible between the voice lamp control device 5 and the display control device 6.
[0216] The MPU61 is an arithmetic device configured as a one-chip microcomputer, and a ROM611 and a RAM612 are built in the MPU61. In addition, other circuits such as a timer circuit for measuring time and an interrupt circuit for receiving interrupts are also built in the display control device 6. The MPU61 executes processing according to a control program stored in the ROM611 or the like. Also, part or all of the processing executed by the display control device 6 may be executed by an electronic circuit.
[0217] In the ROM 611, in addition to the control program, there are stored a plurality of types of images such as variable symbols such as decorative symbols used in the symbol variation display of the symbol display unit 341, preview effect images, reach effect images, big hit effect images, and miss effect images. Note that the images displayed on the symbol display unit 341 include still images and moving images. Further, in the ROM 611, a display schedule corresponding to each variable display pattern command is stored. 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. Then, in the display control device 6, the MPU 61 causes the symbol display unit 341 to display an image according to the display schedule corresponding to the variable display pattern command, thereby realizing the symbol variation display and the effect display.
[0218] The RAM 612 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for the processing executed by the MPU 61. Note that the RAM 612 may be a non-volatile storage unit.
[0219] [Pay-out control device 7] The pay-out control device 7 is equipped with an MPU 71, an input / output I / F 72, etc. The MPU 71 is an arithmetic device configured as a one-chip microcomputer. Further, the MPU 71 incorporates a ROM 711 and a RAM 712.
[0220] The ROM 711 is a non-volatile storage unit in which a control program and parameter information are stored in advance. Also, the RAM 712 is a volatile storage unit capable of reading and writing various information, and is used as a primary storage area (working area) for the processing executed by the MPU 71. Note that the RAM 712 may be a non-volatile storage unit.
[0221] The input / output I / F 72 is an input / output interface that inputs a signal to the pay-out control device 7 and outputs a control signal from the pay-out control device 7. Specifically, the payout device 132 and the ball lending device 100 are connected to the input / output I / F 72.
[0222] As described above, the dispensing device 132 dispenses game balls from the tank 131 to the upper tray 23, and includes a drive unit 132a such as a motor that drives a ball-stopping member that switches whether or not to dispense game balls, and a dispensing sensor 132b that individually detects the game balls to be dispensed. The dispensing control device 7 dispenses any number of game balls by controlling the drive unit 132a based on the detection result from the dispensing sensor 132b. The dispensing control device 7 is also provided with a state reset switch 73. The state reset switch 73 is operated, for example, to clear a ball jam (return to a normal state) when a dispensing error occurs, such as a ball jam in the dispensing device 132.
[0223] The ball dispensing device 100 is installed in the island facility together with the gaming machine 10. The ball dispensing device 100 can dispense a number of gaming balls to the player that corresponds to a predetermined amount within the range of the amount 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 to dispense a predetermined number of gaming balls is input from the ball dispensing device 100 to the dispensing control device 7, the MPU 71 controls the dispensing device 132 and dispenses the predetermined number of gaming balls. The recording medium is not limited to a card; for example, it may be a coin-type or stick-type storage medium with a built-in IC chip. Furthermore, the ball dispensing device 100 may also be capable of dispensing a predetermined number of gaming balls corresponding to the amount of cash inserted.
[0224] [Launch control device 8] The launch control device 8 includes a launch control IC 81 that controls the drive of the game ball launching mechanism 32. Specifically, while the launch handle 22 is being rotated, the launch control IC 81 drives the ball feeder 322 of the game ball launching mechanism 32 to supply game balls stored in the upper tray 23 onto the launch rail 321. The launch control IC 81 then detects the amount of operation of the launch handle 22 and drives the solenoid 323 of the game ball launching mechanism 32 according to that amount of operation, thereby launching the game balls on the launch rail 321 toward the game board 31. At this time, the launch control IC 81 drives the ball feeder 322 and the solenoid 323 using a clock signal that switches ON / OFF at a preset period (for example, 0.6 sec) as a drive signal. As a result, in the game machine 10, one game ball is launched toward the game area every 0.6 seconds.
[0225] Furthermore, the launch handle 22 is equipped with a variable resistor for detecting the amount of rotational operation performed by the player, and a voltage is input to the launch control IC 81 according to the amount of rotational operation 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 rotational operation of the launch handle 22, so that the greater the amount of rotational operation of the launch handle 22, the stronger the launch force of the game balls from the game ball launching mechanism 32.
[0226] Furthermore, the launch handle 22 is equipped with a touch sensor 21a for detecting when a player is touching the launch handle 22, and a ball stop switch 21b for the player to operate to stop the launch of 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 game balls by the game ball launching 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 gameplay in situations where, for example, the launch handle 22 is fixed in a rotated position and the player is not touching the launch handle 22. In addition, the player can stop the launch of game balls by operating the ball stop switch 21b at any time with their thumb or the like while rotating the launch handle 22.
[0227] [Power control device 9] The power control device 9 generates a +12V voltage for driving various sensors and drive units, and a +5V voltage for logic used in the control unit. The power control device 9 then supplies the generated +12V or +5V voltage to the main control unit 4, sound lamp control unit 5, display control unit 6, dispensing control unit 7, firing control unit 8, etc.
[0228] The power control device 9 is equipped with a power switch 90 for turning the power of the gaming machine 10 ON / OFF, and a RAM erase switch 91 which is operated when the gaming machine 10 is returned to its initial state. The gaming machine 10 is initialized when the power switch 90 is operated and power is turned on while the RAM erase switch 91 is ON.
[0229] Furthermore, the power control device 9 is equipped with a capacitor and a secondary battery as charging means that are charged by power supplied from the power supply equipment. As a result, even if the power supply from the power supply equipment is cut off in the gaming machine 10, the information in the RAM provided in the control device is retained for a predetermined period by the power discharged from the capacitor. Also, even if the power supply from the power supply equipment is cut off in the gaming machine 10, the control device can be driven for a predetermined period by the power discharged from the secondary battery.
[0230] Furthermore, if the power control device 9 determines that the power supply has been interrupted, it inputs a power outage signal to the main control device 4, the voice lamp control device 5, the payout control device 7, etc. For example, if the power 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 that DC voltage falls below a preset 22V. When the main control device 4, the voice lamp control device 5, the payout control device 7, etc. receive a power outage signal from the power control device 9, they interrupt the control they are currently performing and execute a predetermined NMI interrupt process.
[0231] [Processing by the main control unit 4] Next, the processes executed by the MPU 41 of the main control unit 4 will be described with reference to Figures 20 to 33. Specifically, in the gaming machine 10, the MPU 41 executes a startup process that is activated when the power is turned on, a main process that is executed after the startup process, a main timer interrupt process that is activated periodically, and an NMI interrupt process that is executed in the event of a power outage. In this embodiment, the explanation of the startup process and NMI interrupt process will be omitted, and the main timer interrupt process and the main process will be described. In addition, in the startup process, it is checked whether the RAM 412 is operating normally, and the execution of the main timer interrupt process is permitted on the condition that the RAM 412 is operating normally.
[0232] [Main timer interrupt processing of main control device 4] Here, FIG. 20 is a flowchart for explaining an example of the procedure of the main timer interrupt processing executed by the MPU 41 of the main control device 4. The main timer interrupt processing is executed, for example, every 2 msec. Hereinafter, the main timer interrupt processing will be described while referring to FIG. 20.
[0233] <Step S1001> As shown in FIG. 20, in step S1001, the MPU 41 executes a sensor detection process for determining the detection state of sensors or the like connected to the main control device 4. For example, it determines the detection states of the ball-in sensors 313a to 317a, the out ball sensor 318a, the special out ball sensor 384, and the like. At this time, when the MPU 41 detects the entry of a game ball into any of the ball-in sensors 313a to 317a, it stores that information in the RAM 412 as winning detection information. Further, when the MPU 41 detects an out ball by the out ball sensor 318a, it adds 1 to the number of out balls stored in the game information storage area 412d of the RAM 412 and updates the number of out balls in the game information storage area 412d. Furthermore, when the MPU 41 detects a special out ball by the special out ball sensor 384, it sets a special out ball detection command and stores this special out ball detection command in the RAM 412.
[0234] <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 in the random number initial value counters CIN1 and CIN2, and when the counter value reaches the maximum value, it clears the counter value to 0.
[0235] <Step S1003> Next, in step S1003, the MPU41 updates the jackpot random number counter C1, the jackpot type counter C2, the reach random number counter C3, and the regular jackpot random number counter C4. Specifically, the MPU41 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 regular jackpot random number counter C4, and clears the counter values to 0 if they reach their maximum values.
[0236] <Steps S1004 and S1005> Subsequently, the MPU41 performs the start-up prize-winning process in conjunction with the entry into the first prize-winning slot 314 or the second prize-winning slot 315 (step S1004), and then performs the launch control process (step S1005). Details of the start-up prize-winning process will be described later with reference to Figure 21.
[0237] On the other hand, the launch control process enables the launch of game balls on the condition that the player is touching the launch handle 22, as detected by the touch sensor 21a, and the ball stop switch 21b for stopping the launch is not operated. The launch control process also disables the launch of game balls if the player is not touching the launch handle 22, as detected by the touch sensor 21a, or if the ball stop switch 21b is operated. When the launch of game balls is enabled, the MPU 41 issues a launch control device 8 instruction to launch game balls.
[0238] <Step S1006> In step S1006, the MPU 41 performs a through-gate process in which a lottery is held to determine whether or not to open the electric mechanism 315b of the second prize entry 315 based on the normal win random number counter C4 stored in the electric mechanism reserve area 412c. Specifically, in the through-gate process, the MPU 41 first determines whether or not the current game mode is the high-frequency support mode based on the high-frequency support mode flag. If the MPU 41 is not in high-frequency support mode, it determines that it is a normal win if the normal win random number counter C4 is between 0 and 29, and that it is a loss if the normal win random number counter C4 is between 30 and 249. If the MPU 41 is in high-frequency support mode, it determines that it is a normal win if the normal win random number counter C4 is between 0 and 199, and that it is a loss if the normal win random number counter C4 is between 200 and 249. Then, if the MPU41 determines that it is a normal win during the through-gate processing, it opens the electric mechanism 315b for a predetermined time. This makes it possible for the electric mechanism 315b to enter the second prize entry point 315 in the upper right of the game board 31, where it is installed side by side.
[0239] [Startup and Prize Entry Processing] Here, Figure 21 is a flowchart showing an example of the procedure for the start-up prize-winning process executed by the MPU41 in step S1004 of the main timer interrupt processing in Figure 20. The start-up prize-winning process will be explained below with reference to Figure 21.
[0240] <Step S1101> As shown in Figure 21, in step S1101, the MPU 41 determines whether or not there was a win in the first prize slot 314. If the MPU 41 determines that there was a win in the first prize slot 314 (step S1101: Yes), it proceeds to step S1102. If it determines that there was no win in the first prize slot 314 (step S1101: No), it proceeds to step S1106.
[0241] <Steps S1102 and S1103> In step S1102, the MPU 41 determines whether the number of reserved items N stored in the reserved item storage area NAA of the RAM 412 is the maximum number of reserved items (4 in this embodiment). If the number of reserved items N is the maximum number of reserved items (step S1102: Yes), the MPU 41 proceeds to step S1106. On the other hand, if the number of reserved items N is not the maximum number of reserved items (step S1102: No), the MPU 41 adds 1 to the number of reserved items N (step S1103).
[0242] <Step S1104> In step S1104, the MPU 41 obtains 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 in Figure 20, and the variation type counter CS1 (steps S1302 and S1312 in Figure 23), which is updated in the main processing described later, and stores these counter values in the first empty reserve area among the first reserve storage area REA1 to the fourth reserve storage area REA4 of the first reserve storage area REA in the reserve storage area 412b of RAM 412.
[0243] <Step S1105> In step S1105, the MPU41 checks the contents of the win / loss information for the first hold obtained in step S1104 before it becomes the subject of the win / loss determination for the jackpot in the variation start process described later (S1408 in Figure 24, Figure 26), and executes a first hold command setting process to set the first hold command in RAM412 based on the result of this check. Details of the first hold command setting process will be described later with reference to Figure 22.
[0244] <Step S1106> In step S1106, the MPU41 determines whether or not there has been a win in the second prize slot 315. If the MPU41 determines that there has been a win in the second prize slot 315 (step S1106: Yes), it proceeds to step S1107. If the MPU41 determines that there has been no win in the second prize slot 315 (step S1106: No), it terminates the start prize process and proceeds to step S1005 in Figure 20.
[0245] <Steps S1107 and S1108> In step S1107, the MPU 41 determines whether the number of reserved balls M stored in the reserved ball storage area NAB of the RAM 412 is the maximum number of reserved balls (4 in this embodiment). If the number of reserved balls M is the maximum number of reserved balls (step S1107: Yes), the MPU 41 terminates the start prize winning process and proceeds to step S1005 in Figure 20. On the other hand, if the number of reserved balls M is not the maximum number of reserved balls (step S1107: No), the MPU 41 adds 1 to the number of reserved balls M (step S1108).
[0246] <Step S1109> In step S1109, the MPU 41 obtains 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 in Figure 20, and the variation type counter CS1 (steps S1302 and S1312 in Figure 23), which is updated in the main processing described later, and stores these counter values in the first available reserve area among the first reserve area REB1 to the fourth reserve area REB4 of the second reserve storage area REB of the reserve storage area 412b in RAM 412.
[0247] <Step S1110> In step S1110, the MPU 41 checks the contents of the win / fail information for the second hold obtained in step S1109 before it becomes the subject of the win / fail judgment for the jackpot in the variation start process described later (S1408 in Figure 24, Figure 26), and executes a second hold command setting process to set the second hold command in RAM 412 based on the result of this check. Here, the second hold command setting process is the same as the first hold command setting process described later with reference to Figure 22, so a detailed explanation is omitted. Note that the second hold command setting process can be performed by replacing "first hold command" with "second hold command" and "number of holds N" with "number of holds M" in the first hold command setting process in Figure 22.
[0248] [First pending command setting process] Here, Figure 22 is a flowchart showing the procedure for setting the first reserve command, which is executed by the MPU 41 in step S1105 of the start-up prize-winning process in Figure 21. The first reserve command includes information indicating that the command is the first reserve command, as well as information such as the type of the first reserve command (jackpot type or miss), the variation pattern, and the number of reserves N. The first reserve command setting process will be explained below with reference to Figure 22.
[0249] <Step S1201> As shown in Figure 22, the MPU 41 reads the number of reserved balls N from the reserved ball storage area NAA of the first reserved ball storage area REA, and also reads the value of the jackpot random number counter C1 corresponding to each first reserved ball from the RAM 412 (step S1201).
[0250] <Step S1202> In step S1202, the MPU41 determines whether or not it is in high probability mode. If it is in high probability mode (step S1202: Yes), the process moves to step S1203. If it is not in high probability mode (step S1202: No), the process moves to step S1204. For example, the MPU41 determines whether or not it is in high probability mode based on a high probability mode flag, which is set to ON when transitioning to high probability mode in the game state transition process in the main process described later (step S1306 in Figure 23), and set to OFF when transitioning from high probability mode to other game states such as the jackpot game state.
[0251] <Steps S1203 and S1204> In step S1203, the MPU41 reads the high probability mode success / failure table (see Figure 14(B)) which is saved according to the setting value in step S1712 of the setting value change process described later in Figure 27, and performs a success / failure determination based on the high probability mode success / failure table to determine whether the counter value of the jackpot random number counter C1 read in step S1201 corresponds to a jackpot win. On the other hand, in step S1204, the MPU41 reads the low probability mode success / failure table (see Figure 14(A)) which is saved according to the setting value in step S1712 of the setting value change process described later in Figure 27, and performs a success / failure determination based on the low probability mode success / failure table to determine whether the counter value of the jackpot random number counter C1 read in step S1201 corresponds to a jackpot win.
[0252] In steps S1203 and S1204, the win / loss determination is performed based on the high-probability mode win / loss table or low-probability mode win / loss table that is saved in step S1712 of the setting value change process shown in Figure 27 below, according to the setting value. However, in step S1203 or S1204, the setting value saved in step S1710 of the setting value change process shown in Figure 27 below may be read, and the win / loss determination may be performed by selecting the high-probability mode win / loss table or low-probability mode win / loss table corresponding to that setting value one by one.
[0253] <Step S1205> In step S1205, the MPU41 determines whether the counter value of the jackpot random number counter C1 corresponds to a jackpot win. If the MPU41 determines that the counter value read from the jackpot random number counter C1 corresponds to a jackpot win (step S1205: Yes), it proceeds to step S1206. If the MPU41 determines that the counter value read from the jackpot random number counter C1 does not correspond to a jackpot win (step S1205: No), it proceeds to step S1208.
[0254] <Step S1206> In step S1206, the MPU 41 reads 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 of the start-up prize-winning process in Figure 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 of the start-up prize-winning process in Figure 21, from 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 storage area NA.
[0255] <Step S1207> In step S1207, the MPU 41 sets the jackpot type counter C2, the variation type counter CS1, and the number of reserved balls N into the first reserved ball command. In this way, the first reserved ball command includes the number of reserved balls N read in step S1201, so the MPU 51 of the audio lamp control device 5 that receives the first reserved ball command can recognize which of the first reserved ball area REA1 to the fourth reserved ball area REA4 the winning / losing information stored in the first reserved ball area corresponds to by referring to the number of reserved balls N included in the first reserved ball command.
[0256] <Steps S1208 and S1209> In step S1208, the MPU 41 reads the counter value of the variation type counter CS1 from the RAM 412. Next, the MPU 41 sets the information indicating that the lottery result in the jackpot lottery was a loss, the variation type counter CS1, and the number of reserved balls N into the first reserved ball command (step S1209).
[0257] The first hold command, which is set to ON in the first hold command setting process, is stored in RAM 412 and is transmitted to the voice lamp control device 5 along with other commands in step S1301 of the main process shown in Figure 23, which is executed by the MPU 41 of the main control device 4, and then erased. 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 the same content as the hold command. For example, it is conceivable that some or all of the information of the first hold command may be included in other commands.
[0258] [Main processing of the main control unit 4] Next, with reference to Figure 23, the main processing performed by the MPU 41 of the main control unit 4 will be described. In the main processing, the main control processing for the progress of the variable game and the jackpot game is performed. In the main processing, the processing in steps S1301 to S1309 is performed as a periodic process with a period of, for example, 4 msec, and the counter update processing in steps S1310 to S1312 is performed in the remaining time from the end of the processing in steps S1301 to S1309 until the next cycle.
[0259] <Step S1301> As shown in Figure 23, in step S1301, the MPU 41 performs external output processing to send output data, such as commands set in the main timer interrupt processing shown in Figure 20 or in the previous main processing, to control devices such as the sub-control unit 332 or peripheral control unit 140. For example, if commands such as the variable pattern command, first hold command, second hold command, shift command, jackpot start command, round game start command, ending start command, setting value change command, or unit jackpot lottery count update command are set in RAM 412, the MPU 41 sends those commands to the sound lamp control device 5. Also, if a prize ball command is set in RAM 412 during the prize ball command setting processing in step S1303 described later in the main processing, the MPU 41 sends that prize ball command to the payout control device 7.
[0260] <Step S1302> In step S1302, the MPU41 updates the value of the variation type counter CS1. Specifically, the MPU41 adds 1 to the counter value of the variation type counter CS1, and if the counter value reaches its maximum value, it clears the counter value to 0.
[0261] <Step S1303> In step S1303, the MPU 41 sets a prize ball command to be output to the payout control device 7 and the sub-control unit 332 in the RAM 412. Specifically, the MPU 41 determines whether or not a win has occurred in the general prize slot 313, variable prize slot 316, etc., based on the prize detection information stored in the RAM 412. If a win has occurred, the MPU 41 sets a prize ball command in the RAM 412 indicating the number of prize balls to be paid out according to that win. At this time, in the normal game state (low probability mode and low frequency support mode), if a win occurs in the general prize slot 313 or the first prize slot 314, the MPU 41 updates the number of balls paid out in the general prize slot or the first prize slot, which is stored in the game information storage area 412d of the RAM 412, to a value that includes the number of balls paid out due to the current win. Furthermore, in the time-saving game state (low probability mode and high frequency support mode) or the probability variation game state (high probability mode and high frequency support mode), if a ball enters the second prize pocket 315, the MPU 41 updates the number of balls dispensed from the second prize pocket stored in the game information storage area 412d of the RAM 412 to a value that includes the number of balls dispensed from the current prize. In addition, in the jackpot game state, if a ball enters the variable prize pocket 316, the MPU 41 updates the number of balls dispensed from the variable prize pocket stored in the game information storage area 412d of the RAM 412 to a value that includes the number of balls dispensed from the current prize.
[0262] <Step S1304> In step S1304, the MPU 41 executes a variable game control process to control the game in a variable game. Details of the variable game control process will be described later with reference to Figure 24, but in the variable game control process, the aforementioned jackpot lottery is executed and the variable pattern command necessary for the symbol variation display by the symbol display unit 341 is set. At this time, the MPU 41 sets a variable pattern command in the RAM 412 that indicates the jackpot lottery result and the variation display time, based on the 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 the main timer interrupt process in Figure 20, and the variable type counter CS1 which is updated in steps S1302 and S1312 of this process.
[0263] <Step S1305> In step S1305, the MPU41 executes a jackpot game control process to control the progress of the game in a jackpot game. The jackpot game control process executes control processing for a jackpot game consisting of an opening, an opening / closing execution mode, and an ending. In the opening / closing execution mode, the MPU41 executes a number of round games in which the variable prize slot 316 is opened, by controlling the opening and closing operation of the opening / closing door 319, according to the result of the jackpot lottery (jackpot type) that triggered the transition to the jackpot game. For example, if the jackpot type is a 5R normal jackpot or a 5R probability variation jackpot, the MPU41 executes the round game 5 times, and if the jackpot type is a 16R probability variation jackpot, it executes the round game 16 times. In addition, in the jackpot game control process, when starting each round game in the opening / closing execution mode, the round game start command is set in the RAM412, and when starting the ending, the ending start command is set in the RAM412.
[0264] <Step S1306> In step S1306, the MPU41 executes a game state transition process to transition the game state based on the result of the jackpot lottery in step S1602 or S1603 of the variation start process shown in Figure 26, which will be described later. In the game state transition process, if predetermined conditions are met, the MPU41 transitions the game state to a jackpot game state in which the open / close execution mode is executed, a probability variation 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, or a normal game state which is a low probability mode and a low frequency support mode.
[0265] For example, if the result of the jackpot lottery is a jackpot, the MPU41 transitions the game state to the jackpot game state after the end of the variable game that notifies the lottery result. At this time, the MPU41 sets the jackpot game state flag stored in the RAM412 to ON. Also, when the jackpot game ends, the MPU41 transitions the game state from the jackpot game state to a predetermined game state according to the result of the jackpot lottery that triggered the jackpot game. In this embodiment, if the result of the jackpot lottery is a 5R probability variation jackpot or a 16R probability variation jackpot, the MPU41 transitions to the probability variation game state after the end of the jackpot game, and if the result of the jackpot lottery is a 5R normal jackpot, the MPU41 transitions to the time-saving game state after the end of the jackpot game. Furthermore, if the notification of the lottery results for the prescribed number of jackpot draws is completed during the shortened play mode, the game state will be returned to the normal play state after the end of the variable game.
[0266] Furthermore, when the MPU41 transitions between game states, it sets the flag for the previous game state to off while setting the flag for the new game state to on. For example, if the game state transitions from a jackpot game state to a probability variation game state, the MPU41 sets the jackpot game flag to off while setting the high probability mode flag to on. Conversely, if the game state transitions from a probability variation game state to a jackpot game state, it sets the high probability mode flag to off while setting the jackpot game flag to on.
[0267] Furthermore, when the MPU41 transitions the game state to a jackpot game state, it sets a jackpot game start command in the RAM412 and adds 1 to the "number of jackpots" stored in the game information storage area 412d set in the RAM412.
[0268] <Step S1307> In step S1307, the MPU 41 executes a setting value change process. This setting value change process controls the display or hiding of setting values, or changes to the setting values stored in the game information storage area 412d, in response to operations on the setting value change operation unit 46. Details of the setting value change process will be described later with reference to Figure 27.
[0269] Furthermore, in this embodiment, the setting value change process is executed in the main process, but it is also conceivable that it be limited to the startup process that is activated when the power is turned on, or the period from after the startup process until the launch of game balls begins. This prevents the setting value from being changed during the operating hours of the gaming hall, as it prevents the setting value from being changed after the player has started playing until the next power-on.
[0270] <Step S1308> In step S1308, the MPU41 performs a process to update specific performance information from the game information. In this embodiment, the specific performance information updated includes base information, unit jackpot lottery count, consecutive bonus ratio, and bonus ratio. Details of the specific performance information update process will be described later with reference to Figures 28 and 29.
[0271] <Step S1309> In step S1309, the MPU 41 executes the display control process for the performance display monitor 43. This display control process for the performance display monitor 43 involves displaying the base information updated in step S1308 on the performance display monitor 43. Details of the display control process for the performance display monitor 43 will be described later with reference to Figures 30 to 33.
[0272] <Step S1310> In step S1310, the MPU41 determines whether the timing for executing the next main process has arrived, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current main process. If the MPU41 determines that the timing for executing the next main process has arrived (step S1310: Yes), it proceeds to step S1301 and executes each of the processes from S1301 onwards as described above. On the other hand, if the MPU41 determines that the timing for executing the next main process has not arrived (step S1310: No), it repeatedly executes steps S1310, S1311, and S1312 until the timing for executing the next main process arrives, that is, for the remaining time until the timing for executing the next main process arrives, until it determines that the timing for executing the next main process has arrived (step S1310: Yes).
[0273] <Step S1311> In step S1311, the MPU41 updates the random number initial value counters CIN1 and CIN2. Specifically, the MPU41 adds 1 to the counter values of the random number initial value counters CIN1 and CIN2, and if the counter value reaches the maximum value, it clears the counter value to 0.
[0274] <Step S1312> In step S1312, the MPU41 updates the variation type counter CS1. Specifically, it adds 1 to the counter value of the variation type counter CS1, and if the counter value reaches the maximum value, it clears the counter value to 0. After updating the variation type counter CS1, the MPU41 returns to step S1310.
[0275] [Variable game control processing] Here, Figure 24 is a flowchart showing an example of the procedure for the variable game control process executed in step S1304 of the main process in Figure 23. The variable game control process will be explained below with reference to Figure 24.
[0276] <Step S1401> As shown in Figure 24, in step S1401, the MPU 41 determines whether the gaming machine 10 is in the middle of a jackpot game. If it is in the middle of a jackpot game (step S1401: Yes), it terminates the variable game control process. If it is not in the middle of a jackpot game (step S1401: No), it proceeds to step S1402. Whether or not a jackpot game is being played is determined, for example, based on the jackpot game flag, which is set to ON when transitioning to a jackpot game state in the game state transition process of step S1306 in the main process shown in Figure 23, and set to OFF when transitioning from a jackpot game state to another game state.
[0277] <Step S1402> In step S1402, the MPU41 determines whether or not the symbol variation display is in progress. If the symbol variation display is in progress (step S1402: Yes), the process proceeds to step S1403. If the symbol variation display is not in progress (step S1402: No), the process proceeds to step S1406. For example, whether or not the symbol variation display is in progress is determined based on the "Variation Display in Progress" flag, which is set to ON at step S1606 of the variation start process in Figure 26 described later, and then turned OFF in step S1405 of the variation game control process when the variation display time has elapsed (step S1403: Yes).
[0278] <Step S1403> In step S1403, the MPU41 determines whether the display time for the changing symbols has elapsed since the start of the changing symbol display. If it determines that the display time for the changing symbols has elapsed (step S1403: Yes), it proceeds to step S1404. If it determines that the display time for the changing symbols has not elapsed (step S1403: No), it terminates the changing symbol game control process.
[0279] <Steps S1404 and S1405> If the display time for the variation has elapsed (step S1403: Yes), the MPU 41 stops displaying the symbols corresponding to the result of the jackpot lottery for the variation game in the first special symbol display section 362 or the second special symbol display section 363 of the main display section 36 (step S1404), and sets the display during variation flag to off (step S1405).
[0280] <Step S1406> If the symbol variation display is not active (step S1402: No), the MPU 41 determines whether both the number of reserved balls N stored in the reserved ball storage area NAA of the reserved ball storage area 412b and the number of reserved balls M stored in the reserved ball storage area NAB are 0 (step S1406). Here, if both the number of reserved balls N and the number of reserved balls M are 0 (step S1406: Yes), the MPU 41 terminates the variation game control process. On the other hand, if either the number of reserved balls N or the number of reserved balls M is not 0 (step S1406: No), the MPU 41 proceeds to step S1407.
[0281] <Step S1407> In step S1407, the MPU 41 performs data setting processing on the valid / fail information data stored in the hold storage area 412b. When the MPU 41 has finished processing in step S1407, it proceeds to step S1408. Details of the data setting processing will be described later with reference to Figure 25.
[0282] <Step S1408> In step S1408, the MPU 41 executes a variation start process to cause the symbol display unit 341 to perform a variation display based on the win / loss information, and then terminates the variation game control process. Details of the variation start process will be described later with reference to Figure 26.
[0283] [Data setting process] Here, Figure 25 is a flowchart showing an example of the data setting process performed by the MPU41 in step S1407 of Figure 24. The data setting process will be explained below with reference to Figure 25.
[0284] <Step S1501> As shown in Figure 25, in step S1501, the MPU 41 determines whether the number of reserved balls M corresponding to the second special symbol game is 0 or not. If the number of reserved balls M is 0 (step S1501: Yes), the process proceeds to step S1502. On the other hand, if the number of reserved balls M is not 0 (step S1501: No), the MPU 41 proceeds to step S1505.
[0285] <Steps S1502~S1504> If the number of pending items M is 0 (step S1501: Yes), the MPU41 subtracts 1 from the number of pending items N stored in the number of pending items storage area NAA (step S1502), and moves the success / failure information from the first pending items area REA1 to the execution area AE (step S1503). Next, the MPU41 shifts the success / failure information from the second pending items area REA2 to the fourth pending items area REA4 one by one (step S1504). Specifically, in step S1504, the success / failure information from the second pending items area REA2 is moved to the first pending items area REA1, the success / failure information from the third pending items area REA3 is moved to the second pending items area REA2, and the success / failure information from the fourth pending items area REA4 is moved to the third pending items area REA3. When the processing in step S1504 is completed, the MPU41 proceeds to step S1508.
[0286] <Steps S1505~S1507> Step S1505 is initiated when the number of reserved items M is 0 (Step S1501: No), but step S1501 is initiated when, in step S1406 of Figure 24, either or both of the number of reserved items M and the number of reserved items N are not 0 (Step S1406: No). Therefore, if the number of reserved items M is 0 (Step S1501: No), the MPU 41 can determine that the number of reserved items N is not 0, and thus executes the processes in steps S1505 to S1507.
[0287] Specifically, the MPU41 deducts 1 from the number of reserved items M stored in the reserved item storage area NAB (step S1505), and moves the correct / incorrect information from the first reserved item area REB1 to the execution area AE (step S1506). Next, the MPU41 shifts the correct / incorrect information from the second reserved item area REB2 to the fourth reserved item area REB4 one by one (step S1507). Specifically, in step S1507, the correct / incorrect information from the second reserved item area REB2 is moved to the first reserved item area REB1, the correct / incorrect information from the third reserved item area REB3 is moved to the second reserved item area REB2, and the correct / incorrect information from the fourth reserved item area REB4 is moved to the third reserved item area REB3. When the processing in step S1507 is completed, the MPU41 proceeds to step S1508.
[0288] <Step S1508> In step S1508, the MPU 41 sets a shift command in the RAM 412 indicating that the win / loss information for the first hold area REA1 to the fourth hold area REA4 or the first hold area REB1 to the fourth hold area REB4 has shifted. This shift command set in step S1508 is then transmitted to the sound lamp control device 5 in the external output processing of step S1301 of the next main processing (see Figure 23) executed by the MPU 41. As a result, the number of hold symbols displayed on the symbol display unit 341 is changed. When the processing in step S1508 is completed, the MPU 41 terminates the data setting process and proceeds to step S1408 in Figure 24.
[0289] [Initiation of changes] Here, Figure 26 is a flowchart showing an example of the procedure for the variation initiation process performed by the MPU41 in step S1408 of Figure 24. The variation initiation process will be explained below with reference to Figure 26.
[0290] <Step S1601> As shown in Figure 26, in step S1601, the MPU 41 determines whether the game state is in high probability mode or not. Whether or not it is in high probability mode is determined based on whether or not the high probability mode flag, which is set to ON in the game state transition process in step S1306 of the main process in Figure 23, is set to ON. If the game state is in high probability mode (step S1601: Yes), the MPU 41 proceeds to step S1602, and if the game state is not in high probability mode (step S1601: No), i.e., the game state is in low probability mode, the MPU 41 proceeds to step S1603.
[0291] <Steps S1602 and S1603> In step S1602, the MPU 41 determines whether the counter value of the jackpot random number counter C1, which is included as numerical information in the win / loss information stored in the execution area AE of the hold storage area 412b, corresponds to a jackpot win, based on the high probability mode win / loss table (see Figure 14(B)) that is saved according to the setting value in step S1712 of the setting value change process described later in Figure 27. On the other hand, in step S1603, the MPU 41 determines whether the counter value of the jackpot random number counter C1, which is included as numerical information in the win / loss information stored in the execution area AE of the hold storage area 412b, corresponds to a jackpot win, based on the low probability mode win / loss table (see Figure 14(A)) that is saved according to the setting value in step S1712 of the setting value change process described later in Figure 27.
[0292] In steps S1602 and S1603, the win / loss determination is performed based on the high-probability mode win / loss table or low-probability mode win / loss table that is saved in step S1712 of the setting value change process shown in Figure 27 below, according to the setting value. However, in steps S1602 and S1603, the setting value saved in step S1710 of the setting value change process shown in Figure 27 below may be read, and the win / loss determination may be performed by selecting the high-probability mode win / loss table or low-probability mode win / loss table corresponding to that setting value one by one.
[0293] <Step S1604> In step S1604, the MPU 41 sets the display time of the first special symbol display unit 362 or the second special symbol display unit 363 of the main display unit 36 corresponding to the variation pattern of the variation game in question to the variation display time counter. Specifically, if the result of the win / loss determination in step S1602 or S1603 is a normal jackpot, the MPU 41 identifies the variation pattern based on the variation type counter CS1 and the normal jackpot variation table (see Figure 15(A)). Also, if the result of the win / loss determination in step S1602 or S1603 is a probability variation jackpot, the MPU 41 identifies the variation pattern based on the variation type counter CS1 and the probability variation jackpot variation table (see Figure 15(B)). Furthermore, if the result of the win / loss determination in step S1602 or S1603 is a loss, the MPU 41 identifies the variation pattern based on the variation type counter CS1 and the loss variation table (see Figure 15(C)).
[0294] <Step S1605> In step S1605, the MPU 41 sets a variation pattern command in the RAM 412 that includes the result of the jackpot lottery for the variation game and the variation pattern identified in step S1604. As a result, in step S1301 of the next main processing (see Figure 23) executed by the MPU 41, the variation pattern command is sent to the sound lamp control device 5, and the sound lamp control device 5 performs actions such as displaying the variation of symbols by the symbol display unit 341 based on the variation pattern command.
[0295] As mentioned above, if the lottery result is a "regular jackpot," MPU41 sets one of the variation patterns "A01" to "A03," which are variation patterns "01" to "03" with an "A" indicating a 5R regular jackpot, as the variation pattern command in RAM412. Furthermore, if the lottery result is a "5R probability variation jackpot," MPU41 sets one of the variation patterns "B01" to "B03," which are variation patterns "01" to "03" with a "B" indicating a 5R probability variation jackpot, as the variation pattern command in RAM412. In addition, if the lottery result is a "16R probability variation jackpot," MPU41 sets one of the variation patterns "C01" to "C03," which are variation patterns "01" to "03" with a "C" indicating a 16R probability variation jackpot, as the variation pattern command in RAM412. Furthermore, if the lottery result is a "loss," MPU41 sets one of the variation patterns "D01" to "D08," which is a variation pattern "01" to "08" with a "D" added to indicate that it is a loss, as the variation pattern command in RAM412. Also, if the lottery result is a "loss," MPU41 includes information in the variation pattern command indicating whether it is a near miss (neither front nor back), a near miss (other than front or back), or a complete loss.
[0296] <Step S1606> In step S1606, the MPU 41 starts the symbol change display on the main display unit 36 and ends the change start process. When the MPU 41 starts the symbol change display on the main display unit 36, it sets the "Spreading Change" flag to ON. This "Spreading Change" flag is referenced in step S1402 of the change game control process in Figure 24 to determine whether or not the symbol change display on the main display unit 36 is in progress. Also, when the MPU 41 starts the symbol change display on the main display unit 36, it adds 1 to the "Cumulative Jackpot Draw Count" stored in the game information storage area 412d set in the RAM 412. Furthermore, if the result of the win / loss judgment based on the low probability mode win / loss table in step S1603 is a loss, the MPU 41 adds 1 to the "Consecutive Losses Count" stored in the game information storage area 412d, and if the win / loss result is a jackpot, it clears the "Consecutive Losses Count" to 0.
[0297] [Setting value change process] Here, Figure 27 is a flowchart showing an example of the procedure for changing the setting value, which is performed in step S1307 of the main process in Figure 23. The setting value changing process will be explained below with reference to Figure 27.
[0298] <Step S1701> As shown in Figure 27, in step S1701, the MPU 41 determines whether or not the symbol variation display is in progress. If the symbol variation display is in progress (step S1701: Yes), the setting value change process is terminated. If the symbol variation display is not in progress (step S1701: No), the process proceeds to step S1702. For example, whether or not the symbol variation display is in progress is determined based on the "variation display in progress" flag, which is set to ON in step S1606 of the variation start process in Figure 26.
[0299] <Step S1702> If the symbol change display is not active (step S1701: No), the MPU41 determines whether or not it is in a jackpot game state (step S1702). If it is in a jackpot game state (step S1702: Yes), it terminates the setting value change process. If it is not in a jackpot game state (step S1702: No), it moves the process to step S1703. For example, whether or not it is a jackpot game is determined based on the jackpot game state flag that is set to ON in the game state transition process of step S1306 in the main process shown in Figure 23.
[0300] <Step S1703> If neither the symbol variation display is active nor the jackpot game state is active (both steps S1701 and S1702 are No), the MPU 41 determines whether the power to the setting value display unit 45 has been switched from off to on (step S1703), that is, whether the setting value change operation unit 46 has been operated to turn on the power to the setting value display unit 45. In other words, in this embodiment, when the symbol variation display is active (step S1701: Yes) or when the jackpot game state is active (step S1702: Yes), the setting value is not displayed and the setting value cannot be changed. Here, if the power to the setting value display unit 45 has been switched from off to on (step S1703: Yes), the MPU 41 proceeds to step S1704, and if the power to the setting value display unit 45 has not been switched from off to on (step S1703: No), the MPU 41 proceeds to step S1707.
[0301] <Steps S1704~S1706> When the power to the setting value display unit 45 is switched from off to on (step S1703: Yes), the MPU 41 reads the setting value stored in the game information storage area 412d of the RAM 412 in step S1710 described later (step S1704), and displays a number indicating the read setting value on the setting value display unit 45 (step S1705). This allows the current setting value to be confirmed. Then, the MPU 41 turns on the setting value display flag indicating that the setting value is being displayed on the setting value display unit 45 (step S1706), and terminates the setting value change process.
[0302] <Step S1707> If the power to 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 in 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 turned on, the setting value change process is terminated.
[0303] <Step S1708> If the flag indicating that the setting value is being displayed is set to ON (step S1707: Yes), the MPU 41 determines whether or not the setting value change operation unit 46 has been rotated by a predetermined angle (step S1708). That is, the MPU 41 determines whether or not a rotation operation to change 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.
[0304] <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 to change the display on the setting value display unit 45 (step S1709). For example, if the setting value change operation unit 46 is rotated by a predetermined angle to the right, the MPU 41 displays a number that is one greater than the number displayed on the setting value display unit 45 before the rotation. Conversely, if the setting value change operation unit 46 is rotated by a predetermined angle to the left, the MPU 41 displays a number that is one less than the number displayed on the setting value display unit 45 before the rotation.
[0305] Furthermore, 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". 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". In addition, if the number displayed on the setting value display unit 45 is "6", it may be prevented from rotating further to the right, and if the number displayed on the setting value display unit 45 is "1", it may be prevented from rotating further to the left.
[0306] <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 currently displayed in the setting value display unit 45 as the setting value, and then terminates 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 just before the power is turned off is ultimately saved as the valid setting value in the game information storage area 412d of the RAM 412. Therefore, by changing the number displayed in the setting value display unit 45 by rotating the setting value change operation unit 46, the setting value stored in the RAM 412 is changed. 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 in the setting value display unit 45.
[0307] <Step S1711> If the setting value change operation unit 46 is not rotated by a predetermined angle (step S1708: No), the MPU 41 determines whether the power supply to 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 supply to the setting value display unit 45 has been performed on the setting value change operation unit 46. If the power supply to 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 supply to the setting value display unit 45 has not been switched from on to off (step S1711: No), the setting value change process is terminated. Note that if the power supply to the setting value display unit 45 has been switched from on to off (step S1711: Yes), the power supply to the 7-segment 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.
[0308] <Steps S1712 and S1713> If the power to the setting value display unit 45 is switched from on to off (step S1711: Yes), the MPU 41 selects the low probability mode win / loss table (see Figure 14(A)) and the high probability mode win / loss table (see Figure 14(B)) corresponding to the setting value stored in the game information storage area 412d of the RAM 412 in step S1710 and saves them to the RAM 412 (step S1712). Then, the MPU 41 sets the setting value display flag to off and terminates the setting value change process.
[0309] In step S1712, the low probability mode win / loss table (see Figure 14(A)) and the high probability mode win / loss table (see Figure 14(B)) are selected according to the setting value stored in the game information storage area 412d of RAM 412. In other words, since the same setting value is selected for both the low probability mode win / loss table and the high probability mode win / loss table, changing the setting value is easy. However, it is also possible to change the setting value for the low probability mode and the setting value for the high probability mode individually. In this case, for example, it becomes possible to set the setting value for the low probability mode to "1" and the setting value for the high probability mode to "6", so that the setting values for the low probability mode and the high probability mode are different levels (numerical values).
[0310] [Performance information update process] Here, Figure 28 is a flowchart showing an example of the procedure for the specific performance information update process executed in step S1308 of the main process in Figure 23. Figure 29 is a diagram showing an example of the base information updated in the specific performance information update process in Figure 28. The specific performance information update process will be explained below with reference to Figures 28 and 29.
[0311] <Steps S1801 and S1802> As shown in Figure 28, the MPU 41 reads the number of balls that have been 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 that have been put out has reached 60,000 (step S1802). If the number of balls that have been put out has reached 60,000 (step S1802: Yes), the MPU 51 proceeds to step S1805, and if the number of balls that have been put out has not reached 60,000 (step S1802: No), the MPU 51 proceeds to step S1803.
[0312] <Steps S1803 and S1804> If the number of balls that have been played has not reached 60,000 (Step S1802: No), the MPU 51 reads the number of balls dispensed from the general prize slot and the number of balls dispensed from the first prize slot for base calculation purposes from the base information (Step S1808). Then, the MPU 51 calculates the current base BL based on the number of balls that have been played for base calculation purposes from the base information read in Step S1801 and the number of balls dispensed from the general prize slot and the number of balls dispensed from the first prize slot for base calculation purposes from the base information read in Step S1803, and overwrites and updates the current base BL of the base information stored 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 × (number of balls dispensed from general prize slot + number of balls dispensed from the first prize slot) / number of balls played.
[0313] <Steps S1805~S1808> If the number of balls that have been dispensed 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 from the time 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 balls dispensed from the general prize slot, the number of balls dispensed from the first prize slot, and the number of balls dispensed for base calculation, which are stored as base information in the game information storage area 412d of the RAM 412, to 0 (step S1808).
[0314] <Step S1809> When the processing in 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, updates the other specific performance information with the calculated values (step S1809), and then terminates the specific performance information update process. In this case, the specific performances are, for example, the number of unit jackpot draws, the ratio of consecutive bonus items, the bonus item ratio, etc.
[0315] [Display control processing for the performance display monitor] Here, Figures 30 to 33 are flowcharts illustrating an example of the display control process for the performance display monitor 43, which is executed in step S1309 of the main process in Figure 23. The display control process for the performance display monitor 43 will be explained below with reference to Figures 30 to 33.
[0316] <Step S1901> As shown in Figure 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 that indicates that the current base BL is being displayed on the performance display monitor 43, and is set to ON in step S1906 described later or in step S1930 in Figure 33. If the BL display flag is set to ON (step S1901: Yes), the MPU 41 proceeds to step S1908 in Figure 31, and if the BL display flag is set to OFF (step S1901: No), the MPU 41 proceeds to step S1902.
[0317] <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 that indicates that the previous 60,000-ball base B1 was displayed on the performance display monitor 43, and is set to on in step S1912 of Figure 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 Figure 32, and if the B1 display flag is set to off (step S1902: No), the process proceeds to step S1903.
[0318] <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 that indicates that the previous 60,000-ball base B2 was displayed on the performance display monitor 43, and is set to on in step S1921 of Figure 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 Figure 33, and if the B2 display flag is set to off (step S1903: No), the MPU 41 proceeds to step S1904.
[0319] <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 process proceeds to step S1905. If the performance display switch 44 has not been switched from off to on (step S1904: No), the display control process is terminated.
[0320] <Steps S1905~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 the example shown in Figure 29(A), then "8.", "L", "2", and "9" indicating that the current base BL is 29% will be displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. If the base information is the example shown in Figure 29(B), then "8.", "L", "0", and "0" indicating that the current base BL is 0% will be displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. Then, the MPU41 sets the BL display flag to ON (step S1906), sets a BL display time counter to display the current base BL on the performance display monitor 43 for a certain period of time (step S1907), and terminates the display control process.
[0321] <Steps S1908 and S1909> If the BL display flag is set to ON (step S1901: Yes), as shown in Figure 31, the MPU41 subtracts 1 from the value of the BL display time counter set in step S1907 in Figure 30 (step S1908), and determines whether the value of the BL display time counter after subtraction is 0 or not (step S1909). If the value of the BL display time counter after subtraction is 0 (step S1909: Yes), the MPU41 proceeds to step S1910, and if the value of the BL display time counter after subtraction is not 0 (step S1909: No), the process proceeds to step S1913.
[0322] <Steps S1910~S1913> If the value of the BL display time counter after 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 contained 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), then "8.", "1", "3", and "3", indicating that the previous 60,000 ball base B1 was 33%, are displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. If the base information is the example shown in Figure 29(B), then "8.", "1", "2", and "9", indicating that the previous 60,000 ball base B1 was 29%, are displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. Then, the MPU 41 sets the B1 display flag to ON (step S1912), sets a 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.
[0323] <Step S1914> If the value of the BL display time counter after 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 process 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 is terminated. In addition, if the performance display switch 44 has been switched from on to off (step S1914: Yes), the power supply to the 7-segment displays 431 to 434 on the performance display monitor 43 is cut off, causing the alphabet and numbers indicating the current base BL to turn off.
[0324] <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 in progress flag to off (step S1915), clears the value of the BL display time counter to 0 (step S1916), and terminates the display control process.
[0325] <Steps S1917 and S1918> If the B1 display flag is set to ON (step S1902: Yes), as shown in Figure 32, the MPU41 subtracts 1 from the value of the B1 display time counter set in step S1913 in Figure 31 (step S1917), and determines whether the value of the B1 display time counter after the subtraction is 0 or not (step S1918). If the value of the B1 display time counter after the subtraction is 0 (step S1918: Yes), the MPU41 proceeds to step S1919, and if the value of the B1 display time counter after the subtraction is not 0 (step S1918: No), the MPU41 proceeds to step S1923.
[0326] <Steps S1919~S1922> If the value of the B1 display time counter after subtraction is 0 (step S1918: Yes), the MPU 41 sets the B1 display flag to off (step S1919) and displays the previous 60,000 ball base B2 contained 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), then "8.", "2", "3", and "2" indicating that the previous 60,000 ball base B2 was 32% will be displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. If the base information is the example shown in Figure 29(B), then "8.", "2", "3", and "3" indicating that the previous 60,000 ball base B2 was 33% will be displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. Then, the MPU41 sets the B2 display flag to ON (step S1921), sets a B2 display time counter corresponding to a certain period of time for displaying the previous 60,000-ball base B2 on the performance display monitor 43 (step S1922), and terminates the display control process.
[0327] <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 process proceeds to step S1924, and if the performance display switch 44 has not been switched from on to off (step S1923: No), the display control process is terminated. In addition, if the performance display switch 44 has been switched from on to off (step S1923: Yes), the power supply to the 7-segment displays 431 to 434 on the performance display monitor 43 is cut off, causing the letters and numbers indicating the previous 60,000 ball base B1 to turn off.
[0328] <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.
[0329] <Steps S1926 and S1927> If the B2 display flag is set to ON (step S1903: Yes), as shown in Figure 33, the MPU41 subtracts 1 from the value of the B2 display time counter set in step S1922 in Figure 32 (step S1926), and determines whether the value of the B2 display time counter after subtraction is 0 or not (step S1927). If the value of the B2 display time counter after subtraction is 0 (step S1927: Yes), the MPU41 proceeds to step S1928, and if the value of the B2 display time counter after subtraction is not 0 (step S1927: No), the process proceeds to step S1932.
[0330] <Steps S1928~S1931> If the value of the B2 display time counter after 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 Figure 29(A), then "8.", "L", "2", and "9" indicating that the current base BL is 29% will be displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. If the base information is the example shown in Figure 29(B), then "8.", "L", "0", and "0" indicating that the current base BL is 0% will be displayed on the four 7-segment displays 431 to 434 that make up the performance display monitor 43. Then, the MPU41 sets the BL display flag to ON (step S1930), sets a BL display time counter to display the current base BL on the performance display monitor 43 for a certain period of time (step S1931), and terminates the display control process.
[0331] <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 process proceeds to step S1933, and if the performance display switch 44 has not been switched from on to off (step S1932: No), the display control process is terminated. In addition, if the performance display switch 44 has been switched from on to off (step S1932: Yes), the power supply to the 7-segment displays 431 to 434 on the performance display monitor 43 is cut off, causing the letters and numbers indicating the previous 60,000-ball base B2 to turn off.
[0332] <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.
[0333] [Processing of the audio lamp control device 5] Next, referring to Figures 34 to 47, the processing performed by the MPU 51 in the audio lamp control device 5 will be explained.
[0334] In addition, in other embodiments, it is conceivable that some or all of the processing performed by the MPU 51 of the audio lamp control device 5 in this embodiment may be performed by the MPU 61 of the display control device 6. Furthermore, in the audio lamp control device 5, the MPU 51 also performs control processing for the speaker 26 and the illuminated unit 27, startup processing when the audio lamp control device 5 is started up, and NMI interrupt processing in the event of a power outage, but these processes will not be explained here.
[0335] [Sub-timer interrupt processing of the audio lamp control device 5] Here, Figure 34 is a flowchart showing an example of the procedure for sub-timer interrupt processing performed by the MPU 51 of the audio lamp control device 5. The MPU 51, for example, performs sub-timer interrupt processing as a periodic process with a period of 1 msec.
[0336] As shown in Figure 34, the MPU 51 executes the following processes in the sub-timer interrupt processing: display order setting process (step S2000), counter update process (step S2001), command determination process (step S2002), variable game performance processing (step S2003), jackpot game performance processing (step S2004), and setting value suggestion process (step S2005).
[0337] [Display order setting process] In the display order setting process (step S2000), the MPU 51 refers to the game setting value (setting value) set to define the probability of a jackpot in the gaming machine 10, and determines and stores (sets) the order in which the numbers to be displayed on the 7-segment display unit 39 for a predetermined period. In this embodiment, when a jackpot game is won during the predetermined period, the setting value suggestion process is executed, and five numbers to identify multiple (five) game setting values (non-setting values) other than the setting value are displayed on the 7-segment display unit 39 in a predetermined order. Therefore, in the display order setting process, the order in which the five numbers that identify the multiple non-setting values are displayed on the 7-segment display unit 39 is set. Here, Figure 35 is a flowchart showing an example of the procedure for the display order setting process executed in the sub-timer interrupt process of Figure 34, and Figure 36 is a diagram showing an example of the number display order determination table referenced in the display order setting process of Figure 35. The details of the display order setting process will be described below with reference to Figures 35 and 36.
[0338] <Step S2011> As shown in Figure 35, in the display order setting process, the MPU 51 determines whether the display order setting flag is set to ON or OFF (step S2011). The display order setting flag is a flag that indicates that the setting of the display order of the numbers that identify the 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. The display order setting flag is also initially set to OFF when the gaming machine 10 is powered on. Therefore, when the sub-timer interrupt process is executed because the startup process of the sound lamp control device allows the sub-timer interrupt process, the order of the 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 later). In other words, in the gaming machine 10, when the power is turned on, the order of the numbers to be displayed by segments A to G of the 7-segment display unit 39 for a predetermined period is set.
[0339] Incidentally, the power to the gaming machine 10 is often turned on before the gaming hall opens. Therefore, the display order of the numbers on the 7-segment display unit 39 is set when the power to the gaming machine 10 is turned on, so 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, thus preventing the same information from being repeatedly displayed on the 7-segment display unit 39 and preventing the display of information on the 7-segment display unit 39 from becoming monotonous.
[0340] Here, if the display order setting flag is on (step S2011: Yes), MPU51 proceeds to step S2012, and if the display order setting flag is off (step S2011: No), it proceeds to step S2014.
[0341] <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 to on (step S2012). The setting value change flag is a flag that indicates that the game setting value (setting value) set to define the jackpot probability in the gaming machine 10 has been changed, and is set to on in step S2121 of the command judgment process in Figure 37 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 the numbers to be displayed by segments A to G of the 7-segment display unit 39 for a predetermined period is set. In this way, when the setting value is changed, the display order of the numbers in the 7-segment display unit 39 is set, making it possible to determine the display order of the numbers according to the setting value, thereby preventing the presentation of information in the 7-segment display unit 39 from becoming monotonous.
[0342] On the other hand, if the setting value change flag is off (step S2012: NO), MPU51 terminates the display order setting process.
[0343] <Step S2014~S2016> In step S2014, the MPU 51 retrieves a setting value from the RAM 512 and then sets the order of the numbers to be displayed on the 7-segment display unit 39 by referring to the setting value and the number display order determination table (see Figure 36) (step S2015). Here, Figure 36(A) is a diagram showing an example of the number display order determination table, and Figure 36(B) is a diagram showing the correspondence between the display order listed in the number display order determination table shown in Figure 36(A) and the display order of the numbers on the 7-segment display unit 39.
[0344] As shown in Figure 36(A), the number display order determination table defines the display order of numbers by randomly generated numbers for each game setting value 1 to 6 (setting values 1 to 6) set to define the probability of winning a jackpot in the gaming machine 10. There are 120 randomly generated numbers from 0 to 119, and one display order is associated with each randomly generated number, with the selection probability of each display order being the same. The display orders include display orders A1 to A120 selected for setting value 1, display orders B1 to B120 selected for setting value 2, display orders C1 to C120 selected for setting value 3, display orders D1 to D120 selected for setting value 4, display orders E1 to E120 selected for setting value 5, and display orders F1 to F120 selected for setting value 6. For each setting value from 1 to 6, 120 display orders are set, corresponding to all combinations of numbers that indicate a non-set value.
[0345] The display order A1 to A120 selected when the setting value is 1 defines the order in which the five numbers "2" to "6" that identify the game setting values (non-setting values) 2 to 6, other than the number "1" that identifies the setting value 1, are displayed (see Figure 36(B)). In other words, if the setting value is 1 and one of the display orders A1 to A120 is selected according to the randomly generated value, the number "1" that identifies the setting value as 1 will not be displayed on the 7-segment display unit 39.
[0346] The display order B1 to B120 selected when the setting value is 2 defines the order in which the setting values "1", "3" to "6", and the five numbers "2" to "6" that identify setting values 2 to 6 are displayed, excluding the number "2" that identifies setting value 2 (see Figure 36(B)). In other words, if the setting value is 2 and one of the display orders B1 to B120 is selected according to the randomly generated value, the number "2" that identifies setting value 2 will not be displayed on the 7-segment display unit 39.
[0347] The display order C1 to C120 selected when the setting value is 3 defines the order in which the five digits "1", "2", "4" to "6" that identify setting values 1, 2, 4 to 6 are displayed, excluding the digit "3" that identifies setting value 1 (see Figure 36(B)). In other words, if any of the display orders C1 to C120 is selected because the setting value is 3, the digit "3" that identifies the setting value as 3 will not be displayed on the 7-segment display unit 39.
[0348] The display order D1 to D120 selected when the setting value is 4 defines the order in which the five numbers "1" to "3", "5", and "6", which identify the setting values 1 to 3, 5, and 6, are displayed, excluding the number "4" that identifies the setting value 4 (see Figure 36(B)). In other words, if any of the display orders D1 to D120 is selected because the setting value is 4, the number "4", which identifies the setting value as 4, will not be displayed on the 7-segment display unit 39.
[0349] The display order E1 to E120 selected when the setting value is 5 defines the order in which the five digits "1" to "4" and "6" that identify setting values 1 to 4 and 6, excluding the digit "5" that identifies setting value 5, are displayed (see Figure 36(B)). In other words, if any of the display order E1 to E120 is selected because the setting value is 5, the digit "5" that identifies the setting value as 5 will not be displayed on the 7-segment display unit 39.
[0350] The display order F1 to F120 selected when the setting value is 6 defines the order in which the five numbers "1" to "5" that identify setting values 1 to 5 are displayed, excluding the number "6" that identifies setting value 6 (see Figure 36(B)). In other words, if any of the display orders F1 to F120 is selected because the setting value is 6, the number "6" that identifies the setting value as 6 will not be displayed on the 7-segment display unit 39.
[0351] Then, when the order of the numbers displayed on the 7-segment display unit 39 is set (step S2015), the MPU 51 sets the display order setting flag to off (step S2016) and terminates the display order setting process. That is, when the power is turned on (step S2011: No) and when the setting value is changed (step S2013: Yes), the MPU 51 sets the order of the numbers displayed on the 7-segment display unit 39 according to the game setting values 1 to 6 (setting values 1 to 6) that are set to define the probability of a jackpot in the gaming machine 10.
[0352] Thus, 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 when the setting value is changed. This makes it possible to display numbers (non-set values) in a predetermined order on the 7-segment display unit 39 for a predetermined period when predetermined conditions (e.g., power turned on or setting changed) are met. Furthermore, since the power of the gaming machine 10 is often turned on before opening in the gaming hall, the display order of numbers on the 7-segment display unit 39 is set when the power of the gaming machine 10 is turned on, so 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 becoming fixed, thus 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.
[0353] In this embodiment, the display order setting process sets the display order of the numbers displayed on the 7-segment display unit 39 when the power to the gaming machine 10 is turned on and when a setting value is changed. However, the display order of the numbers displayed on the 7-segment display unit 39 may be set when other conditions (predetermined conditions) are met. These predetermined conditions will be described in the third embodiment described later, but examples of predetermined conditions include the start of a predetermined period, the start of a jackpot game, and the start of the opening / closing execution mode for a jackpot game. Even when the display order of the numbers displayed on the 7-segment display unit 39 is set due to the fulfillment of these predetermined conditions, the display order of the numbers on the 7-segment display unit 39 is prevented from becoming 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.
[0354] Furthermore, in the number display order determination table shown in Figure 36(A), for the same setting value, the probability of selecting all number display orders is the same, but the probability of selecting a number display order does not necessarily have to be the same. For example, the number display order determination table could be set so that for the same setting value, the probability of selecting at least some number display orders is different from that of other number display orders. That is, it is possible to make a specific display order more likely to be selected, and conversely, make a specific display order less likely to be selected. By setting the probability of selecting at least some number display orders to be different from that of other number display orders depending on the setting value, it is possible to make a specific number display order more likely to be selected, and conversely, make it less likely to be selected, depending on the setting value. In other words, unlike the case where the probability of selecting all number display orders is the same, it becomes possible to make it easier to identify a specific non-set value, and conversely, to make it difficult to identify a specific non-set value. This makes it possible to adjust the likelihood of being a high setting value, the likelihood of being a low setting value, and so on. Specifically, for example, if the setting value is a low setting value (e.g., setting value 2 or less), the display order of the numbers indicating the non-set value corresponding to a high setting value (e.g., setting value 5 or more) may be delayed. In this case, by leaving open the possibility of a high setting value until the very end, the player is kept in anticipation of a high setting value while preventing the player from identifying the low setting value too early. This suppresses a decline in interest in the game, prevents the game on the gaming machine 10 from ending prematurely, and suppresses a decline in the utilization rate of the gaming machine 10. Conversely, if the setting value is a high setting value (e.g., setting value 5 or more), the display order of the numbers indicating the non-set value corresponding to a low setting value (e.g., setting value 2 or less) may be delayed. In this case, the numbers corresponding to the high setting value and the numbers corresponding to the low setting value are not displayed on the 7-segment display unit 39 until just before the player identifies the setting value as a high setting value, leaving open the possibility of a low setting value until just before the player realizes that it is a high setting value. This allows players to focus on whether the setting is a high value that is advantageous to them or a low value that is disadvantageous, and to enjoy the thrill of anticipation leading up to the moment when they realize it is a high setting.Furthermore, regardless of the set value, the display order of the numbers corresponding to the lowest game setting among the unset values should not be delayed, for example, making it easier to select the latest display order. In this case, the number representing the most unfavorable unset value for the player will be displayed last, so until the last number is displayed, the possibility of both the most unfavorable unset value and a more favorable unset value for the player remains. This makes it difficult for the player to realize that they are using the most unfavorable game setting value (jackpot probability), thus preventing them from ending their gameplay on the gaming machine 10 prematurely and preventing a decrease in the machine's utilization rate.
[0355] Furthermore, it is conceivable to set the display order of the numbers so that the numbers indicating non-set values corresponding to high settings and the numbers indicating non-set values corresponding to low settings are displayed later, making it easier for the player to select this option. For example, it is conceivable to set the 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, making it easier for the player to select this option. In this case as well, until just before the player finds out the setting value, there is still the possibility that it is a high setting value which is advantageous to the player, and the possibility that it is a low setting value which is disadvantageous to the player, so the player can enjoy the thrill of wondering whether it is a high setting value or a low setting value until just before they find out the setting value.
[0356] Furthermore, except when the setting value is the highest setting value (setting value is 6), it is conceivable to set the number display order so that numbers corresponding to non-setting values higher than the setting value are displayed later, making it easier for players to select this order. For example, the priority of numbers indicating non-setting values with a higher probability of being judged as advantageous than the setting value could be set to a higher selection rate for numbers displayed lower than numbers indicating non-setting values with a lower probability of being judged as advantageous than the setting value. By delaying the display order of numbers indicating non-setting values higher than the setting value in this way, it is possible to make players expect that the setting value may be higher than the actual setting value up until just before they find out the setting value. This allows players to enjoy guessing the non-setting value (setting value) while expecting that the setting value may be higher, up until just before they find out the setting value. Conversely, except when the setting value is the lowest setting value (setting value is 1), it is conceivable to set the number display order so that numbers corresponding to non-setting values lower than the setting value are displayed later, making it easier for players to select this order. For example, the priority of numbers indicating non-setting values with a lower probability of being judged as advantageous than the setting value could be set to a higher selection rate for numbers displayed lower than numbers indicating non-setting values with a higher probability of being judged as advantageous than the setting value. By delaying the display order of numbers indicating non-set values lower than the set value, numbers indicating non-set values corresponding to game setting values lower than the set value remain hidden just before the set value is determined. As a result, the final candidates for the set value become the actual set value and game setting values (non-set values) lower than that set value. Consequently, the game setting value that is most advantageous to the player is ultimately recognized as the set value, thus increasing the satisfaction of knowing the set value.
[0357] Furthermore, regardless of the setting value, it is conceivable to set the number display order so that numbers corresponding to high setting values (e.g., setting value 5 or higher) are displayed later, making it easier for players to select this option. Conversely, it is conceivable to set the number display order so that numbers corresponding to low setting values (e.g., setting value 2 or lower) are displayed earlier, making it easier for players to select this option. In this way, numbers corresponding to low setting values are displayed earlier, and numbers corresponding to high setting values are displayed later, resulting in even higher setting values being displayed even later. This allows players to expect that the setting value is likely to be high, which is advantageous to them, until just before they realize the actual setting value. As a result, players can enjoy guessing the non-setting value (setting value) while hoping that the setting value is likely to be high.
[0358] [Counter update process] In the counter update process (step S2001), the MPU 51 updates the first stop symbol type counter, the performance pattern type counter, and the variation display counter. Specifically, the MPU 51 adds 1 to the counter values of the first stop symbol type counter and the performance type counter, and clears the counter value to 0 when it reaches its maximum value. The first stop symbol type counter, which is updated here, is used to determine the type of decorative symbol that will be stopped first based on the variation 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 performance pattern type counter is used to determine the performance type (performance pattern) based on the variation pattern command received from the main control device 4. For example, the performance type counter is a loop counter that loops between 0 and 109. Meanwhile, the MPU 51 decrements the variation display counter by 1. This variation display counter is used to measure the variation display time of the symbol display unit 341, and the counter value of the variation display counter is set to 0 when the remaining variation display time becomes 0. Therefore, based on the counter value of the variable display counter, it is possible to determine the remaining variable display time, whether the display is in progress, and whether the variable display of the symbol display unit 341 has finished.
[0359] [Command detection process] In the command determination process (step S2002), the command received from the main control unit 4 is determined, and the process corresponding to that command is executed. Here, Figure 37 is a flowchart showing an example of the procedure for the command determination process executed in step S2002 in the sub-timer interrupt processing of Figure 34.
[0360] <Step S2101> As shown in Figure 37, in step S2101, the MPU 51 determines whether or not it has received a command from the main control unit 4. If the MPU 51 has received a command (step S2101: Yes), it proceeds to step S2102. On the other hand, if the MPU 51 has not received a command (step S2101: No), it terminates the command determination process. Commands received from the main control unit 4 are stored in the 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. Commands stored in the unprocessed command storage area are deleted from the unprocessed command storage area when it is determined in step S2101 that a command has been received and it becomes subject to processing, and are stored, for example, in the processing work storage area.
[0361] <Step S2102> In step S2102, the MPU51 determines whether the received command is a variable pattern command. If the command is a variable pattern command (step S2102: Yes), the MPU51 proceeds to step S2103; if the command is not a variable pattern command (step S2102: No), the MPU51 proceeds to step S2106.
[0362] <Step S2103> In step S2103, the MPU 51 determines the variation pattern (combination of stop symbols for decorative symbols and performance type (performance pattern)) based on the variation pattern command received from the main control unit 4. Specifically, the MPU 51 determines the variation pattern based on the variation pattern command, the first stop symbol selection table (see Figure 38(A)), variation type table (see Figure 38(B)), and performance type table (see Figures 39(A) to 39(C)) stored in the ROM 511, and the value of the performance type counter stored in the RAM 512. In addition, if the variation pattern command includes information about the type of jackpot, the MPU 51 sets the jackpot flag corresponding to the type of jackpot to ON. Specifically, the MPU 51 sets the 5R normal jackpot flag to ON if the type of jackpot is a 5R normal jackpot, sets the 5R probability variation jackpot flag to ON if the type of jackpot is a 5R probability variation jackpot, and sets the 16R probability variation jackpot flag to ON if the type of jackpot is a 16R probability variation jackpot.
[0363] The combination of decorative symbols that stop consists of a first stop symbol, a second stop symbol, and a final stop symbol. The first stop symbol is the decorative symbol that is first displayed in the symbol display unit 341, the second stop symbol is the decorative symbol that is second displayed, and the final stop symbol is the symbol that is last displayed. The performance type table includes a normal reach performance pattern type selection table corresponding to a normal reach (see Figure 39(A)), a super reach performance pattern type selection table corresponding to a super reach (see Figure 39(B)), and a special reach performance pattern type selection table corresponding to a special reach (see Figure 39(C)).
[0364] Here, Figure 38(A) shows an example of a first stop symbol selection table. As shown in Figure 38(A), the first stop symbol selection table specifies the decorative symbol (first stop symbol) that will be displayed first in the symbol display unit 341. Note that Figure 38(A) assumes that ...
Claims
[Claim 1] A transition determination means that can perform a transition determination to determine whether or not to transition to a game state in which a game advantageous to the player is executed, based on the fulfillment of the determination conditions, A predetermined means of awarding prizes that can satisfy the aforementioned determination conditions based on the entry of a game ball, A result notification information display control means for displaying result notification information for notifying the result of the transition determination by the transition determination means on a display means provided in correspondence with the game board, A launching means capable of launching game balls toward the game board at predetermined intervals when a predetermined game operation is performed, A gaming machine equipped with, The aforementioned predetermined means of awarding prizes is: The first method for winning a prize, The system includes a second prize-winning means, different from the first prize-winning means, which is capable of switching between an allowable state in which the entry of game balls is permitted and a restricted state in which the entry of game balls is restricted. The aforementioned result notification information is, First result notification information that may be displayed after a predetermined period of time has elapsed, conditional on a game ball entering the first prize-winning means, This includes a second result notification information that may be displayed after a specific period of time has elapsed, conditional on a game ball entering the second prize-winning means, This gaming machine is A hold count information display control means capable of displaying hold count information up to a predetermined upper limit number, indicating that balls have entered at least the first prize-winning means but the transition determination has not yet been performed, and Information that can be displayed in any of a plurality of display modes in response to the entry of a game ball into the first prize-winning means, and a suggestion information display control means capable of displaying predetermined suggestion information different from the reserved number information for at least a plurality of predetermined periods that are executed consecutively, A specific allowable state generating means capable of generating a specific allowable state, which is an allowable state for a period of time during which a predetermined number of game balls can be launched toward the game board by performing the predetermined game operation based on the fulfillment of specific conditions, Equipped with, This gaming machine is The system is configured such that the execution of a predetermined specific period for the entry of a game ball into the second prize-winning means takes precedence over the execution of a predetermined period for the entry of a game ball into the first prize-winning means in a pending state. The system is configured such that a game ball can enter the second prize-winning means during the specified permissible state while the display of the predetermined suggestive information is being performed during the predetermined period. If the permissible state that occurs during the execution of displaying the predetermined suggestive information during the predetermined period is the specific permissible state, and a game ball enters the second prize-winning means, the system is configured to display a specific display image during the specific period, and to display the predetermined suggestive information together with the specific display image, at least while the specific display image is displayed. If a game ball enters the second prize-winning means when the permissible state that occurs during the execution of displaying the predetermined suggestive information during the predetermined period is not the specific permissible state, the system is configured to prevent the specific display image from being displayed during the specific period and to allow the predetermined suggestive information to be displayed. The predetermined suggestive information is configured to be displayed in at least a first display mode and a second display mode different from the first display mode, as one of the multiple types of display modes. This gaming machine is During the specified period, the system is configured to display the specified display image together with the specified display image for a predetermined period while the specified suggestive information is displayed without changing it from the first display mode. The system is configured to maintain the first display mode that was displayed during the specific predetermined period and to display the predetermined suggestive information together with the specific display image during the specific predetermined period, The system is configured such that, during a specific period executed after the predetermined period in which the predetermined suggestion information is displayed in the first display mode, if a preset switching condition for switching the display mode of the predetermined suggestion information is met, the display mode of the predetermined suggestion information can be displayed in a second display mode different from the first display mode. The gaming machine is characterized in that the second display mode is configured to be of higher value to the player than the first display mode with respect to the transition determination.
Citation Information
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