Gaming machine
The gaming machine uses adaptive notification and display systems to enhance game presentation and effects by granting privileges based on special information, addressing the need for improved engagement in gaming machines.
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2025-01-27
- Publication Date
- 2026-04-01
AI Technical Summary
Existing gaming machines lack effective mechanisms for enhancing game presentation and providing appropriate game effects.
The gaming machine incorporates information acquisition, storage, and grant determination systems to provide privileges based on special information, with notification and display mechanisms that adapt to different modes and conditions, allowing players to recognize reserved game rounds and hold notifications.
This enhances game presentation by providing dynamic and engaging gameplay experiences through adaptive notifications and displays, improving player interaction and enjoyment.
Smart Images

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Abstract
Description
Technical Field
[0004]
[0001] The present invention relates to a gaming machine.
Background Art
[0002] For example, in gaming machines such as pachinko machines, A lottery process is executed based on a predetermined trigger, and if the lottery result is a specific outcome, the player is granted a predetermined benefit. there are known ones (see, for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] Here, in gaming machines and the like as exemplified above, There is still room for improvement in game presentation and effects.
[0005] The present invention has been made in view of the above-exemplified circumstances and the like, To perform game presentations in an appropriate manner and an object thereof is to provide a gaming machine capable of
Means for Solving the Problems
[0006] The first invention of the present application is information acquisition means for acquiring special information based on the establishment of predetermined acquisition conditions, acquired information storage means for storing the special information acquired by the information acquisition means up to a predetermined number as an upper limit, grant determination means for determining whether the special information stored in the acquired information storage means corresponds to the grant information, privilege granting means capable of granting a privilege to a player based on the result of the grant determination by the grant determination means being a grant correspondence result indicating that the special information to be determined corresponds to the grant information, Based on the grant determination being made by the grant determination means, a game cycle operation is started, and the game cycle operation is terminated when a notification result corresponding to the determination result of the grant determination is issued, which is considered one game cycle, and a game cycle control means controls a predetermined notification means so that the game cycle operation is performed. A notification means for holding games that provides a notification for holding games using the predetermined notification means or a notification means different from the predetermined notification means, so that the player can recognize the number of reserved game rounds before execution. A pre-identification means for identifying information corresponding to the determination result when the predetermined special information obtained by the information acquisition means becomes subject to the assignment determination, at a time prior to when the special information becomes subject to the assignment determination; A specification mode means that makes it possible to make the notification mode of the hold notification different from the normal mode based on the specification result of the aforementioned specification means, Equipped with, The aforementioned specific embodiment includes multiple types of embodiments, each with a different degree of expectation regarding the resulting assignment. A means for determining which of the multiple types of modes the notification mode of the pending notification should be based on the results of the prior identification means, With respect to the aforementioned specific mode of the reserved notification, means for storing predetermined information in a predetermined storage area that can identify which of the plurality of modes the notification mode of the reserved notification is, Equipped with, In the first performance state, when the notification mode of a predetermined hold notification is set to the specified mode, the system is configured such that at least for the predetermined hold notification, the hold notification may be performed in the specified mode or the hold notification may not be performed, resulting in a second performance state. After the termination of the second performance state, the system includes means for ensuring that, with respect to at least the predetermined hold notification, the hold notification is made in the same notification mode as the notification mode before the second performance state was entered, based on the predetermined information stored in the predetermined storage area, without making the determination based on the identification result of the prior identification means. Before the notification mode of the pending notification becomes one of the aforementioned multiple modes, it is possible to provide a first notification that can suggest a change in the notification mode. After the end of the second performance state, the system is configured such that the first notification is not given if the predetermined hold notification is given in the same notification manner as before the second performance state was entered. The system is configured such that a transition from the first performance state to the second performance state can occur while the aforementioned game replay operation is being performed. With respect to the special information acquired in the second performance state, the system includes means for ensuring that the reserved notification in the specified manner or the reserved notification is not executed in the second performance state. The system is configured such that the identification of the target identification means for special information acquired in the second performance state can be performed in the second performance state. This is different from the aforementioned notification for holding and corresponds to the number of holdings. 2nd It is characterized by having means that enable notification to be made. Furthermore, the second invention of this application is, An information acquisition means that acquires special information based on the fulfillment of predetermined acquisition conditions, An acquired information storage means that stores special information acquired by the aforementioned information acquisition means up to a predetermined upper limit, An assignment determination means for determining whether the special information stored in the acquired information storage means corresponds to the assigned information, A reward granting means that, based on the result of the granting determination by the granting determination means, the special information subject to determination corresponds to the granting information, a reward granting means that can grant a reward to the player, Based on the grant determination being made by the grant determination means, a game cycle operation is started, and the game cycle operation is terminated when a notification result corresponding to the determination result of the grant determination is issued, which is considered one game cycle, and a game cycle control means controls a predetermined notification means so that the game cycle operation is performed. A means for providing a pending display that enables the player to recognize the number of pending game rounds before execution, and a means for providing a pending display that enables the player to recognize the execution of the pending game rounds, using the predetermined notification means or a notification means different from the predetermined notification means. A pre-identification means for identifying information corresponding to the determination result when the predetermined special information obtained by the information acquisition means becomes subject to the assignment determination, at a time prior to when the special information becomes subject to the assignment determination; A specification mode means that makes it possible to make the display mode of the hold indicator different from the normal mode based on the specification result of the aforementioned specification means, Equipped with, The aforementioned specific embodiment includes multiple types of embodiments, each with a different degree of expectation regarding the resulting assignment. A means for determining which of the multiple types of display modes the pending display should be based on the results of the prior identification means, With respect to the aforementioned specific form of the hold display, means for storing predetermined information in a predetermined storage area that can identify which of the multiple types of display forms the hold display is, Equipped with, In a first performance state, when the display mode of a predetermined hold indicator is set to the specified mode, the system is configured such that at least the predetermined hold indicator may result in a second performance state in which the hold indicator is displayed in the specified mode or the hold indicator is not displayed. After the termination of the second performance state, the system includes means for ensuring that, with respect to at least the predetermined pending display, the pending display is displayed in the same display mode as the display mode before the second performance state was entered, based on the predetermined information stored in the predetermined storage area, without making the determination based on the identification result of the prior identification means. Before the display mode of the pending display becomes one of the aforementioned multiple modes, it is possible to provide a first notification that may suggest a change in the display mode. The system is configured such that, after the end of the second performance state, if the predetermined hold display is displayed in the same display mode as before the second performance state was entered, the first notification is not issued. The system is configured such that a transition from the first performance state to the second performance state can occur while the aforementioned game replay operation is being performed. With respect to the hold display corresponding to the special information acquired in the second performance state, the system includes means to ensure that the hold display in the specified manner or the hold display is not executed in the second performance state. The identification by the destination identification means of the special information obtained in the second effect state can be performed in the second effect state, which is different from the hold display and corresponds to the number of holds 2nd and is characterized by including means enabling notification.
Effect of the Invention
[0007] According to the present invention, To perform game presentations in an appropriate manner this becomes possible.
Brief Description of the Drawings
[0008] [Figure 1] It is a front view showing a pachinko machine in one embodiment. [Figure 2] It is a perspective view showing the main configuration of the pachinko machine developed. [Figure 3] It is a perspective view showing the main configuration of the pachinko machine developed. [Figure 4] It is a front view showing the configuration of the game board. [Figure 5] (a) is a schematic view of the second operating port in the closed state, and (b) is a schematic view of the second operating port in the open state. [Figure 6] (a) is a cross-sectional view of the variable winning device in the closed state, and (b) is a cross-sectional view of the first variable winning device in the open state. [Figure 7] It is a block diagram showing the electrical configuration of the pachinko machine. [Figure 8] It is a diagram for explaining the display content on the display screen of the symbol display device. [Figure 9] It is a diagram for explaining the display content on the display screen of the symbol display device. [Figure 10] It is a diagram for explaining the display content on the display screen of the symbol display device. [Figure 11] It is an explanatory diagram for explaining the contents of various counters used for a win / loss lottery or the like. [Figure 12] It is a diagram showing an example of a win / loss table. [Figure 13] (a) is a diagram showing an example of a jackpot type table for the first special feature, and (b) is a diagram showing an example of a jackpot type table for the second special feature. [Figure 14] (a) is a diagram showing an example of a variable display time table for a big win, and (b) is a diagram showing an example of a variable display time table for a loss. [Figure 15] This flowchart shows the NMI interrupt processing in the MPU of the main control unit. [Figure 16] This is a flowchart showing timer interrupt handling. [Figure 17] A flowchart showing the prize-winning process for the operating port. [Figure 18] This is a flowchart showing the information retrieval process. [Figure 19] This is a flowchart of the main process. [Figure 20] This is a flowchart of the normal process. [Figure 21] This flowchart shows the game round control process. [Figure 22] This is a flowchart showing the data setup process. [Figure 23] This is a flowchart showing the process for initiating the change. [Figure 24] This is a flowchart showing the process for setting the variable display time. [Figure 25] This is a flowchart showing the game state transition process. [Figure 26] This flowchart shows the process for opening and closing the grand prize slot. [Figure 27] This is the transition process that occurs when the open / close execution mode ends. [Figure 28] This is a flowchart showing the pending prefetching process. [Figure 29] This is a block diagram showing the electrical configuration of a performance control device and its peripheral equipment. [Figure 30] This is a flowchart showing the performance setting process in the MPU of the performance control system. [Figure 31]This is a flowchart showing the process for handling pending commands. [Figure 32] This diagram shows the configuration of the pending memory area. [Figure 33] (a) is an explanatory diagram for explaining the hold notification effect, and (b) is an explanatory diagram for explaining the points where the hold changes during gameplay. [Figure 34] This is a flowchart showing the settings process for the hold notification. [Figure 35] This is an explanatory diagram for describing the performance modes. [Figure 36] This figure shows an example of a final display type lottery table. [Figure 37] This figure shows an example of a production scenario lottery table. [Figure 38] (a) is a flowchart showing the first execution process for the hold notification, and (b) is a diagram showing the configuration of the display mode storage area. [Figure 39] This is a diagram to explain the presentation that suggests change. [Figure 40] (a) is a flowchart showing the command response process during shift, and (b) is a diagram explaining the shift process for reserved images. [Figure 41] This is a flowchart showing the processing for displaying special feature variations. [Figure 42] This flowchart shows the process for switching between performance modes. [Figure 43] This is a flowchart showing the setup process for the scheduled return. [Figure 44] This is a flowchart showing the second execution process for the pending notification. [Figure 45] This is a flowchart showing the third execution process for the pending notification. [Figure 46] This flowchart shows the process for upgrading a pending notification. [Figure 47] This figure shows an example of a table used for promotion determination. [Figure 48] This figure shows an example of how to display a pending image. [Figure 49] This figure shows an example of how to display a pending image. [Figure 50] This figure shows an example of how to display a pending image. [Figure 51] This is a flowchart showing the pending command handling process according to the second embodiment. [Figure 52] This flowchart shows the process for switching between performance modes. [Figure 53] This is a flowchart showing the second setting process for the hold notification. [Figure 54] This is a flowchart showing the processing for displaying special feature variations. [Figure 55] This figure shows an example of how to display a pending image. [Figure 56] This flowchart shows the process for switching the performance mode according to the third embodiment. [Figure 57] This figure shows an example of a recovery determination table. [Figure 58] This figure shows an example of how to display a pending image. [Figure 59] This figure shows an example of a variable display time table according to the fourth embodiment. [Figure 60] This is a flowchart showing the settings process for the hold notification. [Figure 61] This figure shows an example of a final display type lottery table. [Figure 62] This figure shows an example of a final display type lottery table. [Figure 63] The process for opening / closing execution mode has finished. [Figure 64] This is a flowchart showing the setup process for the scheduled return. [Figure 65] This figure shows an example of a recovery determination table. [Figure 66] This figure shows an example of how to display a pending image. [Figure 67] This figure shows an example of how to display a pending image. [Figure 68] (a) is a flowchart showing the information acquisition process according to the fifth embodiment, and (b) is a flowchart showing the process for setting a hold command. [Figure 69]This is a flowchart showing the process for handling pending commands. [Figure 70] This is a flowchart showing the first pending pre-reading process. [Figure 71] The process for opening / closing execution mode has finished. [Figure 72] This is a flowchart showing the second pending pre-reading process. [Figure 73] This is a flowchart showing the setup process for the scheduled return. [Figure 74] This figure shows an example of a table of upper limit display modes. [Figure 75] This figure shows an example of how to display a pending image. [Figure 76] This figure shows an example of how to display a pending image. [Figure 77] This is a block diagram showing the electrical configuration according to the sixth embodiment. [Figure 78] This is a flowchart showing the main processing in the MPU of the performance control system. [Figure 79] This is a flowchart of the normal process. [Figure 80] This flowchart shows the process for resuming a pending notification. [Figure 81] This is a flowchart showing the process for setting the display mode. [Figure 82] This is a flowchart showing the processing for displaying special feature variations. [Figure 83] This is a flowchart showing the fourth execution process for the pending notification. [Figure 84] This flowchart shows the process for upgrading a pending notification. [Figure 85] This figure shows an example of how to display a pending image. [Figure 86] This figure shows an example of how to display a pending image. [Figure 87] (a) is a flowchart showing the main process according to the seventh embodiment, and (b) is a flowchart showing the normal process. [Figure 88] This is a flowchart showing the process for setting up the production settings. [Figure 89]This is a flowchart showing the process for setting the display mode. [Figure 90] This figure shows an example of how to display a pending image. [Figure 91] This figure shows an example of how to display a pending image. [Figure 92] This is a flowchart showing the process for switching the performance mode according to the eighth embodiment. [Figure 93] This flowchart shows the process for determining the mode switching. [Figure 94] This figure shows the configuration of the restrictions on switching between performance modes. [Figure 95] This figure shows the mode switching behavior according to the ninth embodiment. [Figure 96] This flowchart shows the process for switching between performance modes. [Figure 97] This is a flowchart showing the process for handling pending commands. [Figure 98] This is a flowchart showing the second setting process for the hold notification. [Figure 99] This figure shows an example of how to display a pending image. [Figure 100] This is an explanatory diagram illustrating the contents of various counters used in the lottery and other processes according to the second embodiment. [Figure 101] (a) is a diagram showing an example of a win / loss table for low probability mode, and (b) is a diagram showing an example of a win / loss table for high probability mode. [Figure 102] (a) is a diagram showing an example of a jackpot type table for the first special feature, (b) is a diagram showing an example of a jackpot type table for the second special feature, and (c) is a diagram showing an example of the second time-saving game state. [Figure 103] (a) is a diagram showing an example of a support lottery table for low-frequency support mode, (b) is a diagram showing an example of a support lottery table for high-frequency support mode, and (c) is a diagram showing an example of a mechanism opening and closing game. [Figure 104] This flowchart shows the timer interrupt processing in the MPU of the main control unit. [Figure 105] A flowchart showing the prize-winning process for the operating port. [Figure 106] This is a flowchart showing the information retrieval process. [Figure 107] This is a flowchart of the normal process. [Figure 108] This flowchart shows the special game round control process. [Figure 109] This is a flowchart showing the data setup process. [Figure 110] This is a flowchart showing the process for initiating the change. [Figure 111] This is a flowchart showing the process for setting the variable display time. [Figure 112] This figure shows an example of a variable display time table. [Figure 113] This figure shows an example of a variable display time table. [Figure 114] This is a flowchart showing the game state transition process. [Figure 115] This flowchart shows the process for opening and closing the grand prize slot. [Figure 116] This is the transition process that occurs when the open / close execution mode ends. [Figure 117] This flowchart shows the process for updating and ending the high-probability mode. [Figure 118] This flowchart shows the process for updating and ending the high-frequency support mode. [Figure 119] This flowchart shows the process for transitioning to the second time-saving game state. [Figure 120] (a) is a flowchart showing the process for starting the confirmation display, and (b) is a flowchart showing the process for ending the confirmation display. [Figure 121] This is a flowchart showing the control process for the general game rounds. [Figure 122] This is a flowchart showing the process for initiating a general change in the graph. [Figure 123] This is a flowchart showing the processing for power supply support. [Figure 124] This is a flowchart showing the process of opening and closing the special features. [Figure 125]This is a block diagram showing the electrical configuration of a performance control device and its peripheral equipment. [Figure 126] This is a flowchart showing the performance setting process in the MPU of the performance control system. [Figure 127] This is a flowchart showing the process for setting up the first transition sequence. [Figure 128] This figure shows an example of a display on a graphic display device. [Figure 129] This is a flowchart showing the process for setting up the effects for the second transition. [Figure 130] This figure shows an example of a display on a graphic display device. [Figure 131] This is a flowchart showing the process for setting up the ending animation. [Figure 132] This is a flowchart showing the processing for displaying special feature variations. [Figure 133] (a) is a flowchart showing the process for updating the remaining attempts display, and (b) is a flowchart showing the process for updating the number of misses display. [Figure 134] This is an explanatory diagram illustrating the transition process to the second time-saving game state. [Figure 135] This is an explanatory diagram illustrating the transition process to the second time-saving game state. [Figure 136] This is an explanatory diagram illustrating the transition process to the second time-saving game state. [Figure 137] This is an explanatory diagram illustrating the transition process to the second time-saving game state in Modification 1 of the second embodiment. [Figure 138] This figure shows an example of a display on a graphic display device. [Figure 139] This is a diagram illustrating a second time-saving game state according to a modified example 2 of the second embodiment. [Figure 140] This flowchart shows the process for transitioning to the second time-saving game state. [Figure 141] This is an explanatory diagram illustrating the transition process to the second time-saving game state. [Figure 142] This figure shows an example of a validity table according to Modification 3 of the second embodiment. [Figure 143] This figure shows an example of a table of categories for big wins. [Figure 144] (a) is a diagram showing an example of a type table for special misses, and (b) is a diagram showing an example of the third time-saving game state. [Figure 145] This flowchart shows the special game round control process. [Figure 146] This is a flowchart showing the process for initiating the change. [Figure 147] This figure shows an example of a variable display time table. [Figure 148] This flowchart shows the process for transitioning to the third time-saving game state. [Figure 149] This is a flowchart showing the process for initiating the final display. [Figure 150] This is a flowchart showing the process for setting up the production settings. [Figure 151] This is a flowchart showing the processing for displaying special feature variations. [Figure 152] This is a flowchart showing the process for initiating the change. [Figure 153] This figure shows an example of a display on a graphic display device. [Figure 154] This is an explanatory diagram illustrating the transition process to the third time-saving game state. [Figure 155] This is an explanatory diagram illustrating the transition process to the third time-saving game state. [Figure 156] This is an explanatory diagram to describe the flow of the regular game round in the final game round. [Figure 157] This figure shows an example of a compatibility table related to Modification 4 of the second embodiment described above. [Figure 158] (a) and (b) are diagrams showing examples of the type table for big wins, and (c) is a diagram showing an example of the third time-saving game state. [Figure 159] This flowchart shows the process for transitioning to the third time-saving game state. [Figure 160] This figure shows an example of a variable display time table. [Figure 161] This figure shows an example of a variable display time table. [Figure 162] This is a flowchart showing the process for setting up the production settings. [Figure 163] (a) is a flowchart showing the process for setting up the first transition animation, and (b) is a diagram showing an example of an animation for the game rounds used in the first time-saving game state. [Figure 164] (a) is a flowchart showing the process for setting up the effects for the third transition, and (b) is a diagram showing an example of the effects for the game rounds in the third time-saving game state. [Figure 165] This is a flowchart showing the processing for displaying special feature variations. [Figure 166] (a) is a flowchart showing the process for initiating the variation, and (b) is an explanatory diagram for explaining the correspondence between the variation display pattern and the game round animation. [Figure 167] This diagram shows examples of specific performances A through E. [Figure 168] This is an explanatory diagram to show the flow of gameplay. [Figure 169] This figure shows an example of a validity table related to Modification 5 of the second embodiment. [Figure 170] (a) and (b) are diagrams showing examples of the type table for big wins, and (c) is a diagram showing an example of the third time-saving game state. [Figure 171] This flowchart shows the process for transitioning to the third time-saving game state. [Figure 172] This figure shows an example of a variable display time table. [Figure 173] This figure shows an example of a variable display time table. [Figure 174] This figure shows an example of a display on a graphic display device. [Figure 175] This is an explanatory diagram to show the flow of gameplay. [Figure 176] This is an explanatory diagram to show the flow of gameplay. [Figure 177] This is an explanatory diagram to show the flow of gameplay. [Figure 178] This figure shows an example of a validity table according to a modified example 6 of the second embodiment. [Figure 179](a) and (b) are diagrams showing examples of types of tables for big wins, (c) is a diagram showing an example of the second time-saving game state, and (d) is a diagram showing an example of the third time-saving game state. [Figure 180] This is the transition process that occurs when the open / close execution mode ends. [Figure 181] This flowchart shows the special game round control process. [Figure 182] This is a flowchart showing the process for initiating the change. [Figure 183] This figure shows an example of a variable display time table. [Figure 184] This flowchart shows the process for updating the high-frequency support mode. [Figure 185] This flowchart shows the process for determining the transition to the second time-saving game state. [Figure 186] This flowchart shows the process for determining the transition to the third time-saving game state. [Figure 187] This flowchart shows the process for terminating the high-frequency support mode. [Figure 188] This flowchart shows the process for transitioning to a shortened game mode. [Figure 189] This is a flowchart showing the process for initiating the final display. [Figure 190] This is an explanatory diagram to show the flow of gameplay. [Figure 191] This is a flowchart showing the variation initiation process according to Modification 7 of the second embodiment. [Figure 192] This flowchart shows the process for determining the transition to the third time-saving game state. [Figure 193] This flowchart shows the process for determining the transition to the second time-saving game state. [Figure 194] This is an explanatory diagram to show the flow of gameplay. [Figure 195] (a) is a diagram showing an example of a special type table for special misses according to a modified example 8 of the second embodiment, and (b) is a diagram showing an example of a third time-saving game state. [Figure 196] This is a flowchart showing the process for initiating the change. [Figure 197] This flowchart shows the process B for determining the transition to the third time-saving game state. [Figure 198] This flowchart shows the process B for determining the transition to the second time-saving game state. [Figure 199] This flowchart shows the process for transitioning to a shortened game mode. [Figure 200] This is an explanatory diagram to show the flow of gameplay. [Figure 201] This is a flowchart showing the variation initiation process according to modification 9 of the second embodiment. [Figure 202] This is an explanatory diagram to show the flow of gameplay. [Figure 203] This is a flowchart showing the variation start process according to a modified example 10 of the second embodiment. [Figure 204] This flowchart shows the process for determining the transition to the second time-saving game state. [Figure 205] This is an explanatory diagram to show the flow of gameplay. [Figure 206] This is an explanatory diagram to show the flow of gameplay. [Figure 207] This is an explanatory diagram illustrating the external signal related to a modified example 11 of the second embodiment. [Figure 208] This is an explanatory diagram for describing the external signal related to a modified example 12 of the second embodiment. [Figure 209] This is an explanatory diagram for describing external signals. [Figure 210] (a) is a diagram illustrating the connection terminals, and (b) is a diagram illustrating the characteristics of the external signal. [Figure 211] This is an explanatory diagram illustrating the contents of various counters used in the lottery and other processes according to the third embodiment. [Figure 212] (a) is a diagram showing an example of a win / loss table for low probability mode, and (b) is a diagram showing an example of a win / loss table for high probability mode. [Figure 213](a) is a diagram showing an example of a jackpot type table for the first special feature, and (b) is a diagram showing an example of a jackpot type table for the second special feature. [Figure 214] (a) is a diagram showing an example of the types of special miss results, and (b) is a diagram showing an example of the types of sudden time-saving game states. [Figure 215] This figure shows an example of a support lottery table. [Figure 216] This flowchart shows the timer interrupt processing in the MPU of the main control unit. [Figure 217] A flowchart showing the prize-winning process for the operating port. [Figure 218] This is a flowchart showing the information retrieval process. [Figure 219] This is a flowchart of the normal process. [Figure 220] This flowchart shows the special game round control process. [Figure 221] This is a flowchart showing the data setup process. [Figure 222] This is a flowchart showing the process for initiating the change. [Figure 223] This is a flowchart showing the game state transition process. [Figure 224] This flowchart shows the process for opening and closing the grand prize slot. [Figure 225] This is the transition process that occurs when the open / close execution mode ends. [Figure 226] This flowchart shows the process for updating the high-frequency support mode. [Figure 227] (a) is a flowchart showing the process for determining the transition to a sudden time-saving game state, and (b) is a diagram showing the RAM configuration. [Figure 228] This is a flowchart showing the reservation process. [Figure 229] This is a flowchart showing the process for setting the variable display time. [Figure 230] This figure shows an example of a variable display time table. [Figure 231] This figure shows an example of a variable display time table. [Figure 232] This figure shows an example of a variable display time table. [Figure 233] This diagram explains the special reach failure A and special reach failure B sequences. [Figure 234] This flowchart shows the process for terminating the high-frequency support mode. [Figure 235] This flowchart shows the process for the first transition to the sudden time-saving game state. [Figure 236] This flowchart shows the process for transitioning to the second state of sudden shortened gameplay. [Figure 237] This is a flowchart showing the control process for the general game rounds. [Figure 238] (a) is a flowchart showing the process for initiating a general change, and (b) is a diagram showing an example of the change display time. [Figure 239] (a) is a flowchart showing the process for supporting the electric function, and (b) is a diagram showing examples of the manner in which the special feature opens and closes during gameplay. [Figure 240] This is a flowchart showing the process of opening and closing the special features. [Figure 241] This is a block diagram showing the electrical configuration of a performance control device and its peripheral equipment. [Figure 242] This is a flowchart showing the performance setting process in the MPU of the performance control system. [Figure 243] This is a flowchart showing the process for setting up the first transition sequence. [Figure 244] This figure shows an example of a display on a graphic display device. [Figure 245] This is a flowchart showing the processing for displaying special feature variations. [Figure 246] (a) is a flowchart showing the process for setting up the second transition animation, and (b) is a diagram showing an example of the display on the symbol display device. [Figure 247] (a) is a flowchart showing the process for setting up reserved effects, and (b) is a diagram showing an example of how to display reserved images. [Figure 248] This figure shows an example of a display on a graphic display device. [Figure 249](a) is a flowchart showing the process for setting the ending animation, and (b) is a diagram showing an example of the display on the symbol display device. [Figure 250] This is an explanatory diagram to show the process that occurs when a special losing result is obtained during the shortened game mode. [Figure 251] This flowchart shows the process for determining the transition to a sudden time-saving game state according to Modification 1 of the third embodiment. [Figure 252] This is a flowchart showing the process for renewing reservations. [Figure 253] (a) is a flowchart showing the production setting process, and (b) is a flowchart showing the update process for reserved images. [Figure 254] This is an explanatory diagram to show the process that occurs when a special losing result is obtained during the shortened game mode. [Figure 255] This figure shows an example of a display on a graphic display device. [Figure 256] (a) is a diagram showing an example of a sudden time-saving game state according to a modified example 2 of the third embodiment, and (b) is a diagram showing the priority information storage area. [Figure 257] (a) is a diagram showing an example of a normal game round in a sudden time-saving game state, and (b) is a diagram showing an example of a game with opening and closing of a special feature. [Figure 258] This is a flowchart showing the process for renewing reservations. [Figure 259] This is an explanatory diagram to show the process that occurs when a special losing result is obtained during the shortened game mode. [Figure 260] (a) is a diagram showing an example of a sudden time-saving game state according to modification 3 of the third embodiment, and (b) is a diagram showing the counter area for the time-saving game state. [Figure 261] (a) is a flowchart showing the process for determining the transition to a sudden time-saving game state, and (b) is a diagram showing the storage area for information in the order of occurrence. [Figure 262] This is a flowchart showing the reservation process. [Figure 263] This is a flowchart showing the process for setting the variable display time. [Figure 264] This flowchart shows the process for updating the high-frequency support mode. [Figure 265] This flowchart shows the process for the first transition to the sudden time-saving game state. [Figure 266] This flowchart shows the process for transitioning to the second state of sudden shortened gameplay. [Figure 267] This is an explanatory diagram to show the process that occurs when a special losing result is obtained during the shortened game mode. [Figure 268] This diagram shows the status of the counter area for the time-saving game mode. [Figure 269] (a) is a diagram showing a counter area for the time-saving game state according to modification 4 of the third embodiment, and (b) is a diagram showing the occurrence order information storage area. [Figure 270] This is a flowchart showing the reservation process. [Figure 271] This flowchart shows the process for updating the high-frequency support mode. [Figure 272] This flowchart shows the process for transitioning to the second state of sudden shortened gameplay. [Figure 273] This is a flowchart showing the process for setting up the ending animation. [Figure 274] This figure shows an example of a display on a graphic display device. [Figure 275] (a) is a diagram showing a counter area for the time-saving game state according to modification 5 of the third embodiment, and (b) is a diagram showing an example of the priority order for each time-saving game state. [Figure 276] (a) is a flowchart showing the process for determining the transition to the shortened game state, and (b) is a diagram showing the state of the counter area for the shortened game state. [Figure 277] (a) is a flowchart showing the reservation process, and (b) is a diagram showing the state of the counter area for the time-saving game state. [Figure 278] This flowchart shows the process for updating the high-frequency support mode. [Figure 279] This flowchart shows the process for the first transition to the sudden time-saving game state. [Figure 280](a) is a flowchart showing the process for transitioning to the second state of sudden time-saving gameplay, and (b) is a diagram showing the state of the counter area for the time-saving gameplay state. [Figure 281] This is an explanatory diagram to show the process that occurs when a special losing result is obtained during the shortened game mode. [Figure 282] This diagram shows the status of the counter area for the time-saving game mode. [Figure 283] (a) is a diagram showing an example of a time-saving game state according to a modified example 6 of the third embodiment, and (b) is a diagram showing an example of the priority order of each time-saving game state. [Figure 284] (a) is a diagram showing an example of a normal game round in a time-saving game state, and (b) is a diagram showing an example of a game with opening and closing of a special feature. [Figure 285] This flowchart shows the process for determining the transition to a shortened game mode. [Figure 286] This is a flowchart showing the process for setting the variable display time. [Figure 287] This flowchart shows the process for the first transition to the sudden time-saving game state. [Figure 288] This is an explanatory diagram to show the process that occurs when a special losing result is obtained during the shortened game mode. [Figure 289] This figure shows an example of a display on a graphic display device. [Figure 290] This is an explanatory diagram to show the process that occurs when a special losing result is obtained during the shortened game mode. [Figure 291] This is an explanatory diagram to show the process that occurs when a special losing result is obtained during the shortened game mode. [Figure 292] This is an explanatory diagram to show the process that occurs when a special losing result is obtained during the shortened game mode. [Figure 293] (a) is a diagram showing an example of a time-saving game state according to modified example 7 of the third embodiment, (b) is a diagram showing an example of a type of time-saving game state, and (c) is a diagram showing an example of the priority order of each time-saving game state. [Figure 294] (a) is a flowchart showing the process of starting the variation, and (b) is a flowchart showing the special feature game round control process. [Figure 295] This flowchart shows the process for determining the transition to the ceiling time-saving game state. [Figure 296] This figure shows an example of a display on a graphic display device. [Figure 297] This flowchart shows the process for transitioning to the ceiling time-saving game state. [Figure 298] This is an explanatory diagram to show what happens when the number of losing spins reaches the ceiling limit or when a special losing result occurs during the shortened play time state. [Figure 299] (a) is a diagram showing an example of a success / failure table for a low-probability mode according to a modified example 8 of the third embodiment, and (b) is a diagram showing an example of a special failure result. [Figure 300] This figure shows an example of a special outlier result. [Figure 301] This flowchart shows the process for determining the transition to a shortened game mode. [Figure 302] This is a flowchart showing the process for releasing a reservation. [Figure 303] This is a flowchart showing the process for setting the variable display time. [Figure 304] This figure shows an example of a variable display time table. [Figure 305] This figure shows an example of a display on a graphic display device. [Figure 306] This is a flowchart showing the process for setting up the production settings. [Figure 307] This is a diagram showing an example of a reservation indicator. [Figure 308] This figure shows an example of a display on a graphic display device. [Figure 309] This is an explanatory diagram illustrating the contents of various counters used in the lottery and other processes according to the fourth embodiment. [Figure 310] (a) is a diagram showing an example of a win / loss table for low probability mode, and (b) is a diagram showing an example of a win / loss table for high probability mode. [Figure 311] (a) is a diagram showing an example of a jackpot type table for the first special feature, (b) is a diagram showing an example of a jackpot type table for the second special feature, and (c) is a diagram showing an example of a sudden time-saving game state. [Figure 312] This figure shows an example of a support lottery table. [Figure 313] (a) is a diagram showing an example of a table of winning types for the regular prize, and (b) is a diagram showing an example of a game with opening and closing of low-prize winning mechanisms. [Figure 314] This diagram shows an example of a game where a high-prize prize mechanism opens and closes. [Figure 315] This flowchart shows the timer interrupt processing in the MPU of the main control unit. [Figure 316] A flowchart showing the prize-winning process for the operating port. [Figure 317] This is a flowchart showing the information retrieval process. [Figure 318] This is a flowchart of the normal process. [Figure 319] This flowchart shows the special game round control process. [Figure 320] This is a flowchart showing the data setup process. [Figure 321] This is a flowchart showing the process for initiating the change. [Figure 322] This is a flowchart showing the game state transition process. [Figure 323] This flowchart shows the process for opening and closing the grand prize slot. [Figure 324] This is the transition process that occurs when the open / close execution mode ends. [Figure 325] This flowchart shows the process for updating the high-frequency support mode. [Figure 326] This flowchart shows the process for determining the transition to a shortened game mode. [Figure 327] This is a flowchart showing the process for setting the variable display time. [Figure 328] This figure shows an example of a variable display time table. [Figure 329] This figure shows an example of a display on a graphic display device. [Figure 330] This figure shows an example of a variable display time table. [Figure 331]This figure shows an example of a variable display time table. [Figure 332] This figure shows an example of a variable display time table. [Figure 333] This flowchart shows the process for terminating the high-frequency support mode. [Figure 334] This flowchart shows the process for suddenly transitioning to a shortened game mode. [Figure 335] (a) is a flowchart showing the control process for the regular game rounds, and (b) is a diagram showing an example of the confirmed display time. [Figure 336] This is a flowchart showing the process for initiating a general change in the graph. [Figure 337] (a) is a diagram showing an example of the stop result for a normal hit, and (b) is a diagram showing an example of the variable display time. [Figure 338] This is a flowchart showing the processing for power supply support. [Figure 339] (a) is a flowchart showing the process for setting the number of releases, and (b) is a flowchart showing the process for setting the upper limit release time. [Figure 340] This is a flowchart showing the process of opening and closing the special features. [Figure 341] This is a block diagram showing the electrical configuration of a performance control device and its peripheral equipment. [Figure 342] This is a flowchart showing the performance setting process in the MPU of the performance control system. [Figure 343] This is a flowchart showing the process for setting up the first transition sequence. [Figure 344] This figure shows an example of a display on a graphic display device. [Figure 345] This is a flowchart showing the processing for displaying special feature variations. [Figure 346] (a) is a flowchart showing the process for setting up the second transition animation, and (b) is a diagram showing an example of the display on the symbol display device. [Figure 347] This is a flowchart showing the process for setting up the ending animation. [Figure 348] This is a flowchart showing the process for displaying fluctuations in the general diagram. [Figure 349]This is a diagram to explain the general display area. [Figure 350] This diagram illustrates the display of fluctuations in the general display area. [Figure 351] This is a flowchart showing the process for setting the stop result. [Figure 352] This is a flowchart showing the process for changing the stop result. [Figure 353] This flowchart shows the processing for special lighting effects. [Figure 354] This figure shows an example of a special lighting effect. [Figure 355] This is a flowchart showing the process for setting the start timing. [Figure 356] This is an explanatory diagram illustrating an example of switching between operation modes for the regular game. [Figure 357] This is an explanatory diagram illustrating an example of switching between operation modes for the regular game. [Figure 358] This is an explanatory diagram illustrating an example of switching between operation modes for the regular game. [Figure 359] This is an explanatory diagram illustrating an example of switching between operation modes for the regular game. [Figure 360] This is an explanatory diagram to show the timing of the special light-up effect. [Figure 361] This figure shows an example of a high-prize mechanism opening and closing game according to Modification 1 of the fourth embodiment. [Figure 362] This is a flowchart showing the process of opening and closing the special features. [Figure 363] (a) is a flowchart showing the process for setting the upper limit of the open time, and (b) is a flowchart showing the process for setting the closed time. [Figure 364] This is an explanatory diagram illustrating an example of switching between operation modes for the regular game. [Figure 365] This is an explanatory diagram illustrating an example of switching between operation modes for the regular game. [Figure 366] This figure shows an example of a high-prize mechanism opening and closing game according to a modified example 2 of the fourth embodiment. [Figure 367] This is a flowchart showing the process of opening and closing the special features. [Figure 368] This is a flowchart showing the process for changing the number of times an item is released. [Figure 369] This is an explanatory diagram illustrating an example of switching between operation modes for the regular game. [Modes for carrying out the invention]
[0009] <First Embodiment> The following describes in detail a first embodiment of a pachinko game machine (hereinafter referred to as "pachinko machine"), a type of amusement machine, based on the drawings. Figure 1 is a perspective view of the pachinko machine 10 seen from the front, and Figures 2 and 3 are perspective views showing the main components of the pachinko machine 10 in an unfolded state. For convenience, the components within the game area PE of the pachinko machine 10 are omitted in Figure 2.
[0010] As shown in Figure 1, the pachinko machine 10 has an outer frame 11 that forms the outer shell of the pachinko machine 10, and a game machine body 12 attached to this outer frame 11.
[0011] The outer frame 11 is constructed by connecting boards on all four sides and has a rectangular frame shape. The pachinko machine 10 is installed in the gaming hall by attaching and fixing the outer frame 11 to the island equipment. However, the outer frame 11 is not an essential component of the pachinko machine 10, and the outer frame 11 may be attached to the island equipment of the gaming hall.
[0012] The gaming machine body 12 is supported by the outer frame 11 in a manner that allows it to be opened and closed. Specifically, an upper support fitting 17 is fixed to the connection between the upper frame and the left frame of the outer frame 11, and a lower support fitting 18 is provided at the connection between the lower frame and the left frame of the outer frame 11. These upper support fittings 17 and 18 constitute a support mechanism, and this support mechanism allows the gaming machine body 12 to rotate forward of the pachinko machine 10 with the left side as the base end and the right side as the tip end when viewed from the front of the pachinko machine 10 (see Figures 2 and 3).
[0013] As shown in Figure 2, the gaming machine body 12 comprises an inner frame 13 as a base body, a front door frame 14 positioned in front of the inner frame 13, and a back pack unit 15 positioned behind the inner frame 13. The inner frame 13 of the gaming machine body 12 is rotatably supported relative to the outer frame 11. In detail, the inner frame 13 is rotatable forward with the left side being the pivot end and the right side being the pivot tip when viewed from the front.
[0014] The front door frame 14 is rotatably supported on the inner frame 13, and can rotate forward with the left side as the pivot end and the right side as the pivot end when viewed from the front. The back pack unit 15 is also rotatably supported on the inner frame 13, and can rotate backward with the left side as the pivot end and the right side as the pivot end when viewed from the front (see Figure 3).
[0015] Next, the front door frame 14 will be described. As shown in Figure 2, the front door frame 14 is mainly composed of a synthetic resin frame body 20 whose outer shape is almost identical to that of the outer frame 11, and covers almost the entire front surface of the inner frame 13. A roughly elliptical window portion 21 is formed in the central part of the frame body 20 so that almost the entire area of the game area PE, which will be described later, can be seen from the front, and this window portion 21 is covered from the rear side of the front door frame 14 by a glass unit 22.
[0016] The glass unit 22 comprises a plurality of transparent glass panels 23 and a glass holder that holds these glass panels 23. The glass holder has a partition that divides the holding area of the glass panels 23 into front and rear sections, and the two glass panels 23 face each other front and rear with the partition in between. In other words, by ensuring a predetermined gap between the two glass panels 23, interference between the glass panels 23 is avoided, and the game area PE is double-covered from the front side of the pachinko machine 10 by the glass panels 23.
[0017] It is not necessary to unitize both glass panels 23 using a glass holder; each glass panel 23 may be individually attached to the frame 20. Furthermore, the number of glass panels is arbitrary; it may be one or three or more. However, from the viewpoint of improving safety and security, it is preferable to use multiple glass panels and to position each of these glass panels facing each other front and back with a predetermined gap in between. Incidentally, it is also possible to use a transparent synthetic resin panel member instead of glass panels.
[0018] As shown in Figure 1, various light-emitting means such as lamps are provided around the glass unit 22 (more specifically, the window section 21). For example, a lamp section (ring-shaped illuminated section) 26 containing light-emitting means such as LEDs is provided along the periphery of the window section 21. The lamp section 26 lights up or flashes in accordance with changes in the game state, such as when a jackpot is hit or when a predetermined reach occurs. In addition, an error indicator lamp section 27 that lights up in the event of a predetermined error is provided in the center of the lamp section 26 and at the top of the pachinko machine 10, and prize ball lamp sections 28 that light up when prize balls are paid out are provided on the left and right sides of the error indicator lamp section 27. In addition, a speaker section 29 that outputs sound effects according to the game state is provided in a position close to the left and right prize ball lamp sections 28.
[0019] Below the window portion 21 of the front door frame 14 (frame body 20), an upper bulge 31 and a lower bulge 32 are arranged vertically side by side, bulging toward the front. Inside the upper bulge 31 is an upper tray 33 that opens upward, and inside the lower bulge 32 is a lower tray 34 that also opens upward. The upper tray 33 has the function of temporarily storing the game balls dispensed from the dispensing device (described later) and guiding them to the game ball launching mechanism (described later) while aligning them in a line. The lower tray 34 has the function of storing any game balls that are left over in the upper tray 33.
[0020] Furthermore, the upper surface of the upper bulge 31 is provided with a performance control unit 36 (specifically, a push button) that is manually operated by the player. For example, when the performance control unit 36 is manually operated according to suggestions displayed on the display screen G of the symbol display device 75 (described later), the performance content on the display screen G etc. becomes a predetermined performance content corresponding to that operation.
[0021] A game ball launching handle 41 is provided to the right of the lower bulge 32, protruding toward the front. When the game ball launching handle 41 is operated, a game ball is launched from the game ball launching mechanism, which will be described later.
[0022] As shown in Figure 2, a passage forming unit 45 is attached to the back of the front door frame 14. The passage forming unit 45 is molded from synthetic resin and has a front door side upper tray passage leading to the upper tray 33 and a front door side lower tray passage leading to the lower tray 34. In the passage forming unit 45, a receiving portion is formed at the upper corner, which protrudes to the rear and opens upward. By dividing this receiving portion into left and right sections with a partition wall, the entrance portion of the front door side upper tray passage and the entrance portion of the front door side lower tray passage are separated. Game balls that enter the front door side upper tray passage are guided to the upper tray 33, and game balls that enter the front door side lower tray passage are guided to the lower tray 34.
[0023] On the rear side of the front door frame 14, at the pivot base end, projection shafts are provided at its upper and lower ends. These projection shafts constitute the assembly mechanism for the inner frame 13. Furthermore, on the rear side of the front door frame 14, at the pivot tip end, as shown in Figure 2, multiple hook fittings 49 extending to the rear are arranged in a vertical direction. These hook fittings 49 constitute the locking mechanism for the inner frame 13.
[0024] Next, the inner frame 13 will be described in detail based on Figures 2 and 3. The inner frame 13 is mainly composed of a resin base 50, which has an outer shape that is roughly rectangular, similar to the outer frame 11. The height dimension of the resin base 50 is set to be slightly smaller than the height dimension of the outer frame 11. The resin base 50 is positioned close to the upper frame portion of the outer frame 11, and a small gap is formed between the lower frame portion of the outer frame 11 and the resin base 50. A fascia board is attached to the outer frame 11 to close this gap. The fascia board is positioned below the resin base 50 (more specifically, its lower end), and when the inner frame 13 is closed to the outer frame 11, the resin base 50 rests on top of the fascia board.
[0025] Support brackets 51 and 52 are attached to the upper and lower ends of the pivot base side on the front surface of the resin base 50. The support brackets 51 and 52 have axial holes formed in them, and the projection shaft of the front door frame 14 is inserted into these axial holes, thereby supporting the front door frame 14 so that it can rotate relative to the inner frame 13.
[0026] The front of the resin base 50, on the rotating tip side, is provided with an insertion hole for inserting a hook fitting 49 located on the back of the front door frame 14. In this pachinko machine 10, as shown in Figure 3, a locking device 55 for locking the inner frame 13 and the front door frame 14 is positioned hidden on the back side of the inner frame 13. Therefore, the hook fitting 49 engages with the locking device 55 (specifically, the hook receiving member for the front door) through the insertion hole, thereby locking the front door frame 14 to the inner frame 13 in an unopenable state. The locking device 55 also has a plurality of inner frame hook members 57 that extend to the rear of the inner frame 13. These inner frame hook members 57 catch on the hook receiving member 19 of the outer frame 11, thereby locking the game machine body 12 to the outer frame 11 in a closed state.
[0027] At the lower right corner of the resin base 50, a cylinder lock 58 for unlocking the locking device 55 is installed. The cylinder lock 58 is integrated with the locking device 55. When the key inserted into the keyhole of the cylinder lock 58 is turned to the right, the front door frame 14 is unlocked from the inner frame 13. When the key inserted into the keyhole of the cylinder lock 58 is turned to the left, the locking device 55 is configured such that the inner frame 13 is unlocked from the outer frame 11.
[0028] A substantially elliptical window hole 54 is formed in the central portion of the resin base 50, and the window hole 54 is blocked from the rear by the game board 60 mounted on the resin base 50. The game board 60 includes a wooden plywood and a sheet material covering the front plate surface of the plywood, and its front surface is exposed on the front side of the resin base 50 through the window hole 54. On this exposed part, that is, on the front surface of the game board 60, a game area PE through which the game balls flow down is formed. Note that the game board 60 is not limited to being made of wood and can also be made of synthetic resin.
[0029] Hereinafter, the game board 60 (particularly various components arranged in the game area PE) will be described based on FIG. 4. FIG. 4 is a front view of the game board 60.
[0030] A plurality of large and small openings penetrating in the thickness direction (front-rear direction) of the game board 60 are formed. In each opening, a general winning port 61, a first operating port 62, a second operating port 63, a through gate 64, a variable winning device 65, a variable display unit 67, etc. are provided respectively.
[0031] When a game ball enters the general winning port 61, the variable winning device 65, the first operating port 62, or the second operating port 63, it is detected by a winning sensor (detection sensor), and based on the detection result, benefits such as payout of a predetermined number of prize balls are given to the player. In this case, when a game ball enters the general winning port 61, 10 game balls are paid out. When a game ball enters the variable winning device 65, 15 game balls are paid out. Also, when a game ball enters the first operating port 62, 3 game balls are paid out. When a game ball enters the second operating port 63, 1 game ball is paid out. Incidentally, even if a game ball enters the through gate 64, no game balls are paid out.
[0032] Note that the number of these prize balls is arbitrary. For example, the number of prize balls related to the first operating port 62 and the number of prize balls related to the second operating port 63 may be the same, or the number of prize balls related to the second operating port 63 may be more than the number of prize balls related to the first operating port 62. Also, the number of prize balls related to the variable winning device 65 may be the same as or less than the number of prize balls related to other operating ports or the like. Further, a configuration may be adopted in which a predetermined number of game balls are paid out when a game ball enters the through gate 64.
[0033] An out port 68 is provided at the lowermost part of the game board 60, and game balls that do not enter various ball-in parts are discharged from the game area PE through the out port 68. Here, "ball-in" means that a game ball passes through a predetermined opening part, and it includes not only the mode in which the game ball is discharged from the game area PE after passing through the opening part, but also the mode in which the game ball is not discharged from the game area PE after passing through the opening part. However, in the following description, in order to clearly distinguish from the ball-in of the game ball into the out port 68, the ball-in into the general winning port 61, the operating ports 62, 63, the variable winning device 65, or the through gate 64 is also expressed as "winning".
[0034] Furthermore, the game board 60 is equipped with numerous nails 69 to appropriately disperse and adjust the flow path of the game balls, as well as various components (mechanisms) such as windmills. These various configurations, including the nails 69 and windmills, diversify the flow of the game balls, and are adjusted so that the balls enter the general prize winning holes 61 and other areas as described above with a reasonable probability.
[0035] The variable display unit 67 is located in the center of the game board 60. The variable display unit 67 is installed on the back side of the game board 60 (Figure 3), and its display screen G can be viewed through an opening provided in the center of the game board 60. A frame-shaped center frame 76 is attached to the front of the game board 60, corresponding to the periphery of the opening.
[0036] The center frame 76 protrudes forward from the front of the game board 60, and the gap between the front of the center frame 76 and the glass unit 22 is smaller than the diameter of the game ball. This prevents the game ball flowing down the game area PE from flowing into the inner area of the center frame 76 and coming into contact with the display screen G. In addition, the center frame 76 distributes the flow path of the game ball as it flows down the game area PE to the left and right, forming a left route that passes through the left side of the center frame 76 and a right route that passes through the right side.
[0037] Whether the game ball flows down (passes through) the left or right route is determined by the amount of rotation of the game ball launch handle 41, that is, by the launch force of the game ball. Since the launched game ball enters the game area PE from the upper left side of the game board 60, the stronger the launch force of the game ball, the more likely the game ball is to flow down the right route.
[0038] More specifically, if the player performs a first firing operation by rotating the game ball firing handle 41 with a rotation amount in the first range which is greater than or equal to a predetermined rotation amount but less than the standard rotation amount, the fired game ball will flow down the left route. If the player performs a second firing operation by rotating the game ball firing handle 41 with a rotation amount in the second range which is greater than or equal to the standard rotation amount, the fired game ball will flow down the right route. The predetermined rotation amount is the amount of rotation operation required for the fired game ball to pass through the guide rail 100 (described later) and enter the game area PE, and the standard rotation amount is the amount of rotation operation required to fire the game ball with a firing force that allows it to reach the top of the center frame 76.
[0039] Below the center frame 76 (variable display unit 67), there is a first operating port 62 that is open upwards. The first operating port 62 is located in the left-right center of the game board 60, but game components such as nails 69 are arranged so that game balls flowing down the right route do not enter the first operating port 62. In other words, only game balls flowing down the left route can enter the first operating port 62. Therefore, when a player aims to enter the first operating port 62, they will play the game by launching the game ball so that it flows down the left route. The first operating port 62 is equipped with a first operating port entry sensor 62a (Figure 7), and this entry sensor 62a detects game balls that have entered the first operating port 62.
[0040] A second operating port 63 is located to the right of the center frame 76 (variable display unit 67). The configuration of the second operating port 63 will be explained with reference to Figure 5.
[0041] The second operating port 63 is provided with a general-purpose electrical component 63a (variable receiving means) which serves as a guide piece (support piece) consisting of a pair of left and right movable pieces. Specifically, the pair of movable pieces, which are supported so as to be rotatable in the left and right directions, are arranged so as to sandwich the opening of the second operating port 63 from both the left and right sides.
[0042] Furthermore, by rotating each of the above-mentioned movable pieces, it is possible to switch between a closed state (unsupported or unguided state) as shown in Figure 5(a) and an open state (supported or guided state) as shown in Figure 5(b). Specifically, a protruding portion 63d is provided on the upper part of the second operating port 63 so as to protrude forward. As shown in Figure 5(a), when the above-mentioned movable pieces are in an upright position, the gap between each of the movable pieces and the protruding portion 63d becomes less than the diameter of the game ball, preventing the game ball from flowing into the second operating port 63. On the other hand, as shown in Figure 5(b), when the above-mentioned movable pieces are rotated to tilt outward, an opening of a size that allows the game ball to pass through is formed between them and the protruding portion 63d, allowing the game ball to flow into the second operating port 63. The second operating port 63 is provided with a prize sensor 63c for the second operating port, and the prize sensor 63c detects when a game ball enters the second operating port 63.
[0043] Furthermore, the general-purpose electrical device 63a is provided with a drive unit 63b that drives each movable piece. Each movable piece is driven by the drive unit 63b through a link mechanism (not shown) to switch between an open state (tilted position) and a closed state (upright position). Incidentally, the first operating port 62 is not provided with a general-purpose electrical device (opening / closing structure).
[0044] In the above configuration, it is not possible to win a prize in the second operating port 63 when it is closed, but a configuration in which it is possible to win a prize is also possible. That is, a configuration in which it is possible to win a prize in the second operating port 63 when it is closed, but it is more difficult to win a prize (it becomes difficult to win a prize) than when it is open. In short, it is sufficient that the ease of winning a prize in the second operating port 63 differs between the open and closed states, and the degree of closure or opening is arbitrary. Furthermore, the configuration of the general-purpose device 63a is not limited to the above, and for example, the second operating port 63 may be opened and closed by a movable piece rotating back and forth, or sliding back and forth or left and right.
[0045] As shown in Figure 4, a through gate 64 is positioned above (upstream of) the second operating port 63 in the right route. The through gate 64 has a through hole (not shown) that penetrates vertically, and game balls that enter the through gate 64 pass through the through gate 64 and flow down the game area PE again. Therefore, game balls that enter the through gate 64 can also enter the second operating port 63. The through gate 64 is equipped with a through-gate entry sensor 64a (Figure 7), which detects game balls that enter the through gate 64.
[0046] The through gate 64 acts as a trigger to open the above-mentioned electric power device 63a located in the second operating port 63. Specifically, an internal lottery is held when a ball enters the through gate 64, and if the result of this internal lottery is an opening result (support win), the electric power device 63a is opened from the closed state, and then the device opening / closing game (support execution mode) is executed to return it to the closed state.
[0047] In the right route, a variable prize-winning device 65 is located below (downstream of) the second operating port 63. The configuration of the variable prize-winning device 65 will be explained with reference to Figure 6.
[0048] The variable prize winning device 65 includes a large prize winning opening 65a that opens to the front, and an opening / closing door 65b that opens and closes the large prize winning opening 65a. The large prize winning opening 65a is a horizontally elongated rectangle when viewed from the front, and is large enough to allow multiple game balls to enter simultaneously. The large prize winning opening 65a is connected to a guide passage 65e provided on the back side of the game board 60, and all game balls that enter the large prize winning opening 65a are guided to the guide passage 65e. A prize winning sensor 65c for the large prize winning opening is provided in the guide passage 65e, and the prize winning sensor 65c detects game balls that have entered the large prize winning opening 65a.
[0049] In addition, the variable winning device 65 is provided with a drive unit 65d for driving the opening / closing door 65b. The opening / closing door 65b is driven by the drive unit 65d through a link mechanism (not shown), and is switched between a closed state (Fig. 6(a)) in which game balls cannot win the big winning opening 65a and an open state (Fig. 6(b)) in which game balls can win the big winning opening 65a. Specifically, normally, the opening / closing door 65b is in the closed state, and is switched to the open state when winning the shift to the opening / closing execution mode (big win game) in the internal lottery.
[0050] The opening / closing execution mode is a mode that will shift when winning the big win. The opening / closing execution mode will be described in detail later. As an opening mode of the variable winning device 65, in the case of a big win, there is a mode in which the variable winning device 65 is repeatedly opened with a plurality of rounds (for example, 10 rounds) as the upper limit, with the elapse of a predetermined time (for example, 30 sec) or a predetermined number (for example, 10) of wins as one round.
[0051] In the above configuration, winning at the big winning opening 65a is impossible when in the closed state, but it may also be a configuration that allows winning. That is, even when in the closed state, it may be a configuration in which winning at the big winning opening 65a is possible, but it is more difficult to win (more difficult to achieve winning) than in the open state. The main point is that as long as the ease of winning at the big winning opening 65a is different between the open state and the closed state, the degree of closing or opening is arbitrary.
[0052] Here, for the second operation port 63, the through gate 64, and the variable winning device 65, only the game balls flowing down the right route can win. Therefore, when a player aims to win at the second operation port 63, the through gate 64, and the variable winning device 65, the player will shoot the game balls so that the game balls flow down the right route to play the game.
[0053] As shown in Figure 4, a main display unit 81 is provided below the variable prize winning device 65. The main display unit 81 is positioned along the lower outer edge of the game area PE and protrudes forward from the front of the game board 60. The front of the main display unit 81 is provided with a special display section 43 for displaying predetermined patterns and a general display section 44. These display sections 43 and 44 are visible from the front through the glass unit 22 of the front door frame 14. The gap between the front of the main display unit 81 and the glass unit 22 is smaller than the diameter of the game ball. This prevents the game ball from passing in front of the main display unit 81 and ensures the visibility of the various display sections 43 and 44.
[0054] The special display unit 43 is equipped with a first special display unit AS that displays the lottery results based on winning at the first operation port 62, and a second special display unit BS that displays the lottery results based on winning at the second operation port 63.
[0055] In the first special display unit AS, the display of changing symbols is triggered by a prize being won in the first operating port 62, and as a result of stopping the display of the changing symbols, the result of the internal lottery conducted based on the prize being won in the first operating port 62 is clearly displayed. If the result of the internal lottery based on the prize being won in the first operating port 62 is a winning result corresponding to a jackpot, the display of the changing symbols in the first special display unit AS is stopped, and after a predetermined symbol is displayed as a result of stopping, the system transitions to the opening and closing execution mode described above.
[0056] In the second special display unit BS, the display of changing symbols is triggered by a prize being awarded in the second operation port 63, and the result of the internal lottery conducted based on the prize being awarded in the second operation port 63 is clearly displayed as a result of the stopping of this changing display. If the result of the internal lottery based on the prize being awarded in the second operation port 63 is a winning result corresponding to a jackpot, the display of changing symbols in the second special display unit BS is stopped, and after a predetermined symbol is displayed as a result of the stop, the system transitions to the opening and closing execution mode described above.
[0057] In the following, in order to distinguish between the symbols that change and are displayed when a prize is won in the first operating port 62 and the symbols that change and are displayed when a prize is won in the second operating port 63, the former may be referred to as the first special symbol or first special symbol, and the latter as the second special symbol or second special symbol.
[0058] Here, based on a winning entry into either of the operating ports 62 or 63, a variation display is started in the corresponding special display unit AS or BS, and the period from when the variation display stops after displaying a predetermined stop result is considered one game round in the special display unit AS or BS. However, one game round is not limited to the above content. For example, in a configuration where a single display area is provided and a variation display is performed in that single display area regardless of when a winning entry occurs into any of the operating ports 62 or 63, one game round is considered to be from when the variation display starts in that single display area and stops after displaying a predetermined stop result.
[0059] Furthermore, the main display unit 81 is equipped with a special symbol retention count display unit AM. The number of times a game ball enters the first operation port 62 or the second operation port 63 is retained up to a maximum of 4 times, and the special symbol retention count display unit AM can display the number of retained special symbols for the first special symbol (first operation port 62) and the number of retained special symbols for the second special symbol (second operation port 63) separately.
[0060] The regular symbol display unit 44 is a display unit for clearly indicating the results of the internal lottery conducted based on the entry into the through gate 64. In this case, the regular symbol display unit 44 displays a changing pattern triggered by the entry into the through gate 64, and as a result of the stopping of this changing pattern display, the result of the internal lottery conducted based on the entry into the through gate 64 is clearly indicated by the display. If the result of the internal lottery based on the entry into the through gate 64 is a winning result that corresponds to a transition to a support state that opens the regular electric device 63a, the regular symbol display unit 44 displays a predetermined stop result and the changing pattern display stops, after which it transitions to the support state. The pattern that is displayed in a changing pattern triggered by the entry into the through gate 64 is sometimes called a regular pattern or regular diagram.
[0061] Here, based on the entry into the through gate 64, the display unit 44 for general diagrams starts a variable display, and the period from when the predetermined stop result is displayed until the variable display stops corresponds to one game round in the display unit 44 for general diagrams. Hereafter, in order to distinguish between game rounds in the display unit 44 for general diagrams and game rounds in the special diagram display units AS and BS, the former may be referred to as a general diagram game round and the latter as a special diagram game round.
[0062] Furthermore, the display unit 44 for the regular display is equipped with a regular display number display unit FM. The number of times a game ball enters the through gate 64 is reserved up to a maximum of 4 times, and the regular display number display unit FM can display the number of regular display balls (through gate 64) reserved.
[0063] The special drawing display unit 43 and the general drawing display unit 44 are composed of a segment display device having multiple segments, but are not limited to this, and may be composed of other display devices such as a liquid crystal display device.
[0064] In addition, although not shown in the diagram, the main display unit 81 is provided with a round display section to indicate the number of rounds in the opening / closing execution mode. The round display section starts displaying the number of rounds when the opening / closing execution mode is started or has been started. This display continues without changing the display content while the opening / closing execution mode is running, and ends when the opening / closing execution mode ends or has ended.
[0065] Next, the variable display unit 67 will be described. The variable display unit 67 is equipped with a pattern display device 75 that displays patterns, which are a type of image, in a variable manner (or in a variable or switching manner).
[0066] The pattern display device 75 is configured as a liquid crystal display device equipped with a liquid crystal display, and the displayed content is controlled by a display control device described later. The pattern display device 75 is not limited to a liquid crystal display device, but may also be other display devices such as a plasma display device, an organic EL display device, or a CRT.
[0067] The symbol display device 75 displays symbols arranged, for example, at the top, middle, and bottom, and these symbols are displayed in a variable manner by scrolling horizontally. In this case, the variable display on the symbol display device 75 is initiated based on a winning entry into the first operating port 62 or the second operating port 63. That is, when a variable display is performed on the special symbol display unit 43, a variable display is also performed on the symbol display device 75 accordingly. When the variable winning device 65 is opened, the game transitions to a jackpot state (open / close execution mode), and a predetermined combination of symbols is stopped and displayed on a preset active line on the symbol display device 75.
[0068] Furthermore, the symbol display device 75 displays a hold indicator corresponding to the first special symbol display unit AS and the second special symbol display unit BS. In this hold indicator, a predetermined hold image is displayed, and the number of holds for each operation port 63, 64 is indicated by the number of images displayed. Note that the number of holds is not limited to what is shown by the hold image, but may also be shown by a numerical display. Moreover, the display may not be limited to the symbol display device 75, but may also be shown by a display unit (a display unit separate from the hold number display units AM and FM of the main display unit 81) or a light-emitting unit (hold lamp unit) provided on the game board 60 separately from the symbol display device 75.
[0069] Referring again to Figure 2, the configuration of the inner frame 13 will be explained. Below the mounting area of the game board 60 on the resin base 50, a game ball launching mechanism 110 is provided that launches game balls toward the game area PE based on the operation of the game ball launching handle 41. The game ball launching mechanism 110 mainly comprises a solenoid 111 that launches game balls positioned at a predetermined launch standby position, a launch rail 112 that defines the launch direction of the game balls launched by the solenoid 111, a ball feeding device 113 that supplies game balls to the launch standby position, and a base plate 114 on which these various components 111 to 113 are mounted. The base plate 114 is fixed to the resin base 50, thereby integrating the game ball launching mechanism 110 with the resin base 50.
[0070] The launch rail 112 is fixed to the base plate 114 at an angle so as to slope upward toward the game board 60. A ball stopper is provided near the downstream end (i.e., lower end) of the launch rail 112 to hold the game balls supplied from the ball feeding device 113 in the aforementioned launch standby position. The solenoid 111 is located further downstream from the ball stopper.
[0071] The solenoid 111 is electrically connected to a power supply and a launch control device, which will be described later. Based on the output of electrical signals from the power supply and launch control device, the output shaft of the solenoid 111 reciprocates in the extension and retraction direction, causing the game ball, which is placed in the launch standby position, to be launched toward the game board 60, more specifically toward the guide rail 100 attached to the game board 60.
[0072] As shown in Figure 4, the guide rail 100 partitions the game area PE so that the outer shape of the game area PE is approximately circular. The guide rail 100 consists of an inner rail 101 and an outer rail 102 that are positioned opposite each other with a gap slightly larger than the diameter of the game ball, and these two rails 101 and 102 partition a single guide passage 103. The guide passage 103 has an entrance portion that is open on the tip side (diagonally downward) of the launch rail 112 and an exit portion located at the top of the game area PE. The game ball launched based on the operation of the solenoid 111 is guided to the game area PE by moving in the order of launch rail 112 → guide rail 100 (entrance portion → exit portion).
[0073] Furthermore, in the game board 60, a reverse return prevention member 106 is attached to the front of the exit portion, more specifically near the tip of the inner rail 101, to prevent game balls that have reached the game area PE from returning back into the guide passage 103, thereby preventing the launch of subsequent game balls from being obstructed by game balls that have reached the game area PE earlier.
[0074] As shown in Figure 2, the guide rail 100 and the launch rail 112 are positioned such that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 face each other diagonally across the lower edge of the game board 60. In other words, the two rails 100 and 112 are positioned so that the entrance portion of the guide rail 100 and the tip portion of the launch rail 112 are offset to the left and right near the lower edge of the game board 60. This brings both rails 100 and 112 closer to the lower edge of the game board 60 while creating a predetermined gap between the entrance portion of the guide rail 100 and the launch rail 112.
[0075] Below the gap formed in this manner, a foul ball passage 46 is provided. The foul ball passage 46 is integrally molded with the passage forming unit 45 of the front door frame 14. If a game ball launched from the game ball launching mechanism 110 does not reach the game area PE and returns to the guide passage 103 as a foul ball, these foul balls will enter the foul ball passage 46 through the gap. The foul ball passage 46 is connected to the lower tray passage on the front door side, and game balls that enter the foul ball passage 46 are discharged into the lower tray 34. This suppresses interference between foul balls and the next game ball to be launched, while returning the foul balls to the player.
[0076] In the resin base 50, a through hole is formed to the left of the launch rail 112 (more specifically, the side supporting the front door frame 14), and a passage forming member 121 is disposed in this through hole. The passage forming member 121 is screwed to the resin base 50 and has a main body side upper tray passage and a main body side lower tray passage. The upstream side of these main body side upper tray passage and main body side lower tray passage leads to the game ball distribution section, which will be described later. Furthermore, below the passage forming member 121, the receiving portion of the passage forming unit 45 attached to the front door frame 14 is inserted, and below the main body side upper tray passage is the front door side upper tray passage, and below the main body side lower tray passage is the front door side upper tray passage.
[0077] In the resin base 50, below the passage forming member 121, an opening / closing member 124 is attached to open and close the upper tray passage on the main body side and the lower tray passage on the main body side. The opening / closing member 124 is supported so as to be rotatable in the front-rear direction by a support shaft provided at its lower end, and is further provided with a biasing member that biases it to a forward position that closes the upper tray passage on the main body side and the lower tray passage on the main body side. Therefore, when the front door frame 14 is open relative to the inner frame 13, the opening / closing member 124 rises up as shown in the figure, closing the upper tray passage on the main body side and the lower tray passage on the main body side. This prevents the inconvenience of game balls spilling out if the front door frame 14 is opened while game balls are stored in the upper tray passage on the main body side or the lower tray passage on the main body side. In contrast, when the front door frame 14 is closed, the opening / closing member 124 is pushed open against the biasing force by a receiving portion provided in the passage forming unit 45 of the front door frame 14. In this state, the upper tray passage on the main unit side and the upper tray passage on the front door side are connected, and furthermore, the lower tray passage on the main unit side and the lower tray passage on the front door side are connected.
[0078] Next, the rear configuration of the inner frame 13 (resin base 50 and game board 60) will be described based on Figure 3.
[0079] On the rotating base end side of the back of the resin base 50, bearing fittings 132 are arranged vertically side by side. The bearing fittings 132 have bearing portions formed spaced apart vertically, and these bearing portions allow the back pack unit 15 to rotatably attach to the inner frame 13.
[0080] Multiple locking brackets are provided on the back of the resin base 50, and the game board 60 is attached to the resin base 50 by these locking brackets. The configuration of the back of the game board 60 will now be explained.
[0081] A display control device is attached to a variable display unit 67 located in the center of the game board 60, covering the variable display unit 67 from behind (not shown in the diagram). Behind the display control device, a performance control unit 142 is mounted so as to overlap the display control device. The performance control unit 142 consists of a performance control device 143 and a mounting base 144, with the performance control device 143 mounted on the mounting base 144.
[0082] The performance control device 143 is equipped with a performance control board that controls sound, lamp displays, and display control devices according to instructions from the main control device, which will be described later. The performance control board is housed in a board box 145 made of a transparent resin material or the like.
[0083] As shown in Figure 3, a collection plate 150 is provided on the back of the game board 60, below the variable display unit 67. The collection plate 150 is equipped with a game ball collection mechanism for collecting game balls that have entered various prize slots, and a detection mechanism for detecting when game balls enter various prize slots, etc.
[0084] The game ball collection mechanism is explained as follows: The collection plate 150 is provided with collection passages that correspond individually to various ball entry points, such as the general prize entry point 61. These collection passages descend from these ball entry points along the back of the game board 60, defining the path for the game balls to fall. Each collection passage merges near the bottom of the game board 60, and all game balls that pass through the ball entry points, such as the general prize entry point 61, are collected at the bottom of the game board 60 via the collection passages. The exit of each collection passage is open downwards, and a discharge passage is provided beyond that (more specifically, below the game board 60). The game balls that have been collected at the bottom of the game board 60 via the collection passages are guided to the discharge passage. Similarly, the out exit 68 also leads to the discharge passage, and game balls that do not enter any of the prize entry points are also guided to the discharge passage via the out exit 68.
[0085] To explain the detection mechanism, the collection plate 150 is equipped with prize entry sensors (detection sensors) that correspond individually to various ball entry points such as the general prize entry point 61. These various prize entry sensors are positioned at intermediate locations in each collection passage connected to the ball entry points such as the general prize entry point 61, and detect the passage of game balls when the drop path of the game balls is defined in the collection passage. In other words, when a game ball passes through a detection area provided at an intermediate location in each collection passage, the entry of a game ball into a ball entry point such as the general prize entry point 61 is detected. The prize entry sensor is composed of, for example, a magnetic sensor that grasps the change in the magnetic field that occurs when a game ball passes through the detection area.
[0086] These various prize-winning sensors are electrically connected to a main control unit 160 (more specifically, the main control unit) located on the back side of the game board 60, and the detection signals from these prize-winning sensors are output to the main control unit. The main control unit 160 and its associated configuration will be described below.
[0087] The main control unit 160 is mounted on the game board 60 so as to cover the manifold plate 150 from the rear, and consists of a mounting base 161 made of synthetic resin and a main control unit 162 mounted on the mounting base 161. The main control unit 162 is equipped with a main control board that has a function (main control circuit) that is in charge of the main control of the game, and the main control board is housed in a board box 163 made of transparent resin material or the like.
[0088] The circuit board box 163 comprises a box base (front case) with a roughly rectangular parallelepiped shape and a box cover (back case) that covers the opening of the box base. The box base and the box cover are connected in an unopenable manner by a sealing part, thereby sealing the circuit board box 163. Multiple sealing parts are provided on the long side of the circuit board box 163, and at least one of them is used to perform the sealing process.
[0089] The sealing section can be configured in any way that makes it impossible to open the box base and the box cover, but the box base and the box cover are made impossible to open by inserting a locking claw into the elongated hole that makes up the sealing section. The sealing process by the sealing section prevents unauthorized opening after sealing, and even if unauthorized opening occurs, it is possible to detect such a situation early and easily, and it is possible to reseal the box even after it has been opened. In other words, the sealing process is performed by inserting a locking claw into at least one elongated hole among the multiple sealing sections. When the board box 163 is opened, such as when a malfunction occurs in the main control board housed inside or when the main control board is inspected, the connection between the sealing section in which the locking claw is inserted and the other sealing sections is cut. This separates the box base and the box cover of the board box 163, and the main control board inside can be removed. After that, when resealing the box, the locking claw is inserted into the elongated hole of the other sealing section. If a record indicating that the circuit board box 163 has been opened is left on the circuit board box 163, it will be easy to detect that unauthorized opening has occurred by looking at the circuit board box 163.
[0090] Multiple connecting pieces are provided on one of the short sides of the circuit board box 163, protruding laterally. These connecting pieces correspond one-to-one with multiple pieces to be connected formed on the mounting base 161, and a sealing process is performed between the circuit board box 163 and the mounting base 161 by the connecting pieces and the pieces to be connected.
[0091] Next, the back pack unit 15 will be described based on Figures 2 and 3.
[0092] As shown in Figure 2, the inner frame 13 is covered from the rear by the back pack unit 15. The back pack unit 15 includes a back pack 201, to which the dispensing mechanism 202, the discharge passage panel 203, and the control device manifold unit 204 are attached.
[0093] The back pack 201 is molded from a transparent synthetic resin and has a base portion 211 to which the dispensing mechanism 202 and the like are attached, as shown in Figure 3, and a protective cover portion 212 that protrudes from the rear of the pachinko machine 10 and has a roughly rectangular parallelepiped shape. The protective cover portion 212 has a shape in which the left and right sides and the top are closed and only the bottom is open, and is large enough to surround at least the variable display unit 67.
[0094] The base portion 211 is provided with an external output terminal 213 on its upper right side. The external output terminal 213 is equipped with various output terminals, and various signals are output to the hall computer HC (management control device) on the gaming hall side through these output terminals. The base portion 211 is also provided with a pair of upper and lower locking pins on its right end when viewed from the rear of the pachinko machine 10. By inserting the locking pins into the bearing fittings 132 (more specifically, the bearing portion) provided on the inner frame 13, the back pack unit 15 is supported so as to be rotatable relative to the inner frame 13. Furthermore, the rotating tip of the base portion 211 is provided with a fastener for fastening to a fastening hole provided on the inner frame 13, and the back pack unit 15 is fixed to the inner frame 13 by fitting the fastener into the fastening hole.
[0095] The dispensing mechanism 202 is positioned on the base 211 so as to bypass the protective cover 212. The dispensing mechanism 202 is equipped with a tank 221 located at the top of the back pack 201 and opening upwards, into which game balls supplied from the island equipment of the gaming hall are sequentially replenished. Below the tank 221, a tank rail that slopes gently downstream is connected, and a case rail extending vertically is connected to the downstream side of the tank rail. A dispensing device 222 is provided at the downstream end of the case rail. Game balls dispensed from the dispensing device 222 are supplied to the game ball distribution section provided on the base 211 of the back pack 201 through a dispensing passage provided downstream of the dispensing device 222.
[0096] The game ball distribution unit has the function of distributing game balls dispensed from the payout device 222 to either the upper tray 33, the lower tray 34, or the discharge passage described later. The inner opening is connected to the upper tray 33 via the upper tray passage on the main body side and the upper tray passage on the front door side, and the outer opening is connected to the lower tray 34 via the lower tray passage on the main body side and the lower tray passage on the front door side.
[0097] As shown in Figure 3, the discharge passage panel 203 and the control unit 204 are attached to the lower end of the base portion 211, sandwiching the lower end from front to back. The discharge passage panel 203 has a discharge passage formed on the side facing the control unit 204 that is open to the rear, and the opening of the discharge passage is closed by the control unit 204. The discharge passage is formed to discharge game balls to island equipment in the game hall, and game balls that are led from the above-mentioned collection passage to the discharge passage are discharged to the outside of the pachinko machine 10 by passing through the discharge passage.
[0098] The control unit assembly 204 has a horizontally elongated mounting base on which the payout control device 181 and the power supply and launch control device 191 are mounted. The payout control device 181 and the power supply and launch control device 191 are arranged in a front-to-back configuration, with the payout control device 181 facing the rear of the pachinko machine 10.
[0099] In the dispensing control device 181, a dispensing control board that controls the dispensing device 222 is housed in a circuit board box, and a state reset switch provided on the dispensing control board protrudes outside the circuit board box. For example, when a dispensing error occurs in the dispensing device 222, such as a ball jam, pressing the state reset switch will resolve the ball jam.
[0100] The power supply and launch control device 191 has a power supply and launch control board housed in a circuit board box. This board generates and outputs the predetermined power required by various control devices, and also controls the launch of game balls in response to the player's operation of the game ball launch handle 41.
[0101] The power supply and launch control device 191 is equipped with a power outage monitoring unit (power outage monitoring circuit) 315 that monitors the power supply and detects the occurrence of power interruptions such as power outages. This pachinko machine 10 has a function to store and retain various data, so that even if a power outage occurs, it will retain the state at the time of the power outage and will be able to return to that state when power is restored. For example, if the power is shut off in the normal procedure, such as when a gaming hall closes for the day, the state before the shutdown will be stored in memory. In addition, the power supply and launch control device 191 is equipped with a RAM erase switch. When the power is turned on while pressing the RAM erase switch, the RAM data will be initialized.
[0102] <Electrical configuration of pachinko machine 10> Next, the electrical configuration of the pachinko machine 10 will be explained based on the block diagram in Figure 7.
[0103] The main control board 311 of the main control device 162 is equipped with an MPU 312. The MPU 312 contains a ROM 313 that stores various control programs and fixed value data executed by the MPU 312, a RAM 314 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 313, as well as an interrupt circuit, a timer circuit, a data input / output circuit, and various counter circuits that act as random number generators.
[0104] RAM314 is configured to retain (back up) data using backup voltage from the power supply and launch control device 191 even after a power outage occurs. RAM314 has a backup area separate from the area for temporarily storing various data. The backup area is for storing the stack pointer, the values of each register, I / O, etc. at the time of power outage. When power is restored from a power outage, the state of the pachinko machine 10 can be restored to the state before the power outage based on the information in the backup area.
[0105] In the configuration shown in Figure 7, the ROM 313 and RAM 314 are integrated into a single chip for the MPU 312, but this is not the only option; each component may be integrated into a separate chip. This also applies to the MPUs of control devices other than the main control device 162.
[0106] The MPU312 is equipped with input and output ports. The input side of the MPU312 is connected to the payout control device 181 and the power supply and launch control device 191. Various sensors are also connected to the input side of the MPU312. These sensors include a general prize entry sensor 61a, a first prize entry sensor 62a, a second prize entry sensor 63c, a pass-through prize entry sensor 64a, and a large prize entry sensor 65c, which detect entry into the general prize entry slot 61, the first operation slot 62, the second operation slot 63, the through gate 64, and the variable prize entry device 65. Based on the detection results of these various sensors 61a, 62a, 63c, 64a, and 65c, the MPU312 performs prize entry determination (ball entry determination) for each ball entry section. Furthermore, the MPU312 performs various draws based on the winning entries into the first operating port 62, the second operating port 63, and the through gate 64.
[0107] The output side of the MPU312 is connected to the payout control device 181 and the performance control device 143, etc. The payout control device 181 outputs a prize ball command based on the result of the prize ball entry determination in the prize ball corresponding to the payout of prize balls.
[0108] The performance control device 143 outputs various commands, including a variation start command, a type command, a variation end command, an opening command, and an ending command. In this case, the command information storage area 313e of the ROM 313 is referenced when outputting these various commands. Details of these various commands will be explained later. Note that each of the above commands is composed of information of a predetermined number of bytes, and various information is included in that predetermined number of bytes.
[0109] Furthermore, various drive units, including a drive unit 63b for the regular electric prize mechanism 63a and a drive unit 65d for the variable prize winning device 65, are connected to the output side of the MPU 312. Various driver circuits are provided on the main control board 311, and the MPU 312 performs drive control of the various drive units through these driver circuits. Specifically, when a transition to the opening / closing execution mode occurs, the MPU 312 performs drive control of the drive unit 65d so that the opening / closing door 65b of the variable prize winning device 65 is driven. Also, when a transition to the support state occurs, the MPU 312 performs drive control of the drive unit 63b so that each movable piece of the regular electric prize mechanism 63a is driven. In addition, for each special symbol game round, display control of the first special symbol display unit AS or the second special symbol display unit BS in the special symbol display unit 43 is performed. Also, for regular symbol game rounds, display control of the regular symbol display unit 44 is performed.
[0110] Furthermore, the aforementioned external output terminal 213 is connected to the output side of the MPU312, and information regarding ball entry into various ball entry points and lottery results such as jackpots is output to the hall computer HC through this external output terminal 213. This allows the hall computer HC to understand the status of the pachinko machine 10.
[0111] The power supply and launch control device 191 is connected to a commercial power supply (external power supply) in, for example, a gaming arcade. Based on the external power supplied from the commercial power supply, it generates the necessary operating power for the main control board 311, the payout control device 181, etc., and supplies the generated operating power to them.
[0112] The power supply and launch control device 191 is equipped with a power outage monitoring unit 315, which monitors the stable 24-volt DC voltage output from the power supply and launch control device 191. When the output voltage from the power supply and launch control device 191 falls below 22 volts, the power outage monitoring unit 315 determines that a power outage (power interruption) has occurred and outputs a power outage signal to the NMI terminal (non-maskable interrupt terminal) provided on the MPU 312 of the main control device 162. As a result, the main control device 162 recognizes the occurrence of a power outage and immediately executes NMI interrupt processing, and further executes power outage processing based on this. Incidentally, the power supply and launch control device 191 is equipped with a power supply unit for power outages, such as a backup capacitor, and when a power outage occurs or the power to the pachinko machine 10 is turned OFF, power for memory retention is supplied from this power supply unit to the RAM 314 of the main control device 162. Furthermore, the power supply and launch control device 191 is responsible for controlling the launch of the game ball launching mechanism 110, and the game ball launching mechanism 110 is driven when predetermined launching conditions are met.
[0113] The payout control device 181 controls the payout of prize balls and loaned balls by the payout device 222 based on prize ball commands input from the main control device 162.
[0114] The performance control device 143 controls the operation of the lamp units 26-28 and speaker unit 29 provided on the front door frame 14, and controls the display control device 350, based on various commands input from the main control device 162. The display control device 350 performs display control of the symbol display device 75 based on commands input from the performance control device 143. In this case, the performance control device 143 determines the display time for the variation of the symbols on the symbol display device 75 and the type of symbol combination to be finally displayed, as well as whether or not a reach occurs and the content of the reach performance, based on various commands input from the main control device 162.
[0115] Here, the display contents of the pattern display device 75 will be explained based on Figures 8 to 10.
[0116] As shown in Figures 8(a) to 8(j), the patterns, which are a type of design, consist of nine main patterns, each numbered from "1" to "9", and secondary patterns consisting of shell-shaped designs. More specifically, the main patterns are composed of nine character designs, such as octopuses, each numbered from "1" to "9".
[0117] As shown in Figure 9(a), the display screen G of the symbol display device 75 has three symbol rows Z1, Z2, and Z3 set up: upper, middle, and lower. Each symbol row Z1 to Z3 is composed of main symbols and sub-symbols arranged in a predetermined order. Specifically, the upper symbol row Z1 has nine types of main symbols, "1" to "9", arranged in descending numerical order, with one sub-symbol placed between each main symbol. The lower symbol row Z3 has nine types of main symbols, "1" to "9", arranged in ascending numerical order, with one sub-symbol placed between each main symbol. In other words, the upper symbol row Z1 and the lower symbol row Z3 are composed of 18 symbols each. In contrast, the middle symbol row Z2 has nine main symbols, "1" through "9," arranged in ascending numerical order, with an additional main symbol "4" placed between the "9" and "1" symbols, and one sub-symbol placed between each of these main symbols. In other words, the middle symbol row Z2 consists of 10 main symbols and 20 symbols in total. On the display screen G, the symbols from each of these symbol rows Z1 to Z3 are displayed in a variable manner, scrolling in a predetermined direction with periodicity. Also, as shown in Figure 9(b), on the display screen G, three symbols are displayed stationary for each symbol row, resulting in a total of 3 x 3 = 9 symbols being displayed stationary.
[0118] Display screen G has five active lines set: left line L1, middle line L2, right line L3, downward right line L4, and upward right line L5. The display of symbols stops in the order of top symbol row Z1 → bottom symbol row Z3 → middle symbol row Z2, and when the display of symbols for all symbol rows Z1 to Z3 has finished with a combination of symbols with the same number formed on any of the active lines, a jackpot video is displayed, indicating that either a normal 4R jackpot result or a 10R probability variation jackpot result has occurred, as described later.
[0119] In this pachinko machine 10, the main symbols with odd numbers (1, 3, 5, 7, 9) are considered "specific symbols," and when a 10R probability variation jackpot occurs, the same combination of specific symbols will be displayed. On the other hand, the main symbols with even numbers (2, 4, 6, 8) are considered "non-specific symbols," and when a regular 4R jackpot occurs, the same combination of non-specific symbols will be displayed.
[0120] Here, we will provide a supplementary explanation of the display of each symbol row by referring to Figure 10. When a game round begins, high-speed display starts for all symbol rows Z1 to Z3. In this case, it is difficult or impossible to recognize which symbol row is being displayed in a display. Subsequently, as shown in Figure 10(a), the display mode of the upper symbol row Z1 switches from high-speed display to low-speed display, which allows the player to recognize the displayed symbol. Then, as shown in Figure 10(b), the display of the upper symbol row Z1 ends, and the display mode of the lower symbol row Z3 switches from high-speed display to low-speed display. Then, as shown in Figure 10(c), the display of the lower symbol row Z3 ends. After the display of all symbol rows Z1 to Z3 has finished, a stop display period is provided during which the display remains stopped for a predetermined period.
[0121] Incidentally, in gaming machines, when the symbol display device 75 stops the symbols, it is common practice to stop the symbols in the final stopping row (the middle symbol row Z2 in this embodiment) gradually while reducing the fluctuation display speed, rather than stopping them abruptly. In this case, if the symbol display device 75 is configured to start stopping the symbols in the middle symbol row Z2 (final stopping row) in conjunction with the start of the stop display on the special symbol display unit 43, the time the symbols are stopped will be shortened because of the deceleration time required for the symbols to stop in the symbol display device 75, resulting in an effective reduction in the stop display time.
[0122] Therefore, before the start of the stop display on the special display unit 43, the symbol sequences Z1 to Z3, including the final stop sequence, are temporarily stopped, and then, in conjunction with the start of the stop display on the special display unit 43, the temporarily stopped symbols are brought to a permanent stop (confirmed display). The display manner of the symbol sequences Z1 to Z3 during temporary stop is different from that during confirmed display. For example, at least one of the symbol sequences Z1 to Z3 moves slightly back and forth, or at least a part of the characters (Figure 8), such as the octopus that make up the main or sub-symbols, moves. In other words, temporary stop is performed in such a way that the symbols appear to be stopped, but maintain an incomplete stopped state (stationary display). In contrast, confirmed display is performed in such a way that the symbols do not move back and forth or the characters do not move, resulting in a complete stopped state.
[0123] The temporary stop display for symbol sequences Z1-Z3 begins with a stop result corresponding to the win / loss lottery result or the type of jackpot, and then proceeds directly to the confirmed display. Alternatively, it may initially display a stop result that does not correspond to the win / loss lottery result or the type of jackpot, then, after a re-spin display of symbol sequences Z1-Z3, change to a stop result corresponding to the win / loss lottery result, etc., and then proceed to the confirmed display.
[0124] Incidentally, in special symbol game rounds executed by the special symbol display unit 43, the symbols are not temporarily stopped. Instead, the symbols that have been displayed in motion are abruptly stopped as the motion display time elapses, and this state (the state in which the symbols are stopped) is maintained until the confirmed display time has elapsed. In other words, the stopped symbol display on the special symbol display unit 43 becomes the confirmed display. The same applies to regular symbol game rounds executed by the regular symbol display unit 44.
[0125] Furthermore, the manner in which the symbols are displayed in the symbol display device 75 is not limited to those described above and is arbitrary. The number of symbol rows, the direction of the symbol display in each symbol row, the number of symbols in each symbol row, and the combinations of symbols corresponding to a jackpot or a miss can all be changed as appropriate.
[0126] As shown in Figure 9(b), a reserve display unit 200 is provided at the bottom of the display screen G to display a number of reserve images corresponding to the number of reserved spins in the game before execution. By looking at the reserve display unit 200, the player can recognize the number of reserved spins. The reserve display unit 200 is set up with a first reserve display area Ga corresponding to the first special symbol and a second reserve display area Gb corresponding to the second special symbol.
[0127] In the first reserve display area Ga, the unit reserve display areas Ga1 to Ga4 are arranged side by side in a left-right direction, with the same number of units as the maximum number of reserves when a game ball enters the first operation opening 62. Specifically, the maximum number of reserves when a game ball enters the first operation opening 62 is 4, and correspondingly, the first reserve display area Ga is set to have the first unit reserve display area Ga1, the second unit reserve display area Ga2, the third unit reserve display area Ga3, and the fourth unit reserve display area Ga4.
[0128] For example, if the number of reserved balls when a game ball enters the first operating port 62 is 1, a predetermined reserved image will be displayed only in the first unit reserved display area Ga1. If the number of reserved balls when a game ball enters the first operating port 62 is 4, a predetermined reserved image will be displayed in all of the first unit reserved display areas Ga1 to the fourth unit reserved display areas Ga4.
[0129] Furthermore, in the second reserve display area Gb, the same number of unit reserve display areas Gb1 to Gb4 are arranged side by side in the left-right direction, corresponding to the maximum number of reserves when a game ball enters the second operation opening 63. Specifically, the maximum number of reserves when a game ball enters the second operation opening 63 is 4, and corresponding to this, the second reserve display area Gb is set to include the first unit reserve display area Gb1, the second unit reserve display area Gb2, the third unit reserve display area Gb3, and the fourth unit reserve display area Gb4.
[0130] For example, if the number of reserved balls when a game ball enters the second operation opening 63 is 1, the predetermined reserved image will be displayed only in the first unit reserved display area Gb1. If the number of reserved balls when a game ball enters the second operation opening 63 is 4, the predetermined reserved image will be displayed in all of the first unit reserved display areas Gb1 to the fourth unit reserved display areas Gb4.
[0131] Furthermore, the execution display area D is set up so as to be sandwiched between the first hold display area Ga and the second hold display area Gb. The execution display area D displays a hold image corresponding to the game round that is being executed (currently being executed). For example, when a game round ends and the next game round begins, the hold image that was displayed in the first unit hold display area Ga1 of the first hold display area Ga or the first unit hold display area Gb1 of the second hold display area Gb is moved and displayed in the execution display area D. This makes it possible for the player to recognize that the held game round is being executed.
[0132] <Electrical configuration for performing various lotteries using the MPU312 of the main control unit 162> Next, the electrical configuration for performing various lotteries using the MPU 312 of the main control unit 162 will be explained with reference to Figure 11.
[0133] The MPU312 uses various counter information during gameplay to perform tasks such as the lottery for the occurrence of a jackpot, setting the display of the special symbol display unit 43, and setting the display of the normal symbol display unit 44. Specifically, as shown in Figure 11, it uses a jackpot random number counter C1 used for the lottery for the occurrence of a jackpot, a jackpot type counter C2 used to determine the type of jackpot, such as a probability variation jackpot result or a normal jackpot result, a random number initial value counter CINI used for setting the initial value of the jackpot random number counter C1, and a variation type counter CS that determines the variation display time of each special symbol display unit AS and BS in the special symbol display unit 43. Furthermore, it uses a normal symbol jackpot random number counter C3 used for the lottery to determine whether or not to put the normal electric mechanism 63a of the second operation port 63 into a support state (open state).
[0134] Each counter C1-C3, CINI, and CS is a loop counter in which 1 is added to the previous value each time it is updated, and it returns to 0 after reaching the maximum value. Each counter is updated at short intervals, and the updated value is appropriately stored in the lottery counter buffer 314a set in a predetermined area of RAM 314. In the lottery counter buffer 314a, information corresponding to the jackpot random number counter C1, the jackpot type counter C2, and the variable type counter CS is stored in the retained ball storage area 314b, which serves as an acquired information storage means, when a prize is awarded to the first operation opening 62 or the second operation opening 63.
[0135] The reserved ball storage area 314b comprises a reserved area RE consisting of a first special symbol reserved area Ra and a second special symbol reserved area Rb, and an execution area AE. The reserved areas Ra and Rb each comprise a first area, a second area, a third area, and a fourth area, respectively. In accordance with the winning history at the first operation port 62 or the second operation port 63, the numerical information of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS stored in the lottery counter buffer 314a is stored in one of these areas as reserved information. This reserved information corresponds to special information.
[0136] In this case, when multiple consecutive entries into the first or second operating port 63 occur, the numerical information is stored chronologically in the order of Area 1 → Area 2 → Area 3 → Area 4 in Areas 1 through 4. With these four areas, up to four entries in the history of game balls entering the first or second operating port 63 can be stored in reserve. In addition, the reserved ball storage area 314b is provided with a total reserved number storage area, which stores information to identify the number of entries in the history of game balls entering the first or second operating port 63 that are being stored in reserve.
[0137] The execution area AE is an area for moving the values stored in the first area of the hold area RE when the variable display of the special display unit 43 is started. At the start of each game round, a win / loss determination is made based on the various numerical information stored in the execution area AE.
[0138] For more details on each counter, the jackpot random number counter C1 is configured to increment by 1 sequentially within the range of 0 to 199, and then return to 0 after reaching the maximum value (i.e., 199). In particular, when the jackpot random number counter C1 completes one cycle, the value of the random number initial value counter CINI at that time is read as the initial value of the jackpot random number counter C1. The random number initial value counter CINI is a loop counter similar to the jackpot random number counter C1 (value = 0 to 199). The jackpot random number counter C1 is updated periodically and stored in the reserved ball storage area 314b of RAM 314 when a game ball enters the first operation opening 62 or the second operation opening 63. More specifically, when a game ball enters the first operation opening 62, it is stored in the first special symbol reserved area Ra of RAM 314, and when a game ball enters the second operation opening 63, it is stored in the second special symbol reserved area Rb of RAM 314.
[0139] The random number values that result in a jackpot are stored as a win / loss table (win / loss information group) in the win / loss table storage area 313a, which serves as a win / loss information group storage means in ROM 313. The contents of the win / loss table will be explained using Figure 12.
[0140] The win / loss table has a one-to-one correspondence between address information, which consists of binary data, and jackpot numerical information, which also consists of binary data. Specifically, the address information is expressed in decimal and has five types: "1" to "5", and the jackpot numerical information is expressed in decimal and has five types: "7", "17", "27", "37", and "47", and these address information and jackpot numerical information are associated one-to-one. The numerical value of each jackpot numerical information is included in the range of random number information, from "0" to "199", which can be updated by the jackpot random number counter C1.
[0141] In this pachinko machine 10, two lottery modes are set for the win / loss lottery mechanism: a low probability mode (low probability state) and a high probability mode (high probability state). The number of jackpot numerical information referenced in the low probability mode is different from the number of jackpot numerical information referenced in the high probability mode, with the former being fewer than the latter. Specifically, in the low probability mode, only jackpot numerical information with address information of "1" is referenced when determining the win / loss, while in the high probability mode, jackpot numerical information corresponding to all address information is referenced when determining the win / loss. In other words, in the low probability mode there is one numerical information that results in a jackpot, while in the high probability mode there are five, which is more than in the low probability mode. As a result, the probability of winning a jackpot in the low probability mode is 1 / 200, while the probability of winning a jackpot in the high probability mode is 1 / 40, meaning that the probability of winning a jackpot is higher in the high probability mode than in the low probability mode. In each lottery mode, any random number value other than the jackpot winning value results in a loss. Furthermore, if the probability of winning is higher in the high-probability mode than in the low-probability mode, the number and value of the random numbers used to determine the win are arbitrary.
[0142] The jackpot type counter C2 is used to determine the type of jackpot when one occurs. It is configured to increment by 1 in the range of 0 to 99, and then reset to 0 after reaching the maximum value (i.e., 99). The jackpot type counter C2 is updated periodically and stored in the reserved ball storage area 314b of the RAM 314 when a game ball enters the first operation opening 62 or the second operation opening 63. More specifically, it is stored in the first special symbol reserved area Ra of the RAM 314 when a game ball enters the first operation opening 62, and in the second special symbol reserved area Rb of the RAM 314 when a game ball enters the second operation opening 63.
[0143] The distribution of game results for the jackpot type counter C2 is stored as a jackpot type table in the type table storage area 313b of the ROM 313. The jackpot type table will now be explained with reference to Figure 13.
[0144] Two jackpot type tables are set up: a jackpot type table for the first special feature (Figure 13(a)) and a jackpot type table for the second special feature (Figure 13(b)). When a jackpot is won based on a ball entering the first operation port 62, the jackpot type table for the first special feature is referenced, and when a jackpot is won based on a ball entering the second operation port 63, the jackpot type table for the second special feature is referenced.
[0145] As shown in Figure 13(a), the jackpot type table for the first special feature includes two selectable jackpot types: a 4R probability variation jackpot result and a 4R normal jackpot result. Both of these jackpot results result in four rounds of gameplay. Here, a round of gameplay is defined as the execution of variable prize control at least once, which moves the variable prize device 65 from a closed state to an open state and then back to a closed state. In this embodiment, the above variable prize control is executed once for each round of gameplay.
[0146] The result of a 4R probability variation jackpot is a jackpot in which, after the opening / closing execution mode ends, the lottery mode is set to high probability mode, and the support mode of the normal electric mechanism 63a of the second operation port 63 is set to high frequency support mode. In this case, the high probability mode and high frequency support mode will continue until the next jackpot occurs (until the next opening / closing execution mode starts). Incidentally, while the opening / closing execution mode is running, the lottery mode is set to low probability mode, and the support mode is set to low frequency support mode.
[0147] Here, the high-frequency support mode and the low-frequency support mode are controlled in such a way that the driving mode of the electric motor 63a is relatively high or low when compared in a situation where game balls are continuously launched in the same manner towards the game area PE. Specifically, in the high-frequency support mode, the probability of winning the regular ball win / fail lottery using the regular ball win random number counter C3 is higher than in the low-frequency support mode, the number of times the electric motor 63a opens when the regular ball win / fail lottery is won is also higher in the high-frequency support mode than in the low-frequency support mode, and furthermore, the opening time per instance is also longer in the high-frequency support mode than in the low-frequency support mode.
[0148] Therefore, in high-frequency support mode, the probability of a ball entering the second operating port 63 is higher than in low-frequency support mode. In other words, in low-frequency support mode, the probability of a ball entering the first operating port 62 is higher than in the second operating port 63, but in high-frequency support mode, the probability of a ball entering the second operating port 63 is higher than in the first operating port 62. When a ball enters the second operating port 63, a predetermined number of game balls are dispensed, so in high-frequency support mode, players can play without significantly reducing their number of balls.
[0149] Furthermore, the configuration for achieving the high-frequency support mode is not limited to the above. For example, the probability of winning the regular drawing lottery may be made equal in both modes, and the number of times the regular electric mechanism 63a opens and the duration of each opening may be more favorable in the high-frequency support mode than in the low-frequency support mode. In short, it is sufficient that the frequency of winning in the second operating port 63 per unit time is higher than in the low-frequency support mode, and the high-frequency support mode and low-frequency support mode can be set by differentiating one of the following conditions, or any combination thereof: the regular drawing lottery, the number of openings, and the opening duration.
[0150] A 4R regular jackpot result is a jackpot result in which, after the opening / closing execution mode ends, the lottery mode is set to low probability mode, and the support mode of the regular electric device 63a of the second operating port 63 is set to high frequency support mode. In this case, the high frequency support mode continues until the number of game rounds after the opening / closing execution mode reaches a predetermined upper limit (for example, 100 times). When the upper limit is reached, the high frequency support mode ends, and the support mode switches to low frequency support mode while the lottery mode remains in low probability mode. That is, the game transitions to a game state (normal game state) in which the lottery mode is set to low probability mode and the support mode is set to low frequency support mode.
[0151] In this embodiment, the jackpot type counter C2 has values from "0" to "64" corresponding to 4R probability variation jackpot results, and values from "65" to "99" corresponding to 4R normal jackpot results. In other words, the probability of being allocated to a 4R probability variation jackpot result is set to 65%, and the probability of being allocated to a 4R normal jackpot result is set to 35%.
[0152] As shown in Figure 13(b), the jackpot type table for the second special feature has two selectable jackpot types: a 10R probability variation jackpot result and a 4R normal jackpot result. The 10R probability variation jackpot result is one in which the number of rounds played is 10. In addition, the 10R probability variation jackpot result is a jackpot result in which, after the opening / closing execution mode ends, the lottery mode is set to high probability mode, and the support mode of the normal electric mechanism 63a of the second operation port 63 is set to high frequency support mode. In this case, the high probability mode and high frequency support mode continue until the next jackpot occurs.
[0153] Furthermore, the 4R regular jackpot results set in the jackpot type table for the second special symbol are the same as the 4R regular jackpot results set in the jackpot type for the first special symbol. In other words, when a 4R regular jackpot result occurs as a result of entering the second operation opening 63, the lottery mode is set to low probability mode and the support mode is set to high frequency support mode, and this state continues until the number of game rounds executed after the opening / closing execution mode reaches a predetermined upper limit (for example, 100 times).
[0154] In this embodiment, the jackpot type counter C2 has values from "0" to "64" corresponding to 10R probability variation jackpot results, and values from "65" to "99" corresponding to 4R normal jackpot results. In other words, the probability of being allocated to a 10R probability variation jackpot result is set to 65%, and the probability of being allocated to a 4R normal jackpot result is set to 35%.
[0155] Thus, regardless of whether the type table of the first special display unit or the type table of the second special display unit is used, the probability of being assigned to a probability variation jackpot result is the same. However, when a probability variation jackpot result is selected, the type table of the second special display unit is set to result in a 16R jackpot result, while the type table of the first special display unit is set to result in a 4R jackpot result. In other words, when a probability variation jackpot result is obtained based on a ball entering the second operation port 63, the number of rounds in the opening and closing execution mode will be greater than when a probability variation jackpot result is obtained based on a ball entering the first operation port 62, making it possible to expect a larger payout of game balls. In other words, playing by getting game balls into the second operation port 63 is more advantageous for the player than playing by getting game balls into the first operation port 62.
[0156] As described above, there is a clear difference in the advantages for the player between the first operating port 62 and the second operating port 63. Therefore, players will play the game expecting to win a prize in the second operating port 63, and consequently, players will pay more attention to the high-frequency support mode, which increases the frequency of winning in the second operating port 63.
[0157] Furthermore, the jackpot type counter C2 is also used to determine the stopping result of the symbols displayed on each special symbol display unit AS and BS when the result of the win / loss lottery based on the entry into the operating openings 62 and 63 is a jackpot. The stopping result is determined by referring to the stopping result table stored in the stopping result table storage area 313d of the ROM 313. The stopping result table has multiple data sets of stopping results (jackpot symbols displayed on each special symbol display unit AS and BS) in the case of a jackpot, corresponding to the value of the jackpot type counter C2, and when determining the stopping result, the one corresponding to the acquired jackpot type counter C2 is read from among these multiple stopping result data. Here, since the same jackpot type counter C2 is used for both determining the stopping result and determining the jackpot type, the jackpot symbols displayed on each special symbol display unit AS and BS correspond to the jackpot type determined at the time of the jackpot.
[0158] The variation type counter CS is configured to increment by 1 sequentially within the range of 0 to 99, and then return to 0 after reaching the maximum value (i.e., 99). The variation type counter CS is used in the MPU 312 to determine the variation display time in the first special figure display unit AS and the second special figure display unit BS of the special figure display unit 43.
[0159] The variation type counter CS is updated once each time the normal processing described later is executed, and is repeatedly updated even within the remaining time of the normal processing. The variation type counter CS is then stored in the reserved ball storage area 314b of RAM 314 when a game ball enters the first operation opening 62 or the second operation opening 63. More specifically, it is stored in the first special symbol reserved area Ra of RAM 314 when a game ball enters the first operation opening 62, and in the second special symbol reserved area Rb of RAM 314 when a game ball enters the second operation opening 63.
[0160] The allocation of the variation display time for the variation type counter CS is stored as a variation display time table in the variation display time table storage area 313c of ROM 313. The variation display time table will now be explained with reference to Figure 14.
[0161] Two variable display time tables are set: a variable display time table for big wins (Figure 14(a)) and a variable display time table for losses (Figure 14(b)). If the result of the win / loss lottery based on entry into the first operation port 62 or the second operation port 63 is a big win, the variable display time table for big wins is referred to. If the result of the win / loss lottery based on entry into the respective operation ports 62 and 63 is a loss, the variable display time table for losses is referred to.
[0162] In each variation display time table, the numerical range of the variation type counter CS is associated with the variation pattern information. Note that in Figure 14, the variation display time information is shown together with the variation pattern for ease of understanding, but the variation display time information is stored separately in ROM 313 as time information corresponding to each variation pattern.
[0163] As shown in Figure 14(a), the variable display time table for jackpots has the following selectable variable patterns: Variable Pattern 1A (15 sec), Variable Pattern 2A (60 sec), Variable Pattern 3A (60 sec), Variable Pattern 4A (120 sec), and Variable Pattern 5A (120 sec). When a variable pattern is selected using the variable type counter CS, the variable display of the symbols in the first special symbol display unit AS or the second special symbol display unit BS is performed for the variable display time corresponding to the selected variable pattern.
[0164] Furthermore, if a variation pattern is selected, information indicating that variation pattern is transmitted to the performance control device 143 as a variation start command. Based on the received variation start command, the performance control device 143 determines the variation pattern selected by the main control device 162. The display control device 350 then controls the display control device 350 so that the variation display of each of the above-mentioned pattern sequences Z1 to Z3 is performed at the variation display time corresponding to the determined variation pattern. As a result, each of the pattern sequences Z1 to Z3 is displayed on the pattern display device 75 in sync with the variation display of the patterns on the first special pattern display unit AS or the second special pattern display unit BS.
[0165] Furthermore, each variation pattern corresponds to game round effects such as reach effects performed by the symbol display device 75. Specifically, variation pattern 1A corresponds to a normal reach win effect, variation pattern 2A corresponds to an SP reach (super reach) A win effect, variation pattern 3A corresponds to an SP reach B win effect, variation pattern 4A corresponds to an SPSP reach A win effect, and variation pattern 5A corresponds to an SPSP reach B win effect. In other words, when the effect control device 143 determines the variation pattern from the received variation start command, it controls the display control device 350 so that the game round effect corresponding to that variation pattern is performed by the symbol display device 75.
[0166] Each of the above reach-winning animations is characterized in that, after the reach display is shown, each symbol in symbol rows Z1 to Z3 stops and is displayed in a winning symbol combination. Here, the reach display (reach state) refers to a display state that makes the player believe that the special display result is likely to occur, in a gaming machine equipped with a symbol display device 75 capable of displaying (or changing) the variation of symbols (pictures), where if the stop display result after the variation display becomes a special display result (jackpot result), the game state becomes a special game state (open / close execution mode) that is advantageous to the player.
[0167] In other words, this refers to a display state in which, by stopping the symbols in some of the multiple symbol rows displayed on the display screen G of the symbol display device 75, a combination of symbols that may form a winning symbol combination corresponding to the occurrence of a jackpot is displayed, and then the remaining symbol rows are displayed in a variable state. More specifically, as a step before ending the variable symbol display, with the symbols in the last stopped row displayed in a variable state, the symbols in the symbol rows other than the last stopped row are stopped on the active line within the display screen G in a manner that constitutes a winning symbol combination, thereby forming a winning line.
[0168] Normal reach win animation is when the symbols stop and are displayed in a winning combination after the reach display described above. SP reach animation is a higher-level reach animation than normal reach animation, and after the formation of a reach line, a predetermined animation featuring characters etc. is performed, and after this predetermined animation, the symbols stop and are displayed in a winning combination. Note that the content of the predetermined animation described above after the formation of the reach line differs between SP reach A animation and SP reach B animation. SPSP reach animation is a higher-level reach animation than SP reach animation, and after an advanced animation that develops from the SP reach animation is performed, the symbols stop and are displayed in a winning combination. SPSP reach A animation develops from SP reach A animation, and SPSP reach B animation develops from reach B animation.
[0169] Note that the items in the "Remarks (Presentation Method)" column in Figure 14(a) are included for convenience only and are not set in the variable display time table.
[0170] As shown in Figure 14(b), the variable display time table for misses has the following selectable variable patterns: Variable Pattern 1H, Variable Pattern 2H (15 sec), Variable Pattern 3H (60 sec), Variable Pattern 4H (60 sec), Variable Pattern 5A (120 sec), and Variable Pattern 6H (120 sec). Similar to the variable display time table for big wins, a variable display time is set for each variable pattern. However, the variable display time for Variable Pattern 1H varies depending on the number of reserved symbols in the first or second special symbol at that time. Specifically, if Variable Pattern 1H is selected when the number of reserved symbols is two or less, the variable display time becomes 8 seconds. If Variable Pattern 1H is selected when the number of reserved symbols is three or more, the variable display time becomes 4 seconds, which is shorter than 8 seconds.
[0171] Variation pattern 1H corresponds to a complete miss on the symbol display device 75, variation pattern 2H corresponds to a normal reach miss, variation pattern 3H corresponds to an SP reach A miss, variation pattern 4H corresponds to an SP reach B miss, variation pattern 5H corresponds to an SPSP reach A miss, and variation pattern 6H corresponds to an SPSP reach B miss.
[0172] A complete miss is a sequence where the symbols stop and are displayed with a losing combination without any reach indication. In addition, each of the above reach miss sequences is a sequence where, after a reach indication, each symbol in symbol rows Z1 to Z3 stops and is displayed with a losing combination (a state where the symbol in the final stopping row displayed on the reach line is a symbol other than the symbol that, when combined with the reach symbol, forms a jackpot). The SP reach A miss sequence corresponds to the SP reach A win sequence, and after the same type of predetermined sequence as the SP reach A win sequence is performed, the symbols stop and are displayed with a losing combination. The SP reach B miss sequence, SPSP reach A miss sequence, and SPSP reach B miss sequence also correspond to the SP reach B win sequence, SPSP reach A win sequence, and SPSP reach B win sequence, respectively.
[0173] In the variable display time table for big wins, "0" of the variable type counter CS corresponds to variable pattern 1A, "1" to "12" correspond to variable pattern 2A, "13" to "28" correspond to variable pattern 3A, "29" to "63" correspond to variable pattern 4A, and "64" to "99" correspond to variable pattern 5A. On the other hand, in the variable display time table for misses, "0" to "59" of the variable type counter CS correspond to variable pattern 1H, "60" to "79" correspond to variable pattern 2H, "80" to "89" correspond to variable pattern 3H, "90" to "96" correspond to variable pattern 4H, "97" to "98" correspond to variable pattern 5H, and "99" corresponds to variable pattern 6H.
[0174] When the result of the win / loss lottery based on winning at the operating ports 62 and 63 is a big win result, variable pattern 5A corresponding to the SPSP reach B effect is most likely to be selected. When the result of the above win / loss lottery is a miss result, variable pattern 6H corresponding to the SPSP reach B effect is least likely to be selected. That is, the SPSP reach B effect is the reach effect that is most likely to be executed when it is a big win and least likely to be executed when it is a miss. Therefore, it functions as the top-level reach effect with the highest expectation of a big win.
[0175] Regarding variable patterns other than variable pattern 5A and variable pattern 6H, the variable patterns corresponding to the top-level reach effects are more likely to be selected when it is a big win and less likely to be selected when it is a miss. That is, the expectation of a big win increases in the order of normal reach effect < SP reach A effect < SP reach B effect < SPSP reach A effect.
[0176] The random number counter C3 per general pattern is configured to be incremented by one in sequence within a range of, for example, 0 to 250, and to return to 0 after reaching the maximum value (that is, 250). The random number counter C3 per general pattern is updated periodically and stored in the general pattern reservation area 314c of the RAM 314 at the timing when a game ball wins in the through gate 64. Then, at a predetermined timing, a lottery is performed to determine whether to control the general power accessory 63a to an open state based on the value of the stored random number counter C3 per general pattern. For example, if C4 = 0 to 190, the general power accessory 63a is controlled to an open state, and if C4 = 191 to 250, the general power accessory 63a is not controlled to an open state.
[0177] <Regarding various processes executed by the main control device 162> Next, each control process executed by the MPU 312 of the main control device 162 will be described. The processes of such MPU 312 are roughly classified into a main process started with power-on, a timer interrupt process and a normal process executed to advance the game, and an NMI interrupt process started by the input of a power failure signal to the NMI terminal. For convenience of explanation, the NMI interrupt process and the timer interrupt process will be described first, and then the main process and the normal process will be described.
[0178] <NMI interrupt process> The NMI interrupt process will be described while referring to the flowchart of FIG. 15. This process is executed when the power of the pachinko machine 10 is cut off due to the occurrence of a power failure or the like. That is, when the power of the pachinko machine 10 is cut off due to the occurrence of a power failure or the like, a power failure signal is output from the power failure monitoring unit 315 of the power supply and launch control device 191 to the NMI terminal of the MPU 312, and the MPU 312 interrupts the control being executed and starts the NMI interrupt process.
[0179] In NMI interrupt handling, first, in step Sa11, the data of the registers used by the MPU312 is saved to the backup area of RAM314. In step Sa12, a power outage flag (information indicating the occurrence of a power outage) is set in the backup area. In step Sa13, the data saved in the backup area is restored to the registers used by the MPU312, and then the NMI interrupt handling is terminated. Note that if it is possible to set the power outage flag without destroying the data of the registers used by the MPU312, steps Sa11 and Sa13 can be omitted.
[0180] After the NMI interrupt handler is executed, the power outage handler is executed once it is confirmed that the power outage flag is set during the normal processing described later. This process will be explained later.
[0181] <Timer interrupt handling> The timer interrupt handling process will be explained with reference to the flowchart in Figure 16. This process is activated periodically (for example, every 2 msec) by the MPU312.
[0182] In step Sa101, the process of reading various prize sensors is executed. That is, the status of various prize sensors connected to the main control device 162 is read, and the status of the prize sensor (detection information from the prize sensor) is determined and the detection information (prize detection information) is saved. For example, if it is determined that a prize has been won in the first operating opening 62, the prize detection flag for the first special feature is stored in the various flag storage area 314e of the RAM 314, and if it is determined that a prize has been won in the second operating opening 63, the prize detection flag for the second special feature is stored in the various flag storage area 314e. Also, if it is determined that a game ball has passed through the through gate 64, the prize detection flag for the through gate is stored in the various flag storage area 314e of the RAM 314.
[0183] Step Sa102 updates the random number initial value counter CINI. Specifically, the random number initial value counter CINI is incremented by 1, and when its value reaches the maximum value, it is cleared to 0. Then, the updated value of the random number initial value counter CINI is stored in the corresponding buffer area of RAM314.
[0184] Step Sa103 updates the jackpot random number counter C1, the jackpot type counter C2, and the regular jackpot random number counter C3. Specifically, the jackpot random number counter C1, the jackpot type counter C2, and the regular jackpot random number counter C3 are each incremented by 1, and when their counter values reach their maximum values, they are each cleared to 0. Then, the updated values of each counter C1 to C3 are stored in the corresponding buffer area of RAM314.
[0185] In step Sa104, the entry process for the through gate 64 is executed. In the entry process for the through gate, it is determined whether or not the entry detection flag for the through gate is stored in the various flag storage area 314e of RAM 314. If the flag is stored, and provided that the number of prize item reserves stored in the regular symbol reserve area 314c is less than 4, the value of the regular symbol win random number counter C3 updated in step Sa103 is stored in the regular symbol reserve area 314c. If the entry detection flag for the through gate is stored in the various flag storage area 314e, the entry detection flag is cleared and the entry process for the through gate is terminated.
[0186] After executing the prize-winning process for the through gate in step Sa104, the process proceeds to step Sa105, where the prize-winning process for the operating ports 62 and 63 is executed, and this timer interrupt process ends.
[0187] <Award processing for the operating port> The prize-winning process for the activation port in step Sa105 will be explained with reference to the flowchart in Figure 17.
[0188] First, in step Sa201, it is determined whether or not a game ball has entered the first operating port 62 (starting entry) based on the detection status of the entry sensor 62a for the first operating port. If it is determined that a game ball has entered the first operating port 62, in step Sa202, a prize ball command is set in the payout control device 181 to dispense 3 game balls.
[0189] In step Sa203, an external signal setting process is performed to output a signal to the management control device on the gaming hall side indicating that a game ball has entered the first operating opening 62. In step Sa204, the value stored in the reserve number memory area of the first special symbol reserve area Ra is read, and the starting reserve memory number RaN stored in the first special symbol reserve area Ra is set (hereinafter also referred to as the first starting reserve memory number RaN). After that, in step Sa205, an information acquisition process is performed to store the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS, and this prize entry process is completed.
[0190] Furthermore, if a negative result is obtained in step Sa201 (i.e., no winning ball has entered the first operating port 62), the process proceeds to step Sa206, where it is determined whether or not a game ball has entered the second operating port 63 (start winning ball) based on the detection status of the second operating port winning sensor 63c. If it is determined that a game ball has entered the second operating port 63, step Sa207 sets a prize ball command to the payout control device 181 to dispense one game ball.
[0191] In step Sa208, an external signal setting process is performed to output a signal to the management control device on the gaming hall side indicating that a game ball has entered the second operating port 63. In step Sa209, the value stored in the reserve number memory area of the second special symbol reserve area Rb is read, and the start reserve memory number RbN stored in the second special symbol reserve area Rb is set (hereinafter also referred to as the second start reserve memory number RbN). After that, information acquisition processing is performed in step Sa205, and this prize entry process is completed.
[0192] Furthermore, if a negative result is obtained in step Sa206 (i.e., no winning entry into the second operating port 63 occurs), the main winning process is terminated.
[0193] The prize ball command set in step Sa202 or step Sa207 above is transmitted to the payout control device 181 during the external output processing of the normal processing described later.
[0194] Here, we will explain the information acquisition process in step Sa205, referring to the flowchart in Figure 18.
[0195] First, in step Sa301, it is determined whether the number of start-up hold memories N (RaN or RbN) set in step Sa204 or step Sa209 described above is less than the upper limit (4 in this embodiment). If the number of start-up hold memories N is at the upper limit, this information acquisition process is terminated. If it is less than the upper limit, in step Sa302, the number of start-up hold memories N for the corresponding special-drawing hold areas Ra and Rb is incremented by 1. In step Sa303, the value stored in the total hold memory area (hereinafter referred to as the common hold memory CRN) is incremented by 1.
[0196] In step Sa304, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS are stored in the first available memory area of the corresponding special display unit's reserve area, that is, the memory area corresponding to the number of reserved memories incremented by 1 in step Sa302.
[0197] In other words, if the starting reserve memory count RaN for the first special feature is set, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS are stored in the first available memory area of the first special feature reserve area Ra, i.e., the reserve area Ra that corresponds to the starting reserve memory count RaN for the first special feature, which was incremented by 1 in step Sa302 above.
[0198] Furthermore, if the start-up reserve memory count RbN for the second special feature is set, the values of the jackpot random number counter C1, the jackpot type counter C2, and the variation type counter CS are stored in the first empty memory area of the reserve area Rb for the second special feature, i.e., the reserve area Rb corresponding to the start-up reserve memory count RbN for the second special feature that was incremented by 1 in step Sa302 above.
[0199] Step Sa305 executes a hold pre-reading process to perform the hold notification effect described later. Details of the hold pre-reading process will be described later. After the execution of Step Sa305, this information acquisition process ends.
[0200] <Main Processing> The main process will be explained with reference to the flowchart in Figure 19. The main process is executed when the power to the pachinko machine 10 is turned on (when the power switch of the pachinko machine 10 is turned on while an external power supply is provided, or when an external power supply is provided while the power switch of the pachinko machine 10 is in the ON state).
[0201] First, in step Sa2001, initial setup processing is performed in conjunction with power-on. Specifically, a wait process is performed for about 1 second to wait for the sub-control device (dispensing control device 181, etc.) to become operational. In the following step Sa2002, access to RAM 314 is permitted.
[0202] Step Sa2003 determines whether the RAM erase switch of the power supply and launch control device 191 is on, and in the following step Sa2004, it is determined whether a power outage flag is stored in the backup area of RAM 314. In step Sa2005, a RAM determination value is calculated, and in step Sa2006, it is determined whether that RAM determination value is normal. Specifically, the RAM determination value calculated in step Sa2005 is compared with the RAM determination value saved when the power outage occurred, and it is determined whether the two match. If the two match, the RAM determination value is considered normal, and the data stored in RAM 314 is recognized as valid. Conversely, if the two do not match, the RAM determination value is considered abnormal, and the data stored in RAM 314 is recognized as invalid. The RAM determination value is, for example, the checksum value at the working area address of RAM 314. It is also possible to determine the validity of the stored data by whether the keyword written to a predetermined area of RAM 314 is correctly stored.
[0203] If the RAM judgment value is normal, the process proceeds to step Sa2007, where the value of the stack pointer stored in the backup area is written to the stack pointer of the MPU312, restoring the stack state to the state before the power was cut off. In step Sa2008, a power restoration command is output to restore the sub-controller (payout control device 181, etc.) to the game state before the power cut-off. In step Sa2009, the power outage flag stored in the backup area is cleared. After that, in step Sa2010, interrupt permission is set, and the process proceeds to the normal processing described later.
[0204] If a positive result is obtained in step Sa2003 (if the RAM erase switch is pressed) or if a negative result is obtained in step Sa2006 (if the RAM judgment value is not normal), the process proceeds to step Sa2011, where an initialization command is output to initialize the sub-control device (dispensing control device 181, etc.). In step Sa2012, the used area of RAM 314 is cleared to 0, and in step Sa2013, the initialization process for RAM 314 is executed. After that, interrupt enablement is set in step Sa2010, and the process proceeds to the normal processing described later.
[0205] <Normal processing> Next, the normal processing flow will be explained with reference to the flowchart in Figure 20. Normal processing is the process that begins after the main processing, which is started when the power is turned on, is executed, and the main processing for the game is performed during normal processing. In summary, the processing in steps Sa401 to Sa408 is executed as a periodic process with a 4 msec cycle, and the counter update processing in steps Sa409 and Sa410 is executed in the remaining time.
[0206] In normal processing, the first step, Sa401, is used to perform external signal output processing. In the external signal output processing of step Sa401, output data such as timer interrupt processing or commands set in the previous normal processing is sent to each control device on the sub-side. Specifically, it is determined whether or not a prize ball command is set, and if a prize ball command is set, it is sent to the payout control device 181. In addition, if performance commands such as a variation start command, type command, or variation end command are set, they are sent to the performance control device 143.
[0207] Step Sa402 updates the variation type counter CS. Specifically, it increments the variation type counter CS by 1, and clears the counter value to 0 when it reaches its maximum value. Then, it stores the updated value of the variation type counter CS in the corresponding buffer area of RAM 314.
[0208] Step Sa403 executes game round control processing to control the game in each game round. This game round control processing includes determining whether a jackpot has been hit and controlling the display of the special display unit 43.
[0209] Step Sa404 executes the game state transition process. This game state transition process changes the game state to modes such as open / close execution mode, high probability mode, or high frequency support mode. Details regarding the game round control process in Step Sa403 and the game state transition process in Step Sa404 will be described later.
[0210] In step Sa405, a support process for the electric function is executed to drive and control the electric function 63a provided in the second operating port 63. In this support process, a lottery is held to determine whether or not to open the electric function 63a, using numerical information obtained from the electric function random number counter C3 stored in the electric function reserve area 314c of RAM 314. If successful, the opening and closing process for the electric function 63a is executed. In addition, the display control of the electric function display unit 44 is performed to inform the user of the lottery result of the electric function win / fail lottery.
[0211] As explained earlier, the support provided by the general-purpose device 63a is divided into two modes: a low-frequency support mode and a high-frequency support mode. The game transition process described later will transition to one of these support modes. If the high-frequency support flag is set in the various flag storage area 314e of RAM 314 after this process, the game will be in high-frequency support mode. If the flag is not set, the game will be in low-frequency support mode.
[0212] In the processing for electric power support, it is determined whether or not high-frequency support mode is in operation by checking whether or not a high-frequency support flag is set in the various flag storage area 314e of RAM 314. If high-frequency support mode is in operation, the number of times the regular electric power device 63a opens when the electric power opening state is won is set to be greater than in low-frequency support mode, and the opening time for each instance is set to be longer. Also, if high-frequency support mode is in operation and the electric power opening state is won, causing the regular electric power device 63a to open multiple times, the closing time from the end of one opening state to the start of the next opening state is set to be shorter than the opening time for one instance.
[0213] In step Sa406, the game ball launch control process is executed. In the game ball launch control process, provided that a launch permission signal is input from the power supply and the launch control device 191, the solenoid of the game ball launch mechanism 110 is energized once every predetermined period (for example, 0.6 seconds). As a result, the game ball is launched toward the game area PE.
[0214] Step Sa407 determines whether a power outage flag is stored in the backup area of RAM314. The power outage flag is set by the NMI interrupt handler (Figure 15) which is executed when a power outage occurs, and is used by the MPU312 to detect when a power outage occurs.
[0215] If the power outage flag is not stored (i.e., no power outage has occurred), step Sa408 determines whether the timing for the next normal process has been reached, that is, whether a predetermined time (4 msec in this embodiment) has elapsed since the start of the current normal process. Then, within the remaining time until the timing for the next normal process is reached, the random number initial value counter CINI and the variation type counter CS are repeatedly updated.
[0216] In other words, step Sa409 updates the random number initial value counter CINI. Specifically, it increments the random number initial value counter CINI by 1 and clears it to 0 when it reaches its maximum value. Then, it stores the updated value of the random number initial value counter CINI in the corresponding area of RAM314. In step Sa410, it updates the variation type counter CS. Specifically, it increments the variation type counter CS by 1 and clears it to 0 when it reaches its maximum value. Then, it stores the updated value of the variation type counter CS in the corresponding area of RAM314.
[0217] Here, the execution time of each process in steps Sa401 to Sa408 changes depending on the state of the game, so the remaining time until the next normal process is executed is not constant but fluctuates. Therefore, by repeatedly updating the random number initial value counter CINI using this remaining time, the random number initial value counter CINI (i.e., the initial value of the jackpot random number counter C1) can be randomly updated, and similarly, the variation type counter CS can also be randomly updated.
[0218] If the above step Sa407 is positive (i.e., the power outage flag is stored), the process proceeds to step Sa411, where the occurrence of each interrupt process is prohibited. In step Sa412, the value of the stack pointer of the MPU312 is stored in the backup area of RAM314, and in step Sa413, the power outage flag is set in the above backup area.
[0219] In step Sa414, a RAM determination value is calculated and stored in the backup area. The RAM determination value is, for example, the checksum value at the working area address of RAM314. In step Sa415, access to RAM314 is prohibited, and thereafter, an infinite loop continues until the power is completely cut off and processing can no longer be performed. Even after the power is completely cut off, power for data storage retention in RAM314 is supplied from the power supply and launch control device 191, so the information stored in RAM314 before the power was cut off is retained in its original state for a predetermined period (for example, one or two days).
[0220] <Game turn control processing> The game round control process in step Sa403 will be explained with reference to the flowchart in Figure 21.
[0221] First, in step Sa501, it is determined whether or not the system is in open / close execution mode. Specifically, it is determined whether or not the open / close execution mode flag is stored in the various flag storage area 314e of RAM 314. This open / close execution mode flag is stored when the game state is transitioned to open / close execution mode in the game state transition process described later, and is erased when the open / close execution mode is terminated in the same game state transition process.
[0222] If the opening / closing execution mode is active, the game round control process ends without executing any of the processes from step Sa502 onward, namely the game round start process from step Sa502 to step Sa505, the game round progress process from step Sa506 to step Sa507, or the game round end process from step Sa508 to step Sa509. In other words, if the opening / closing execution mode is active, the special feature game round will not start regardless of whether or not a prize has been won in the operating slots 62 and 63.
[0223] Furthermore, the game rounds (regular symbol game rounds) based on the win / loss lottery triggered by a prize entering the through gate 64 are executed regardless of whether or not the opening / closing execution mode is active. In other words, while the execution of special symbol game rounds is restricted during the opening / closing execution mode, the regular symbol game rounds are executed in the same way as when the opening / closing execution mode is not active. Therefore, if the result of the regular symbol win / loss lottery is a win during the opening / closing execution mode, the second operating port 63 (regular electric mechanism 63a) is opened.
[0224] If the system is not in opening / closing execution mode, step Sa502 determines whether the special display unit 43 is in the process of displaying a variable display. Specifically, it determines whether either the first special display unit AS or the second special display unit BS is in the process of displaying a variable display. This determination is made by checking whether the variable display flag is stored in the various flag storage area 314e of the RAM 314. The variable display flag is stored when the variable display is started for either the first special display unit AS or the second special display unit BS, and is erased when the variable display ends.
[0225] If the special display unit 43 is not showing a variable display, the process proceeds to step Sa503 to determine whether the common reserve count CRN is "0". If the common reserve count CRN is "0", it means that the start reserve memory counts RaN and RbN are "0" for both the first operation port 62 and the second operation port 63. Therefore, the game round control process is terminated.
[0226] If the common reserve count CRN is not "0", step Sa504 executes a data setting process to set the data stored in the first special symbol reserve area Ra or the second special symbol reserve area Rb for variable display, and then step Sa505 executes a variable start process to start the variable display in the special symbol display unit 43 and the variable display in the symbol display device 75, after which this game round control process ends.
[0227] The data setting process in step Sa504 and the change initiation process in step Sa505 will be explained in detail below.
[0228] First, the data setting process will be explained with reference to the flowchart in Figure 22.
[0229] First, in step Sa601, it is determined whether the second start-up reserve memory count RbN, which is stored in the second special drawing reserve area Rb, is "0". If the second start-up reserve memory count RbN is "0", the data setting process for the first special drawing (first operation port 62) in steps Sa602 to Sa608 is executed. If the second start-up reserve memory count RbN is not "0", the data setting process for the second special drawing (second operation port 63) in steps Sa609 to Sa615 is executed.
[0230] As already explained, data setting processing is performed when the common hold number CRN is 1 or greater. The situation in which data setting processing is performed means that at least one of the first start hold memory number RaN and the second start hold memory number RbN is 1 or greater. In this case, the data setting processing first determines whether the second start hold memory number RbN is "0" or not, and is configured to execute processing related to the hold information for the first special feature on the condition that the second start hold memory number RbN is "0", that is, that there is no hold information for the second special feature. For this reason, if hold information is stored in both the first special feature hold area Ra and the second special feature hold area Rb, the hold information for the second special feature (second operation port 63) stored in the second special feature hold area Rb will be processed preferentially.
[0231] In the data setting process for the first special feature, first in step Sa602, the first start hold memory count RaN of the first special feature hold area Ra is decremented by 1. In step Sa603, the common hold count CRN is decremented by 1. In step Sa604, the data stored in the first area of the first special feature hold area Ra is moved to the execution area AE.
[0232] Step Sa605 executes a process to shift the data (holding information such as the jackpot random number counter C1) stored in the memory area of the first special feature holding area Ra. This process clears the data in the first area and sequentially moves the data from the second to fourth areas to the lower-level areas.
[0233] In step Sa606, it is determined whether the second special feature flag is stored in the various flag storage area 314e of RAM314. The second special feature flag is used by the MPU312 to recognize that there is pending information for the second operation port 63. If the second special feature flag is stored, it is cleared in step Sa607.
[0234] After step Sa607 is executed, or if a negative determination is made in step Sa606 (i.e., the second special feature flag is not stored), the process proceeds to step Sa608, where a shift command (shift occurrence information) is set to notify the performance control device 143 that a data shift has occurred in the reserved area. In this case, a shift command containing information that the reserved area targeted for this data shift corresponds to the first special feature reserved area Ra, i.e., the first operation port 62, is selected from the command information storage area 313e of the ROM 313, and this selected shift command is set as the command to be sent to the performance control device 143. After that, this data setting process is terminated.
[0235] The shift command set in step Sa608 is sent to the performance control device 143 in step Sa401 of the normal processing (Figure 20). Based on the received shift command, the performance control device 143 performs processing to change the display in the first hold display area Ga of the symbol display device 75 in accordance with the decrease in the number of hold items.
[0236] In the data setting process for the second special feature, first, in step Sa609, the second start hold memory count RbN of the second special feature hold area Rb is decremented by 1. In step Sa610, the common hold count CRN is decremented by 1. In step Sa611, the data stored in the first area of the second special feature hold area Rb is moved to the execution area AE.
[0237] In step Sa612, a process is executed to shift the data (holding information such as the jackpot random number counter C1) stored in the memory area Rb of the second special symbol holding area. In step Sa613, it is determined whether or not the second special symbol flag is stored in the various flag storage area 314e. If the second special symbol flag is not stored, the second special symbol flag is set in step Sa614.
[0238] After step Sa614 is executed or if a positive determination is made in step Sa613 (if the second special feature flag is stored), the process proceeds to step Sa615, where a shift command (shift occurrence information) is set to allow the sub-control device, the performance control device 143, to recognize that a data shift has occurred in the reserved area. In this case, a shift command containing information that the reserved area targeted for this data shift corresponds to the second special feature reserved area Rb, i.e., the second operation port 63, is selected from the command information storage area 313e of the ROM 313, and this selected shift command is set as the command to be sent to the performance control device 143. After that, this data setting process is terminated.
[0239] The shift command set in step Sa613 is sent to the performance control device 143 in step Sa401 of the normal processing (Figure 20). Based on the received shift command, the performance control device 143 performs processing to change the display in the second hold display area Gb of the symbol display device 75 in accordance with the decrease in the number of hold items.
[0240] Next, the process for initiating the change will be explained with reference to the flowchart in Figure 23.
[0241] First, in step Sa701, it is determined whether the win / loss lottery mode is in high probability mode. Specifically, it is determined whether the high probability mode flag is stored in the various flag storage area 314e of RAM314. The high probability mode flag is used by the MPU312 to recognize that it is in high probability mode, and is set when transitioning to high probability mode.
[0242] If it is not in high probability mode, step Sa702 checks whether the win / loss table for low probability mode is referenced to determine the win / loss. Specifically, it checks whether the value of the jackpot random number counter C1 stored in execution area AE matches the value set as a jackpot win for low probability mode (for example, "7"). On the other hand, if it is in high probability mode, step Sa703 checks whether the win / loss table for high probability mode is referenced to determine the win / loss. Specifically, it checks whether the value of the jackpot random number counter C1 stored in execution area AE matches the value set as a jackpot win for high probability mode (for example, "7", "17", "27", "37", "47").
[0243] After step Sa702 or step Sa703 is executed, step Sa704 determines whether the result of the win / loss determination in step Sa702 or step Sa703 is a jackpot win. If it is a jackpot win, step Sa705 determines whether the second special symbol flag is stored in the various flag storage area 314e. If the second special symbol flag is not stored, step Sa706 determines the jackpot type by referring to the type table for the first special symbol display unit (Figure 13(a)). Specifically, it determines whether the value of the jackpot type counter C2 stored in the execution area AE falls within the numerical range of the 4R probability variation jackpot result or the numerical range of the 4R normal jackpot result.
[0244] On the other hand, if the second special symbol flag is stored, step Sa707 refers to the type table for the second special symbol (Figure 13(b)) to determine the type of jackpot. Specifically, it is determined whether the value of the jackpot type counter C2 stored in the execution area AE falls within the numerical range of the 10R probability variation jackpot result or the numerical range of the 4R normal jackpot result.
[0245] After step Sa706 or step Sa707 is executed, step Sa708 stores a type flag indicating the type of jackpot selected by the lottery in step S706 or step Sa707 in the various flag storage area 314e. For example, if the type of jackpot selected by the lottery is a 10R probability variation jackpot, the 10R probability variation jackpot flag is stored.
[0246] In step Sa709, the stop result table stored in the stop result table storage area 313d of ROM313 is referenced to set the stop result for a jackpot. Specifically, the stop result corresponding to the jackpot type counter C2 stored in the execution area AE is read from the stop result table and set as the stop result for the current game round.
[0247] If a negative result is determined in step Sa704 (i.e., no jackpot occurs), the process proceeds to step Sa710, where a stop result for a loss is set. In this embodiment, only one type of stop result for a loss is provided, and this stop result is set in step Sa710.
[0248] After step Sa709 or step Sa710 is executed, step Sa711 executes a variable display time setting process to set the variable display time for the current game round in the first special display unit AS or the second special display unit BS.
[0249] Here, we will explain the process for setting the variable display time, referring to the flowchart in Figure 24.
[0250] First, in step Sa801, it is determined whether the result of the win / loss judgment in the current game round is a jackpot or not. If it is a jackpot, the process proceeds to step Sa802, where a jackpot variation display time table (Figure 14(a)) is obtained to be used as a table for drawing variation display times (variation patterns). On the other hand, if it is not a jackpot and is a loss, the process proceeds to step Sa803, where a loss variation display time table (Figure 14(b)) is obtained.
[0251] After step Sa802 or step Sa803 is executed, step Sa804 uses the variable display time table obtained in step Sa802 or step Sa803 to perform a lottery process for variable display time (variation pattern). Specifically, from the group of variation patterns set in the variable display time table, one variation pattern corresponding to the variation type counter CS stored in the execution area AE is identified.
[0252] In step Sa805, the display time for the variation pattern identified in step Sa804 is set as the display time for the current game round. In this step, the value of the display time for the variation pattern identified is set in the display time counter area provided in the various counter areas 314d of RAM 314. For example, if the display time for the variation is 15 seconds, the corresponding value is set to 7500 in the display time counter area. This set value is decremented by 1 each time the timer interrupt process (Figure 16) is activated. After the execution of step Sa805, the display time setting process is terminated.
[0253] Returning to the explanation of the variation start process (Figure 23), after step Sa711 is executed, step Sa712 sets the variation start command and the type command. The variation start command contains information about the variation pattern. Since the variation patterns for a jackpot and a loss are set separately (Figure 14), the performance control device 143 can determine the result of the win / loss judgment performed by the main control device 162 by analyzing the variation pattern from the variation start command. In other words, the variation start command contains not only information about the variation display time but also information about the result of the win / loss judgment. The type command contains information about the type of jackpot. Note that the type command is set only when the result of the win / loss judgment is a jackpot.
[0254] The variation start command and type command set in step Sa712 are transmitted to the performance control device 143 in step Sa401 of the normal processing (Figure 20). The performance control device 143 determines the content of the performance for that game round based on the received variation start command and type command, and controls various devices so that the determined performance content is executed. This performance content includes the variation display mode of the symbols on the symbol display device 75, and this determined variation display mode of the symbols is output from the performance control device 143 to the display control device 350 as a display content command. The display control device 350 controls the display of the symbol display device 75 so that the variation display of the symbols corresponding to each game round is performed based on the display content command received from the performance control device 143.
[0255] In step Sa713, the variable display of the special symbol display unit 43 is started. At this time, the various flag storage area 314e of RAM 314 is referenced, and if the second special symbol flag is stored, the symbols on the second special symbol display unit BS are changed, assuming that the current game round corresponds to the second special symbol. On the other hand, if the second special symbol flag is not stored, the symbols on the first special symbol display unit AS are changed, assuming that the current game round corresponds to the first special symbol. After the execution of step Sa713, this variable display start process is terminated.
[0256] Returning to the explanation of the game round control process (Figure 21), if a positive result is obtained in step Sa502 (i.e., the special display unit 43 is showing a variation), the process proceeds to step Sa506 to determine whether the variation display time for the current game round has elapsed. Specifically, it is determined whether the value of the variation display time counter area provided in the various counter areas of RAM 314 has become "0".
[0257] If the variable display time has not elapsed, the variable display processing is executed in step Sa507. In the variable display processing, the special symbol display unit for the current game round is controlled to light up and extinguish each display segment in a predetermined order (each display segment is controlled to emit light). After step Sa507 is executed, the game round control processing is terminated.
[0258] If the display time for the variation has elapsed, the variation termination process is executed in step Sa508. In the variation termination process, the special display units AS and BS are controlled so that the displayed variation pattern stops displaying according to the stop result set in step Sa709 or step Sa710.
[0259] In step Sa509, a variation termination command is set, and then the game round control process is terminated. The variation termination command set in step Sa509 is sent to the performance control device 143 in step Sa401 of the normal process (Figure 20). The performance control device 143 sends the received variation termination command to the display control device 350 while maintaining its information format. Upon receiving the variation termination command, the display control device 350 confirms and displays the final stop symbol combination for that game round (final stop display).
[0260] <Game state transition process> The game state transition process in step Sa404 (Figure 20) will be explained with reference to the flowchart in Figure 25.
[0261] First, step Sa901 determines whether or not the system is in opening / closing execution mode. If it is not in opening / closing execution mode, the system proceeds to step Sa902, where it determines whether or not the variable display on each special symbol display unit AS and BS has finished (the confirmed display has finished). If it is not the time when the variable display has finished, the game state transition process ends immediately.
[0262] If it is the end of the variable display, step Sa903 determines whether the result of this game round corresponds to a transition to the open / close execution mode, that is, whether the result of the win / loss judgment is a jackpot. In this step, the determination of whether it is a jackpot is made by checking whether the type flag (step Sa708 in Figure 23) is stored in the various flag storage area 314e of RAM314. If the result of this game round does not correspond to a transition to the open / close execution mode, the game state transition process is terminated as is.
[0263] If a positive result is obtained in step Sa903 (i.e., the result of this game round corresponds to a transition to the open / close execution mode), the process proceeds to step Sa904, where the start process for the open / close execution mode is executed. In this start process, the open / close execution mode flag is stored in the various flag storage area 314e. An opening period is also set to wait for the start of the first round while the variable prize winning device 65 remains in the closed state. Furthermore, if the high probability mode flag or the high frequency support flag is stored in the various flag storage area 314e, a process is executed to clear these flags.
[0264] Step Sa905 executes the process to start the round display in order to notify the number of rounds in the opening / closing execution mode. In this step, the type of jackpot is determined based on the type flags stored in the various flag storage area 314e, and the round display unit is controlled so that the number of rounds corresponding to that jackpot type is displayed. The display of the number of rounds in the round display unit continues until the opening / closing execution mode ends.
[0265] In step Sa906, it is determined whether the current jackpot is a 10R probability variation jackpot. If it is not a 10R probability variation jackpot, that is, if it is either a 4R probability variation jackpot or a 4R normal jackpot, then in step Sa907, "4" is set in the round counter area RC located in the various counter areas 314d of RAM 314. On the other hand, if the current jackpot is a 10R probability variation jackpot, then in step Sa908, "10" is set in the round counter area RC.
[0266] After step Sa907 or step Sa908 is executed, step Sa909 sets an opening command to notify the performance control device 143 of the start of the opening and the opening period. This set opening command is sent to the performance control device 143 in step Sa401 of the normal processing (Figure 20).
[0267] In step Sa910, the game state transition process is terminated after the external signal setting process is executed. In the external signal setting process, the output terminal for the jackpot signal provided on the external output terminal 213 is set to output state. As a result, if the output terminal for the jackpot signal is connected to the management control device on the gaming hall side, a jackpot signal is output to the management control device, and the management control device can determine that a jackpot has occurred in the pachinko machine 10.
[0268] If a positive result is obtained in step Sa901 (i.e., the game is in opening / closing execution mode), the process proceeds to step Sa911 to determine whether the opening period has elapsed. If the opening period has not elapsed, the game state transition process ends. If the opening period has elapsed, the big prize opening / closing process is executed in step Sa912.
[0269] Here, we will explain the opening and closing process of the grand prize slot, referring to the flowchart in Figure 26.
[0270] First, in step Sa1001, it is determined whether or not the large prize opening 65a is open. This determination is made based on the drive state of the drive unit 65d. If the large prize opening 65a is not open, in step Sa1002, it is determined whether or not the value of the round counter area RC is "0". If the value of the round counter area RC is not "0", that is, if there is a round game to be played, in step Sa1003, it is determined whether or not the value of the timer area T provided in the various counter areas 344b of RAM 314 is "0". This process determines whether or not the waiting period between rounds (round interval period) has elapsed.
[0271] If the value in Timer Area T is "0", the process proceeds to step Sa1004, where "15000" is set in Timer Area T as the value corresponding to the upper limit opening time (30 sec) of the variable prize device 65 during one round of play. The value set here is decremented by 1 each time the timer interrupt process (Figure 16) is activated. In step Sa1005, "10" is set in the prize counter area PC provided in the various counter areas 344b as the value corresponding to the upper limit number of prizes (10) that can be won into the variable prize device 65 during one round of play.
[0272] In step Sa1006, the variable prize drive unit 32c is driven to open the large prize opening 65a. In step Sa1007, an open command is set to notify the performance control device 143 that the opening of the large prize opening 65a (variable prize device 65) has begun, and then the opening and closing process of this large prize opening is terminated. This set open command is sent to the performance control device 143 in step Sa401 of the normal process (Figure 20).
[0273] If a positive result is obtained in step Sa1002 (the value of the round counter area RC is 0) or if a negative result is obtained in step Sa1003 (the value of the timer area T is not 0), the main prize gate opening and closing process is terminated.
[0274] Furthermore, if a positive result is obtained in step Sa1001 (i.e., the large prize slot 65a is open), the process proceeds to step Sa1008, where it is determined whether the value of timer area T is "0". This process determines whether the upper limit opening time of the variable prize device 65, set in step Sa1004, has elapsed.
[0275] If the value of Timer Area T is not "0", the process proceeds to step Sa1009, where it is determined whether or not a prize has been won in the main prize slot 65a based on the detection status of the main prize slot sensor 65c. If no prize has been won, the main prize slot opening and closing process is terminated. On the other hand, if a prize has been won, the value of the prize counter area PC is decremented by 1 in step Sa1010, and then it is determined in step Sa1011 whether or not the value of the prize counter area PC is "0". If the value of the prize counter area PC is not "0", the main prize slot opening and closing process is terminated.
[0276] If a positive result is obtained in step Sa1008 (when the value of timer area T is 0) or in step Sa1011 (when the value of prize counter area PC is 0), the process proceeds to step Sa1012, where the drive unit 65d is switched to a non-drive state and the large prize opening 65a is closed. In step Sa1013, the value of round counter area RC is decremented by 1, and in step Sa1014, it is determined whether the value of round counter area RC is "0".
[0277] If the value in the round counter area RC is not "0", that is, if there are remaining rounds of gameplay, the process proceeds to step Sa1015, and "1000" is set in the timer area T as the value corresponding to the period (2 seconds) during which the variable prize winning device 65 is kept closed while waiting for the start of the next round of gameplay.
[0278] In step Sa1016, a closing command is set to notify the performance control device 143 that the variable prize winning device 65 has been closed (the round game has ended), and then the main prize winning opening and closing process is terminated. The set closing command is sent to the performance control device 143 in step Sa401 of the normal process (Figure 20).
[0279] If a positive result is obtained in step Sa1014 (i.e., the value of the round counter area RC is 0), that is, if the final round of the opening / closing execution mode has ended, the process proceeds to step Sa1017 to execute the ending start process. In this start process, an ending period is set in which the variable prize winning device 65 is kept in the closed state and the system waits for the start of the next game round (the first game round after the opening / closing execution mode has ended). In step Sa1018, an ending command is set to notify the performance control device 143 of the start of the ending and the ending period, and then the main prize winning opening / closing process is terminated. The set ending command is sent to the performance control device 143 in step Sa401 of the normal process (Figure 20).
[0280] Returning to the explanation of the game state transition process (Figure 25), after executing the opening and closing process of the big prize slot in step Sa912, it is determined in step Sa913 whether the value of the round counter area RC is "0". If the value of the round counter area RC is not "0", the game state transition process is terminated as is in order to continue the opening and closing execution mode.
[0281] If the value of the round counter area RC is "0", proceed to step Sa914 to determine whether the ending has finished (whether the ending period has elapsed). If the ending has not finished, terminate the game state transition process to continue the ending. On the other hand, if the ending has finished, proceed to step Sa915 to execute the transition process at the end of the open / close execution mode.
[0282] Here, we will explain the transition process at the end of the opening / closing execution mode, referring to the flowchart in Figure 27.
[0283] First, in step Sa1101, the system checks the type flags stored in the various flag storage area 314e of RAM 314 to determine whether the current jackpot is a probability variation jackpot. If it is a probability variation jackpot, in step Sa1102, the high probability mode flag is set in the various flag storage area 314e, and in step Sa1103, the high frequency support flag is set in the same area. This transitions the game to a state where the win / loss lottery mode is high probability mode and the support mode is high frequency support mode (a so-called probability variation game state with electric support). This game state continues until the next jackpot occurs. After step Sa1103 is executed, the transition process at the end of the open / close execution mode is terminated.
[0284] If a negative result is determined in step Sa1101 (i.e., the current jackpot is not a probability-increasing jackpot), that is, if the current jackpot is a normal jackpot, the process proceeds to step Sa1104, where the high-frequency support flag is set in the various flag storage area 314e. Since the high-probability mode flag is not set when the current jackpot is a normal jackpot, the process in step Sa1104 transitions the game state to a state where the lottery mode is low probability mode and the support mode is high-frequency support mode (a so-called time-saving game state). In the following step Sa1105, "100" is set in the game count counter area provided in the various counter areas 344b of RAM 314. This set value is decremented by 1 each time a special feature game is executed while in the time-saving game state, and when the value in the game count counter area becomes "0", the high-frequency support flag stored in the various flag storage area 314e is erased. Therefore, the above time-saving game state ends after 100 game rounds, and thereafter the game transitions to a game state (normal game state) where the lottery mode is low probability mode and the support mode is low frequency support mode. After the execution of step Sa1105, the transition process at the end of the open / close execution mode is terminated.
[0285] Returning to the explanation of the game state transition process (Figure 25), after the transition process at the end of the opening / closing execution mode in step Sa915 is completed, the round display termination process is executed in step Sa916. In this process, the round display unit in the special display unit 43 is controlled so that the round display unit is turned off.
[0286] Step Sa917 executes the termination process for the opening / closing execution mode, and then terminates the game state transition process. In the termination process for the opening / closing execution mode, the type flag and the opening / closing execution mode flag stored in the various flag storage area 314e are deleted.
[0287] <Pre-reading process for pending items> The pending pre-reading process in step Sa305 (Figure 18) will be explained with reference to the flowchart in Figure 28. This process is executed when pending information is acquired based on a win in the first operation port 62 or the second operation port 63. Prior to executing the variation start process (Figure 23) corresponding to the acquired pending information, a lottery is held to determine whether there is a jackpot, the type of jackpot, and the variation pattern.
[0288] First, in step Sa1201, the start-up reserve memory counts RaN and RbN stored in each reserve area Ra and Rb of the reserve ball storage area 314b, and the common reserve number CRN stored in the total reserve number storage area of the same reserve ball storage area 314b are read, and this information is stored in the registers of the MPU 312.
[0289] In step Sa1202, based on the current win in the first or second operation port 62, the value of the jackpot random number counter C1 (random value for determining win or loss) included in the pending information obtained in step Sa304 (Figure 18) is determined. In step Sa1203, the value of the jackpot random number counter C1 obtained in step Sa1202 is used to determine win or loss. At this time, if the lottery mode when the pending information was obtained was the low probability mode, the win / loss table for the low probability mode is referred to, and if the lottery mode when the pending information was obtained was the high probability mode, the win / loss table for the high probability mode is referred to to determine win or loss.
[0290] In step Sa1204, it is determined whether the result of the hit / fail judgment in step Sa1202 is a jackpot win. If it is a jackpot win, in step Sa1205, the value of the jackpot type counter C2 (a random number for drawing the jackpot type) included in the reserve information obtained based on the current entry into the first operation port 62 or the second operation port 63 is determined.
[0291] In step Sa1206, the value of the jackpot type counter C2 obtained in step Sa1205 is used to determine the type of jackpot. If the information is based on a ball entering the first operating port 62, the type table for the first special symbol (Figure 13(a)) is referred to, and if the information is based on a ball entering the second operating port 63, the type table for the second special symbol (Figure 13(b)) is referred to to determine the type of jackpot corresponding to the value of the jackpot type counter C2. Note that the processing in steps Sa1203 to Sa1206 is the same as steps Sa701 to Sa707 in the variation start processing (Figure 23).
[0292] In step Sa1207, jackpot information indicating that it is a jackpot, and type information indicating the type of jackpot drawn in step Sa1206, are stored in the registers of the MPU312.
[0293] After step Sa1207 is executed, or if a negative result is obtained in step Sa1204 (i.e., not a jackpot), step Sa1208 determines the value of the variation type counter CS included in the hold information obtained based on the current entry into the first or second operation port 62. In step Sa1209, a lottery for the variation pattern (variation display time) is performed using the value of the variation type counter CS obtained in step Sa1208. At this time, if the obtained hold information corresponds to a jackpot, the variation display time table for jackpots (Figure 14(a)) is referred to, and if the obtained hold information corresponds to a miss, the variation display time table for misses (Figure 14(b)) is referred to to determine the variation pattern corresponding to the value of the variation type counter CS. Note that the processing in this step is the same as steps Sa801 to Sa804 in the variation display time setting process.
[0294] In step Sa1210, the variation pattern information, which indicates the variation pattern drawn in step Sa1209, is stored in the register of the MPU312. In step Sa1211, a hold command is set as the output target for the performance control device 143, and then the hold pre-reading process is terminated. The hold command includes information indicating whether the current hold information corresponds to the first special symbol or the second special symbol, as well as various information stored in the register (start hold memory count RaN, RbN information, common hold count CRN information, jackpot information, type information, variation pattern information). As already explained, the presence or absence of a jackpot can be determined from the variation pattern, so the hold command may be set without including jackpot information. The hold command set in step Sa1211 is sent to the performance control device 143 in step Sa401 of the normal processing (Figure 20).
[0295] <Regarding the electrical configuration of the performance control device 143 and the display control device 350> The electrical configurations of the performance control device 143 and the display control device 350 will be described below with reference to the block diagram in Figure 29.
[0296] The performance control board 341, located in the performance control device 143, is equipped with an MPU 342. The MPU 342 contains a ROM 343 that stores various control programs and fixed value data executed by the MPU 342, a RAM 344 which is a memory for temporarily storing various data when executing the control programs stored in the ROM 343, as well as an interrupt circuit, a timer circuit, a data input / output circuit, and other components.
[0297] The MPU342 is equipped with both input and output ports. The main control unit 162 is connected to the input side of the MPU342. The main control unit 162 receives various commands, including commands for controlling the hold display, such as shift commands and hold commands; commands for controlling the number of game rounds, such as variation start commands, type commands and variation end commands; and commands for opening and closing execution modes, such as opening commands and ending commands.
[0298] As previously explained, the output side of the MPU342 is connected to the lamp units 26-28 and speaker unit 29 located on the front door frame 14, as well as the display control device 350.
[0299] Furthermore, a performance control unit 36, which is provided on the front door frame 14, is connected to the input side of the MPU 342. The performance control unit 36 is equipped with a detection sensor that detects operation of the performance control unit 36, and detection information (detection signal) from the detection sensor is input to the MPU 342. Based on this detection information, the MPU 342 determines whether or not the performance control unit 36 has been operated, and also determines the type of operation that was performed.
[0300] The display control device 350 includes an MPU 372 which integrates a program ROM 373 and a work RAM 374 into a single chip, and a display control board 351 which is equipped with a video display processor (VDP) 375, a character ROM 376, and a video RAM 377.
[0301] The MPU372 analyzes the commands received from the performance control device 143 or performs predetermined calculations based on the received commands to control the VDP375 (specifically, to generate internal commands for the VDP375).
[0302] The program ROM 373 is a memory for storing various control programs and fixed value data executed by the MPU 372, and also stores JPEG format image data for background images.
[0303] Work RAM 374 is memory for temporarily storing work data, flags, etc., used when various programs are executed by MPU 372. This work data and flags are stored in various areas of Work RAM 374.
[0304] The VDP375 is a type of drawing circuit that directly operates the image processing device, which acts as a liquid crystal display driver, incorporated into the graphic display device 75. Because the VDP375 is an IC chip, it is also called a "drawing chip," and in reality, it can be described as a microcontroller chip with built-in firmware dedicated to drawing processing. The VDP375 intervenes in data reading and writing by adjusting the timing of the MPU372, video RAM377, etc., and reads image data to be stored in the video RAM377 from the character ROM376 at a predetermined timing and displays it on the graphic display device 75.
[0305] The character ROM 376 serves as an image data library for storing character data such as patterns displayed on the pattern display device 75. This character ROM 376 holds bitmap image data of various display patterns, a color palette table that is referenced when determining the color represented by each dot of the bitmap image, and so on.
[0306] It is also possible to provide multiple character ROMs 376 and store image data and other data in each character ROM 376. Furthermore, it is possible to configure the system so that JPEG format image data for background images, which is stored in the program ROM 373, is stored in the character ROM 376.
[0307] The video RAM 377 is a memory for storing display data to be displayed on the pattern display device 75, and the display content of the pattern display device 75 is changed by rewriting the contents of the video RAM 377.
[0308] <Regarding the various processes executed by the performance control device 143> Next, we will explain each control process executed by the MPU 342 of the performance control device 143.
[0309] <Performance setting process> The production settings process will be explained with reference to the flowchart in Figure 30. The production settings process is initiated by the MPU342 at a predetermined interval (for example, every 2 msec).
[0310] First, in step Sa1301, it is determined whether or not a pending command has been received from the main control unit 162. Pending commands received from the main control unit 162 are stored in the command storage area 344a provided in the RAM 344 of the performance control unit 143. The command storage area 344a is configured as a ring buffer that can individually store multiple commands and read commands in the order they were stored. Therefore, even if multiple commands are received at the same time, the processing corresponding to each of those commands can be executed smoothly.
[0311] In step Sa1301, it is determined whether or not a pending command is stored in the area of the command storage area 344a that is currently being read. If a pending command is stored (if a pending command has been received), in step Sa1302, a pending command handling process is executed to display a pending image on the pending display section 200 (Figure 9(b)) of the display screen G. Details of the pending command handling process will be described later.
[0312] After step Sa1302 is executed, or if a negative determination is made in step Sa1301 (i.e., no hold command has been received), step Sa1303 determines whether or not a shift command has been received from the main control unit 162. If a shift command has been received, step Sa1304 executes the shift command response process to shift the hold image displayed on the hold display unit 200. Details of the shift command response process will be described later.
[0313] After step Sa1304 is executed, or if a negative result is obtained in step Sa1303 (i.e., no shift command has been received), in step Sa1305, special processing for displaying the variation of symbol sequences Z1 to Z3 is executed on the display screen G of the symbol display device 75. Details of the special processing for displaying the variation will be described later.
[0314] Step Sa1306 executes the processing for the opening and closing execution mode to perform the effects during the opening and closing execution mode. The processing for the opening and closing execution mode executes the round effects during the opening and closing execution mode, as well as the opening and ending effects, and the effects when a prize is won in the variable prize winning device 65.
[0315] Step Sa1307 executes a process to switch between different performance modes. Details of the performance mode switching process will be described later.
[0316] In step Sa1308, other processes are executed, and then the performance setting process is terminated. These other processes include displaying a demo screen if no initial win occurs for a predetermined period of time, and switching to a power-saving mode that reduces power consumption by stopping the video display on the display screen G of the symbol display device 75.
[0317] <Handling of pending commands> The command handling process in step Sa1302 will be explained with reference to the flowchart in Figure 31.
[0318] First, in step Sa1401, the hold command from the main control unit 162 is analyzed, and the hold information (jackpot information, type information, variation pattern information, etc.) is stored in the hold storage area 344c of the RAM 344.
[0319] As shown in Figure 32, the hold storage area 344c is provided with a first special effect hold area SRa and a second special effect hold area SRb, corresponding to the hold ball storage area 314b on the main control device 162 side. Each hold area SRa and SRb has four storage areas: a first area, a second area, a third area, and a fourth area. In addition, the hold storage area 344c is provided with an execution area SAE, corresponding to the execution area AE on the main control device 162 side.
[0320] In step Sa1401, based on the hold command, it is determined whether the current hold information corresponds to the first or second special feature, and which number the hold information is in the corresponding special feature. The fluctuation pattern information (and if it is a jackpot, further jackpot information and type information) is then stored in the corresponding memory area of the hold memory area 344c. For example, if the current hold information is the second hold information corresponding to the first special feature, the fluctuation pattern information, etc., is stored in the second memory area of the first special feature hold area SRa.
[0321] After step Sa1401 is executed, in step Sa1402, the value of the hold counter (start hold memory count SN) provided in the various counter areas 344b of RAM 344 is incremented by 1. The various counter areas 344b are provided with a hold counter for the first special feature and a hold counter for the second special feature, and in step Sa1402, the start hold memory count SN of the corresponding side is updated.
[0322] Step Sa1403 executes the setting process for the hold notification effect to run. The hold notification effect will now be explained with reference to Figure 33.
[0323] In this embodiment, the reserved image displayed on the reserved display section 200 of the display screen G is used to announce or suggest the probability of a jackpot occurring in the game round corresponding to the reserved image. Two display modes for the reserved image are set: a normal display mode when no reserved prediction effect is performed, and a specific display mode when a reserved prediction effect is performed. Furthermore, multiple display modes are set for the specific display mode.
[0324] In this embodiment, the display color (hues) of the hold image is used to indicate the level of expectation. Specifically, as shown in Figure 33(a), a normal display mode HMa is set as the normal display mode in which the main display color is a normal color (e.g., white), and four types of specific display modes are set: a blue display mode HMb in which the main display color is blue, a green display mode HMc in which the main display color is green, a red display mode HMd in which the main display color is red, and a rainbow display mode HMe in which the main display color is rainbow. Note that different hatching is applied in Figure 33(a) according to the difference in display color.
[0325] In the specific display modes, the blue display mode HMb has the lowest probability of winning the jackpot, followed by the green display mode HMc < red display mode HMd < rainbow display mode HMe, in increasing order of probability. The rainbow display mode HMe suggests a jackpot.
[0326] Furthermore, each specific display mode also suggests the type of performance that will be performed in the game round corresponding to the reserved image. Specifically, the blue display mode HMb suggests that a reach performance of a rank higher than a normal reach performance (either a normal reach performance, an SP reach performance, or an SPSP reach performance) will be performed in the game round corresponding to the reserved image; the green display mode HMc suggests that a reach performance of a rank higher than an SP reach performance will be performed; and the red display mode HMd suggests that an SPSP reach performance will be performed.
[0327] The above-mentioned hold notification effect using a hold image is performed using at least a portion of the period from the start to the end of display of the hold image to which the effect is performed, in other words, from the generation of hold information to the end of the game round for which that hold information is generated. Multiple timings are set for the execution of the hold notification effect during the period when the hold image is displayed in the first hold display area Ga or the second hold display area Gb (hold period), such as when the display of the hold image starts or when it shifts. In addition, multiple timings are set for the execution of the hold notification effect during the execution of a game round, as shown in Figure 33(b), as hold change points. Each hold change point is set to coincide with, for example, the start timing of a game round (start timing of variation), the start timing of various reach effects, the development timing of reach effects, etc.
[0328] Returning to the explanation of the hold command handling process (Figure 31), in the hold notification setting process in step Sa1403, a lottery is held to determine whether or not to execute the hold notification animation for the current hold information, and a process is executed to set the display method of the hold image if the hold notification animation is to be executed. Details of the hold notification setting process will be described later.
[0329] Step Sa1404 executes the first execution process for the hold notification animation. In the first execution process for the hold notification animation, the execution of the hold notification animation is controlled based on the setting result in Step Sa1403. Details of the first execution process for the hold notification animation will be described later.
[0330] In step Sa1405, processing is performed to display a reserved image in the reserved display section 200 of the display screen G. Specifically, a reserved display command is created so that a reserved image is added to the corresponding unit reserved display area in each reserved display area Ga, Gb, and this command is set as an output target to the display control device 350. This reserved display command includes information indicating whether the current reserved information corresponds to the first or second special drawing, and information indicating which reserved information it is. After the execution of step Sa1405, the reserved command processing is terminated.
[0331] <Settings for pending notification> The setting process for the hold notification in step Sa1403 will be explained with reference to the flowchart in Figure 34.
[0332] First, in step Sa1501, the reserve memory area 344c of RAM 344 is referenced to understand the fluctuation pattern (pre-read result) of the current reserve information. In step Sa1502, based on the fluctuation pattern understood in step Sa1501, it is determined whether or not the current reserve information corresponds to a jackpot.
[0333] If the information does not correspond to a big win, that is, if it is reserved information corresponding to a miss, the process proceeds to step Sa1503 to determine whether the variation pattern of the reserved information is variation pattern 1H (a variation pattern corresponding to a complete miss). If the determination in step Sa1503 is negative (the variation pattern is not variation pattern 1H) or if the determination in step Sa1502 is positive (the reserved information corresponds to a big win), the current performance mode is determined in step Sa1504.
[0334] Here, the performance modes will be explained with reference to Figure 35. In this embodiment, performance modes A and B are set as performance modes for game performances executed on the display screen G. These performance modes A and B are distinguishable from the perspective of the player, and for example, the background image 401 displayed behind the symbol rows Z1 to Z3 and the reserve display unit 200 is different in the two performance modes.
[0335] These performance modes can be manually switched by the player. Specifically, the mode can be switched by performing a predetermined operation on the performance control unit 36 (Figure 1) during the validity period of the mode switch. For example, if the performance mode is in performance mode A and a predetermined operation is performed on the performance control unit 36, the performance mode will switch to performance mode B. If the performance mode is in performance mode B and a predetermined operation is performed on the performance control unit 36, the performance mode will switch to performance mode A.
[0336] Furthermore, the frequency of the aforementioned hold notification effect differs between performance mode A and performance mode B, with the frequency of the hold notification effect occurring in performance mode A being higher than that in performance mode B. The configuration for differentiating the frequency of the hold notification effect is not particularly limited, but for example, one possible configuration is to execute the hold notification effect via an execution lottery in both performance modes, and then make the probability of winning the execution lottery when the hold information corresponds to a miss in performance mode B lower than that of performance mode A.
[0337] In this case, in performance mode B, the proportion of pending notification animations that correspond to a jackpot prediction is higher than in performance mode A, so the expectation of a jackpot when a pending notification animation is performed is higher. In other words, performance mode A is designed to be a mode where pending notification animations are performed more frequently and the audience can enjoy them, while performance mode B is designed to be a mode where pending notification animations are performed less frequently, but when they are performed, the expectation of a jackpot is higher.
[0338] Although not shown in Figure 35, for example, in performance mode A, a reserve image resembling a game ball is displayed, while in performance mode B, a reserve image resembling a star is displayed. In other words, the base image of the reserve image may be different between performance mode A and performance mode B.
[0339] Returning to the explanation of the setting process for the hold notification (Figure 34), after determining the current performance mode in step Sa1504, the corresponding hold notification execution lottery table is obtained from the various table storage area 343a of ROM 343 in step Sa1505. Multiple hold notification execution lottery tables are set up corresponding to whether or not there is a jackpot and the performance mode. For example, the hold notification execution lottery table corresponding to the case where the current hold information is a jackpot has a higher probability of winning than the hold notification execution lottery table corresponding to the case where it is a miss. Also, the hold notification execution lottery table corresponding to the case where performance mode A is and the current hold information is a miss has a higher probability of winning than the hold notification execution lottery table corresponding to the case where performance mode B is and the current hold information is a miss.
[0340] In step Sa1506, an execution lottery is performed to determine whether or not to execute the hold notification animation, based on the hold notification execution lottery table obtained in step Sa1505 and the lottery counters (random values) obtained from each counter area 344b of RAM 344. In step Sa1507, it is determined whether or not the lottery result in step Sa1506 is a winning result.
[0341] If the above lottery result is an execution win, proceed to step Sa1508 to determine the corresponding number of reserved symbols. In this step, refer to the reserved memory area 344c of RAM344 to determine whether the current reserved information corresponds to the first special symbol or the second special symbol, and to determine the number of reserved symbols for the corresponding special symbol. In this case, the number of reserved symbols includes the current reserved information. For example, if the current reserved information is stored in the third area of the first special symbol reserved area SRa in the reserved memory area 344c, then it is determined that the reserved information corresponds to the first special symbol and that its number of reserved symbols is 3. If the current reserved information is stored in the first area of the first special symbol reserved area SRa (it is the first piece of reserved information), and the reserved information is stored in the execution area SAE (a game round is being executed), then the number of reserved symbols is determined to be 1. If the reserved information is not stored in the execution area SAE (a game round is not being executed), then the number of reserved symbols is determined to be 0.
[0342] In step Sa1509, the final display mode lottery table is obtained from the various table storage area 343a of the ROM 343. In this embodiment, the system is configured to perform a hold notification effect by changing the display mode of the hold image only once, as well as by changing the display mode of the hold image multiple times. The final display mode lottery table is a table for lotterying the final display mode of the hold image in the hold notification effect.
[0343] In the final display pattern lottery table, as shown in Figure 36, the range of selectable final display patterns and the selection probability of each display pattern are set corresponding to each variation pattern. Note that in Figure 36, the "Remarks (Performance Pattern)" item, which indicates the game round performance corresponding to each variation pattern, is added for convenience and is not set in the final display pattern lottery table.
[0344] Furthermore, the final display pattern lottery table includes a final display pattern lottery table for big wins (Figure 36(a)) and a final display pattern lottery table for losing (Figure 36(b)). In each of these lottery tables, the range of final display patterns that can be selected and the probability of selecting each option differ depending on the variation pattern.
[0345] In the final display pattern lottery table for big wins, the range of final display patterns for the hold images in the hold notification effect is set as follows: if the current hold information is variation pattern 1A (normal reach win), the blue display pattern HMb and rainbow display pattern HMe; if it is variation pattern 2A (SP reach A win) or variation pattern 3A (SP reach B win), the blue display pattern HMb, green display pattern HMc and rainbow display pattern HMe; and if it is variation pattern 4A (SPSP reach A win) or variation pattern 5A (SPSP reach B win), the blue display pattern HMb, green display pattern HMc, red display pattern HMd and rainbow display pattern HMe. Therefore, if a blue display mode HMb image for the hold notification is displayed as a hold notification effect, it suggests that a reach effect of a rank higher than a normal reach effect will be performed in the game round corresponding to that hold notification effect (the game round in which the hold information that triggered the hold notification effect was displayed). If a green display mode HMc image for the hold notification is displayed, it suggests that a reach effect of a rank higher than an SP reach effect will be performed. If a red display mode HMd image for the hold notification is displayed, it suggests that an SPSP reach effect will be performed.
[0346] Furthermore, in the final display pattern lottery table for losing spins, if a blue display pattern HMb reserve image is displayed as a reserve notification effect, it suggests that a reach effect of a rank higher than a normal reach effect will be performed in the corresponding spin. If a green display pattern HMc reserve image is displayed, it suggests that a reach effect of a rank higher than an SP reach effect will be performed. If a red display pattern HMd reserve image is displayed, it suggests that an SPSP reach effect will be performed. Thus, the selection range of the final display patterns corresponding to each variation pattern is defined. Therefore, when a reserve notification effect is performed and one of the blue, green, or red reserve images is displayed, the player can predict what level of reach effect will be performed. However, it is not possible to determine whether or not a jackpot will be won.
[0347] Furthermore, in the final display pattern lottery table for losing outcomes, the rainbow display pattern HMe is not set as an option for the final display pattern, and the reserve image for the rainbow display pattern HMe is only displayed when there is a jackpot. Therefore, the reserve image for the rainbow display pattern HMe suggests a jackpot, and when this reserve image is displayed, the player can predict that a jackpot will occur in the game round corresponding to that reserve image.
[0348] In the final display pattern lottery table for jackpots, the probability of selecting the rainbow display pattern HMe is kept low (for example, 5%) in all variation patterns. This is because increasing the probability of selecting the rainbow display pattern HMe would frequently give players opportunities to recognize a jackpot before the game round is played, potentially diminishing their interest in the game round's presentation. To prevent such an undesirable occurrence, the selection probabilities for the other options are such that higher display patterns are more likely to be selected than lower display patterns in each variation pattern. For example, in variation pattern 3A, the green display pattern HMc is more likely to be selected than the blue display pattern HMb.
[0349] On the other hand, in the final display pattern lottery table for losing, higher display patterns are less likely to be selected than in the final display pattern lottery table for winning. For example, in the variation pattern corresponding to the SPSP Reach A performance in the final display pattern lottery table for winning (variation pattern 4A), the probability of selecting the red display pattern HMd is 55%, whereas in the variation pattern corresponding to the SPSP Reach B performance in the final display pattern lottery table for losing (variation pattern 5H), the probability of selecting the red display pattern HMd is only 10%.
[0350] In the respective final display pattern lottery tables for jackpots and losses, the selection tendency of display patterns is set as described above. As a result, even if the type of reach animation performed in a game round is the same, the probability of a jackpot is higher when a higher-ranking display pattern is displayed as the corresponding reserve image for that game round.
[0351] In this embodiment, a common table is used for the final display pattern lottery table for big wins and the final display pattern lottery table for losing, which are the same for both performance mode A and performance mode B. However, it is also possible to configure each of these performance modes to use different tables.
[0352] Returning to the explanation of the setting process for the hold notification (Figure 34), in step Sa1509, a final display mode lottery table corresponding to the presence or absence of a jackpot in the hold information is obtained based on the fluctuation pattern etc. grasped in step Sa1501. In step Sa1510, the final display mode for this hold notification effect is determined by lottery based on the fluctuation pattern grasped in step Sa1501, the final display mode lottery table obtained in step Sa1509, and the lottery counter (random value) obtained from each counter area 344b of RAM 344.
[0353] The above-mentioned lottery counter is acquired when a hold command is received from the main control unit 162, in other words, when hold information subject to lottery processing is generated. The same applies to counters (random values) used in other lottery processing executed by the performance control unit 143.
[0354] In step Sa1511, the performance scenario lottery table is obtained from the various table storage area 343a of ROM 343. The performance scenario lottery table is a table used to select the performance scenario for the hold notification performance.
[0355] In the performance scenario lottery table, as shown in Figure 37, multiple performance scenarios are set up corresponding to the number of reserved balls and the final display pattern of the reserved ball notification performance. Specifically, groups are set up from performance scenario 0, which corresponds to the number of reserved balls = 0, to performance scenario 4, which corresponds to the number of reserved balls = 4. Furthermore, within each group, a group of performance scenarios for each color is set up corresponding to the final display patterns of blue, green, red, and rainbow. A random value for lottery, between 0 and 99, is assigned to each group of performance scenarios for one color. For example, if the number of reserved balls is 0 and the final display pattern is the blue display pattern HMb, then performance scenario 0 Blue (1) and performance scenario 0 Blue (2) become the selection targets for the performance scenario, and the one corresponding to the random value is selected from among them.
[0356] Each performance scenario specifies when and in what display mode the reserved image is displayed in a reserved notification performance where the final display mode has been determined. Taking performance scenario 4 Red (1) as an example, when a pre-read of reserved information corresponding to the first special symbol is performed, and the number of reserved symbols for the first special symbol at that time is 4, and the red display mode HMd is drawn as the final display mode, this scenario specifies that the reserved image will be displayed in blue display mode HMb in the fourth unit reserved display area Ga4 of the first reserved display area Ga (Figure 9(b)), then when that reserved image is moved and displayed in the second unit reserved display area Ga2, it will change to green display mode HMc, and then during the period when that reserved image is displayed in the execution display area D (during the execution of the game round corresponding to that reserved image), it will change to red display mode HMd.
[0357] Although not shown in Figure 37, in a performance scenario that specifies changing the display mode of the hold image in the execution display area D, it is also specified at what timing (at which hold change point) during a game round the display mode should be changed. Furthermore, there are performance scenarios that change the display mode multiple times during the execution of a game round. For example, performance scenario 0 Green (2) specifies that at the previous hold change point during the execution of a game round, the hold image will change from the normal display mode HMa to the blue display mode HMb, and then at the next hold change point, it will change again to the green display mode HMc.
[0358] In Figure 37, "G4 (Hold 4)" to "G1 (Hold 1)" in the "Remarks (Presentation Pattern)" section indicate the display pattern when the hold image is displayed in each unit hold display area of the hold display unit 200. Also, "D (During Game)" indicates the display pattern when the hold image is shifted from the first unit hold display area to the execution display area D, or the display pattern during the period when the hold image is displayed in the execution display area D. Incidentally, the items in the "Remarks (Presentation Pattern)" column are added for convenience and are not set in the performance scenario lottery table.
[0359] Furthermore, the performance scenario lottery tables include a table for winning and a table for losing. In this embodiment, a common table is used for performance mode A and performance mode B as the performance scenario lottery table for winning and the performance scenario lottery table for losing, but it is also possible to set different tables for each of these performance modes. Figure 37 shows an example of the performance scenario lottery table for winning.
[0360] Returning to the explanation of the setting process for the hold notification (Figure 34), in step Sa1511, a performance scenario lottery table corresponding to the presence or absence of a jackpot in the hold information is obtained based on the fluctuation pattern etc. grasped in step Sa1501. In step Sa1512, a performance scenario for the hold notification performance is drawn based on the number of holds grasped in step Sa1508, the final display mode determined in step Sa1510, the performance scenario lottery table obtained in step Sa1511, and the lottery counter (random value) obtained from each counter area 344b of RAM 344.
[0361] In step Sa1513, the performance scenario data is set so that the performance scenario selected in step Sa1512 is executed. In step Sa1514, the hold notification flag is set in the various flag storage area 344d of RAM344, and then the setting process for the hold notification is terminated. The hold notification flag is used by MPU342 to know that the hold notification performance should be executed.
[0362] Furthermore, if a positive result is obtained in step Sa1503 (i.e., the change pattern of the pending information is change pattern 1H (complete miss)) or if a negative result is obtained in step Sa1507 (i.e., the execution lottery for the pending notification effect is unsuccessful), the process proceeds to step Sa1515, where the display mode of the pending image is set to the normal display mode HMa. After that, the setting process for the pending notification is terminated.
[0363] <First execution process for pending notification> The first execution process for the pending notification in step Sa1404 will be explained with reference to the flowchart in Figure 38(a).
[0364] First, in step Sa1601, it is determined whether or not a hold notification flag is stored in the various flag storage area 344d of RAM 344. If the hold notification flag is not stored, that is, if it is not a situation in which the hold notification effect should be executed, the first execution process for the hold notification is terminated.
[0365] On the other hand, if a hold notification flag is stored and the situation is such that the hold notification effect should be executed, the process proceeds to step Sa1602, where it is determined whether or not it is time to change the display mode of the hold image corresponding to the hold information that triggered the hold notification effect. In other words, it is determined whether or not the hold image should be displayed in a specific display mode from the beginning. In this step, the above determination is made by referring to the setting result of the performance scenario of the hold notification effect set in step Sa1513 (Figure 34) above. If it is not time to change the display mode, the first execution process of the hold notification is terminated as is.
[0366] On the other hand, if it is the timing for a change in the display mode, an execution lottery is performed in step Sa1603 to determine whether or not to execute the change indication effect. The change indication effect is an effect that suggests that the display mode of the reserved image will change (rank up). The form of the change indication effect is not particularly limited, but in this embodiment, the change indication effect is performed in the form shown in Figure 39. First, as shown in Figure 39(a), a predetermined character image 402 is displayed near the reserved display unit 200 at a predetermined timing before the reserved image changes. When the change indication effect is performed in accordance with the timing of the generation of reserved information, the reserved image is first displayed in the normal display mode, and the character image 402 is displayed immediately after or simultaneously thereafter. After that, a video of the character performing a predetermined action is displayed, and as shown in Figure 39(b), the display mode of the reserved image is changed to a higher display mode. The character image 402 is deleted after the display mode of the reserved image has been changed.
[0367] In step Sa1603, a lottery is held to execute a change suggestion effect based on the lottery counters (random values) obtained from each counter area 344b of RAM 344 and the execution lottery tables stored in the various table storage areas 343a of ROM 343. In step Sa1604, it is determined whether the lottery result in step Sa1603 is a winning result. If the lottery result is a winning result, in step Sa1605, the change suggestion effect is set to be executed on the display screen G of the symbol display device 75. Specifically, a command is set to be output to the display control device 350 indicating that the change suggestion effect should be executed.
[0368] In this embodiment, the change indication effect can only be executed when the display mode of the held image is changed. However, the change indication effect may also be executed even when the display mode of the held image is not changed. In other words, the system may be configured to perform a lottery for the execution of the change indication effect even when the display mode of the held image is not changed.
[0369] In such cases, a possible change-indicating effect could be, for example, as shown in Figure 39(a), where a predetermined character image 402 is displayed, and then, if the character does not perform a predetermined action or performs an action different from the predetermined action, the character image 402 is erased without changing the display mode of the hold image, and the display mode remains the same as before the character image 402 was displayed. However, if such false effects occur frequently, the player's expectation of change-indicating effects may be lost, so it is best to keep the frequency of such execution low. Specifically, the probability of winning an execution of a change-indicating effect when the display mode does not change should be lower than when the display mode does change; in other words, the frequency at which the display mode of the hold image does not change when the character image 402 is displayed should be lower than the frequency at which it does change.
[0370] If step Sa1605 is executed or a negative result is determined in step Sa1604 (i.e., the lottery for execution of the change indication effect is unsuccessful), the process proceeds to step Sa1606, where the display mode to be changed in this change process is determined based on the setting result of the effect scenario. Specifically, the process determines which of the following display modes—blue display mode HMb, green display mode HMc, red display mode HMd, or rainbow display mode HMe—will be used to display the hold image.
[0371] In step Sa1607, the display mode of the hold image is set to change to the display mode determined in step Sa1606. If this process is performed when a hold command is received (when additional hold images are displayed), the initial display mode of the additional hold images is set to the display mode determined in step Sa1606.
[0372] In this case, if the change indication effect is not performed, the system is initially set to display the hold image in one of the specific display modes indicated by the effect scenario. On the other hand, if the change indication effect is performed, the system is set to display in the normal display mode HMa and then change to a specific display mode indicated by the effect scenario. When the setting process in step Sa1607 is executed, in step Sa1405 of the hold command response process (Figure 31), the hold display command to the display control device 350 is set so that the information of the display mode set in step Sa1607 is included in the command.
[0373] In step Sa1608, information indicating the display mode of the current hold image is stored in the display mode storage area 344e of RAM 344. As shown in Figure 38(b), the display mode storage area 344e has areas corresponding to each hold information (hold image) of each special symbol and the hold information during the game round, and the display mode of the hold image can be stored in each area. For example, when displaying the blue display mode HMb in the second unit hold display area Ga2 of the first hold display area Ga, the information that it will be displayed in the blue display mode HMb is stored in the second area for the first special symbol (the area corresponding to the second hold information) in the display mode storage area 344e. Incidentally, when executing a change indication effect, information indicating the display mode (display color) after the change is stored. Alternatively, the display mode storage area 344e may be omitted, and the display mode information may be stored in the corresponding area of the hold storage area 344c. After the execution of step Sa1608, the first execution process for the hold notification is terminated.
[0374] <Handling commands during shift> The command handling process during shift in step Sa1304 (Figure 30) will be explained with reference to the flowchart in Figure 40(a).
[0375] First, in step Sa1701, the first execution process for the hold notification is performed. This process changes the display mode of the hold image, which is the hold information that triggered the hold notification effect, when the hold image shifts. The process in this step is basically the same as the first execution process for the hold notification in step Sa1404 (Figure 31) (Figure 38(a)).
[0376] To explain using Figure 38(a), in the first execution process of the hold notification in step Sa1701, the hold notification flag is stored in the various flag storage area 344d of RAM 344. If the situation is such that the hold notification effect should be executed, in step Sa1602, it is determined whether the current shift timing is the timing for changing the display mode (display color) of the hold image (the hold image displayed in each hold display area Ga, Gb) corresponding to the hold information that triggered the hold notification effect. This determination is made based on the setting result of the performance scenario for the hold notification effect set in step Sa1513 (Figure 34).
[0377] If it is time to change the display mode, step Sa1603 is used to draw a lottery to determine whether or not to execute the change indication effect. If the lottery is successful, step Sa1605 is used to set the display screen G of the symbol display device 75 to execute the change indication effect. After step Sa1605 is executed, or if a negative result is obtained in step Sa1604 (i.e., the lottery for execution of the change indication effect is unsuccessful), the process proceeds to step Sa1606, where the destination display mode for this change process is determined based on the setting result of the effect scenario.
[0378] In step Sa1607, the display mode of the hold image is set to change to the display mode determined in step Sa1606. Specifically, the output command to the display control device 350 includes information indicating which hold image's display mode to change and information indicating which display mode (display color) to change to, setting a command to change the display mode of the hold image at this shift timing. As a result, at this shift timing, the display mode of the hold image is changed to the display mode determined by the settings of the production scenario.
[0379] In step Sa1608, for the reserved image whose display mode is to be changed, information about the changed display mode is stored in the display mode storage area 344e of RAM 344. For example, if a reserved image in blue display mode HMb displayed in the second unit reserved display area Ga2 of the first reserved display area Ga is to be changed to green display mode HMc when shifting to the first unit reserved display area Ga1, the information for the blue display stored in the second area for the first special drawing (the area corresponding to the second reserved information) in the display mode storage area 344e is erased, and then the information for the green display is stored in the same area.
[0380] Returning to the explanation of the shift command response processing (Figure 40), after executing the process in step Sa1701, the second execution process for the hold notification is executed in step Sa1702. This process is related to the performance mode switching process in step Sa1307 (Figure 30), so it will be described in detail after the explanation of that switching process.
[0381] In step Sa1703, the value of the hold count counter (start hold count SN) provided in the various counter areas 344b of RAM 344 is decremented by 1. The various counter areas 344b are provided with a hold count counter for the first special feature and a hold count counter for the second special feature, and in this step, the start hold count SN of the corresponding side is updated.
[0382] In step Sa1704, a shift process is executed to move and display the reserved image, and then the command response process for this shift is terminated. During the shift process, the reserved information stored in the first area of the reserved storage area 344c of RAM344 is moved to the execution area SAE, and the reserved information stored in the second to fourth areas is sequentially shifted to the lower areas. At this time, the display mode information stored in each area of the display mode storage area 344e is also sequentially shifted to the lower areas.
[0383] Furthermore, during the shift process, the display control device 350 is controlled to change the display position of the reserved image in the reserved display section 200 of the display screen G to the lower unit reserved display area. If, for example, as shown in Figure 40(b1), reserved images are displayed in the first unit reserved display area Ga1 and the second unit reserved display area Ga2 of the first reserved display area Ga, then, as shown in Figure 40(b2), the display positions of these reserved images are changed to the execution display area D and the first unit reserved display area Ga1 by this control. If the setting to change the display mode of the reserved image is configured in the first execution processing of the reserved notification in step Sa1701, then the change in display position and the change in display mode are performed together.
[0384] <Processing for displaying special feature variations> The special feature variation display processing in step Sa1305 (Figure 30) will be explained with reference to the flowchart in Figure 41.
[0385] First, in step Sa1801, it is determined whether or not a game round is currently in progress. Specifically, it is determined whether or not a game round for either the first or second special symbol is currently in progress. If neither game round is currently in progress, the process proceeds to step Sa1802, where it is determined whether or not a variation start command has been received from the main control unit 162. The variation start command contains information about the variation pattern that was selected in the variation display time setting process (Figure 24) in the main control unit 162.
[0386] By referring to this fluctuation pattern information, it is possible to determine which fluctuation display time will be used for the special feature game displayed on the special feature display unit 43, which is controlled by the main control device 162. Furthermore, as already explained, since separate fluctuation patterns are set for winning and losing, it is also possible to determine the result of the win or loss judgment from the fluctuation pattern.
[0387] If a variation start command has not been received, the special feature variation display process ends. On the other hand, if a variation start command has been received, the process proceeds to step Sa1803, executes the variation start process to start the game round's effects, and then ends the special feature variation display process.
[0388] In the variation start process, the variation start command from the main control unit 162 is analyzed to identify the variation pattern for the current special feature game round. Furthermore, the variation display time for the current special feature game round is determined based on the identified variation pattern. The various table storage area 343a of the ROM 343 stores a performance pattern table in which the variation display time is defined in association with each variation pattern. The variation display time defined in the performance pattern table corresponds to the variation display time corresponding to each variation pattern (Figure 14) in the main control unit 162, and the performance control unit 143 and the main control unit 162 are assigned a common variation display time for one variation pattern. For example, if the variation pattern is variation pattern 1A, the corresponding variation display time is 15 seconds in both the performance control unit 143 and the main control unit 162. In the variation start process, the performance pattern table is referenced to identify the variation display time corresponding to the variation pattern analyzed from the variation start command, and this is set as the variation display time for the current special feature game round.
[0389] Furthermore, the performance pattern table associates performance patterns for each game round with each variation pattern. These performance patterns include the normal reach win, SP reach A win, SP reach B win, SPSP reach A win, SPSP reach B win, complete miss, normal reach miss, SP reach A miss, SP reach B miss, SPSP reach A miss, and SPSP reach B miss, as mentioned in the explanation of the variation display time table. The correspondence between variation patterns and performance patterns has already been explained by referring to Figure 14, so the explanation will be omitted here. In the variation start process, the performance pattern table is referred to identify the performance pattern corresponding to the current variation pattern, and this is set as the performance pattern for the current special feature game round.
[0390] Furthermore, in the processing for initiating the variation, if the result of the win / loss judgment for the current special symbol game round is a jackpot, the type of jackpot is identified based on the type command from the main control device 162. If the type of jackpot is a probability variation jackpot, the stop results for a probability variation jackpot are set as the stop results for symbol sequences Z1 to Z3 displayed on the display screen G of the symbol display device 75. Conversely, if the type of jackpot is a normal jackpot, the stop results for a normal jackpot are set as the stop results for symbol sequences Z1 to Z3. In these cases, the active lines L1 to L5 on which the jackpot stop results are displayed are randomly determined by a lottery or the like.
[0391] Furthermore, if the result of the win / loss judgment for this special game round is a loss, the stopping symbols for each of the symbol rows Z1 to Z3 will be determined randomly. However, if the performance pattern corresponding to the variation pattern is a reach performance, the stopping symbols will be determined so that a reach is formed on the active lines L1 to L5 determined by lottery. In other words, the stopping result in which a combination of losing reach symbols is formed on one of the active lines L1 to L5 will be set as the stopping result for this round.
[0392] In the processing for initiating the variation, after executing each of the above processes, a command containing information about the current stopped symbols and information about the performance pattern is set as the output target for the display control device 350. The display control device 350 controls the symbol display device 75 according to the received command so that the symbols in each symbol row Z1 to Z3 stop according to the stop result determined by the performance control device 143, or the game round performance is performed according to the performance pattern determined by the performance control device 143.
[0393] If a positive result is obtained in step Sa1801 (meaning a game round is currently in progress), the process proceeds to step Sa1804 to determine whether or not a variation end command has been received from the main control unit 162. If a variation end command has not been received, it means that the variation display time has not yet elapsed in the current special feature game round. In this case, the processing for during variation is executed in step Sa1805. The processing for during variation is performed to continue the variation display of the symbol rows Z1 to Z3 that was started by the variation start processing, to temporarily stop and display the symbols of each symbol row Z1 to Z3 in order, and to execute each reach effect.
[0394] Step Sa1806 determines whether the current special feature game round is the game round of the reserved information that triggered the reserved notification effect. If it is not the game round of the reserved information that triggered the reserved notification effect, the special feature variation display process ends. On the other hand, if it is the game round of the reserved information that triggered the reserved notification effect, the first execution process for the reserved notification is executed in step Sa1807. This process is for changing the display mode of the reserved image of the reserved information that triggered the reserved notification effect during the execution of the game round of that reserved information. The process in this step is basically the same as the first execution process for the reserved notification in step Sa1404 (Figure 31) (Figure 38(a)).
[0395] To explain using Figure 38(a), in the first execution process of the hold notification in step Sa1807, the hold notification flag is stored in the various flag storage area 344d of RAM 344. If the situation is such that the hold notification effect should be executed, in step Sa1602, it is determined whether or not it is time to change the display mode of the hold image (the hold image displayed in the execution display area D) corresponding to the hold information that triggered the hold notification effect. This determination is made based on the setting result of the performance scenario of the hold notification effect set in step Sa1513 (Figure 34).
[0396] If it is time to change the display mode, step Sa1603 is used to draw a lottery to determine whether or not to execute the change indication effect. If the lottery is successful, step Sa1605 is used to set the display screen G of the symbol display device 75 to execute the change indication effect. After step Sa1605 is executed, or if a negative result is obtained in step Sa1604 (i.e., the lottery for execution of the change indication effect is unsuccessful), the process proceeds to step Sa1606, where the destination display mode for this change process is determined based on the setting result of the effect scenario.
[0397] In step Sa1607, the display mode of the hold image is set to change to the display mode determined in step Sa1606. As a result, at predetermined hold change points during gameplay, the display mode of the hold image is changed to the display mode determined by the setting result of the performance scenario. In the following step Sa1608, information on the changed display mode is stored in the area corresponding to the execution display area D in the display mode storage area 344e of RAM 344.
[0398] Returning to the explanation of the special feature variation display process (Figure 41), after executing the process in step Sa1807, the third execution process for the hold notification is executed in step Sa1808. This process is related to the performance mode switching process in step Sa1307 (Figure 30), so it will be described in detail after the explanation of that switching process. After executing step Sa1808, the special feature variation display process is terminated.
[0399] If a positive result is obtained in step Sa1804 (i.e., a variation termination command has been received), it means that the variation display time has elapsed. In this case, proceed to step Sa1809 and execute the variation termination process. The variation termination process terminates the variation display and any ongoing effects for each symbol row Z1 to Z3 (the symbols for each symbol row Z1 to Z3 are fixed and stopped).
[0400] Step Sa1810 determines whether the current special feature game round is the game round that triggered the hold information for the hold notification effect. If it is not the game round that triggered the hold notification effect, the special feature variation display process ends. On the other hand, if it is the game round that triggered the hold information for the hold notification effect, step Sa1811 determines whether the hold notification flag or the recovery standby flag is stored in the various flag storage area 344d. Details of the recovery standby flag will be described later.
[0401] If either the hold notification flag or the recovery standby flag is stored, the stored flag is cleared in step Sa1812. After step Sa1812 is executed or if a negative determination is made in step Sa1811 (if neither the hold notification flag nor the recovery standby flag is stored), the special feature variation display process is terminated.
[0402] In this embodiment, the configuration determines whether the variation display time has elapsed based on whether or not a variation end command has been received from the main control unit 162. However, since the variation display time can be determined from the variation start command transmitted when the variation starts in the performance control unit 143, the configuration may also be such that the configuration determines whether or not the variation display time for the currently running game round has elapsed based on the variation display time determined therein. In this case, the configuration may be such that the main control unit 162 does not send a variation end command.
[0403] <Processing for switching between performance modes> The process for switching the performance mode in step Sa1307 (Figure 30) will be explained with reference to the flowchart in Figure 42. The process for switching the performance mode is for switching between performance mode A and performance mode B, which have already been explained.
[0404] First, step Sa1901 determines whether or not the effective period for switching the performance mode is currently active. In this embodiment, the period during which an SP Reach performance or an SPSP Reach performance is being executed in a special game round, or the period during which the opening / closing execution mode is being executed, is considered an invalid period during which the performance mode cannot be switched. All other periods, including during the execution of a special game round, are considered effective periods for switching the performance mode. Step Sa1901 determines whether or not the current timing falls within the above effective period. If the effective period for switching the performance mode is not currently active, the performance mode switching process is terminated.
[0405] If the validity period for switching the performance mode is still active, the process proceeds to step Sa1902, where it is determined whether a predetermined operation for switching the performance mode has been performed using the performance control unit 36. If no predetermined operation has been performed, the performance mode switching process ends.
[0406] If the prescribed operation is performed, the process proceeds to step Sa1903, where a switching process is executed to switch the performance mode. For example, if the current performance mode is performance mode A, the performance data is set to switch to performance mode B. The performance mode switch may be performed in conjunction with the timing of the prescribed operation described above, or in conjunction with the start of the next special feature game round.
[0407] In step Sa1904, the performance mode flag corresponding to the performance mode after switching is set in the various flag storage area 344d of RAM 344. In this embodiment, a mode A flag and a mode B flag are provided as flags corresponding to performance mode A and performance mode B, respectively. For example, when switching the performance mode from performance mode A to performance mode B, the mode A flag stored in the various flag storage area 344d is erased, and the mode B flag is stored in the same various flag storage area 344d.
[0408] Step Sa1905 determines whether the recovery standby flag is stored in the various flag storage area 344d. The recovery standby flag will be described later.
[0409] If the recovery standby flag is not stored, the process proceeds to step Sa1906, where it is determined whether or not the hold notification flag is stored in the various flag storage area 344d. If the hold notification flag is not stored, the process for switching the performance mode ends.
[0410] On the other hand, if a hold notification flag is stored, that is, if the hold notification effect is currently being executed or is in a waiting state, the process proceeds to step Sa1907, and the hold notification flag is cleared. As a result, if the hold notification effect was being executed before the mode switch, the continuation of that hold notification effect is canceled. Also, if the hold notification effect was in a waiting state, the execution of the hold notification effect that was in the waiting state is canceled.
[0411] Step Sa1908 determines whether or not a hold notification effect is currently being executed, that is, whether or not there are hold images displayed in a specific display mode. Specifically, it determines whether or not there are any hold images displayed in one of the following modes among the hold display areas Ga and Gb: blue display mode HMb, green display mode HMc, red display mode HMd, or rainbow display mode HMe. This determination is made by referring to the information of each area stored in the display mode storage area 344e of RAM 344. If there are no hold images displayed in a specific display mode, the effect mode switching process ends there.
[0412] On the other hand, if there is a hold image displayed in a specific display mode (when the hold notification effect is being executed), the process proceeds to step Sa1909, and information indicating which display mode the hold image is being displayed in is stored in the recovery area 344f of RAM 344. In the recovery area 344f, areas are set corresponding to the hold display areas Ga1~Ga4, Gb1~Gb4 and the execution display area D of each special feature, and it is possible to store the display mode of the hold image in each area.
[0413] In step Sa1909, the display mode information stored in the display mode storage area 344e at that time is also stored in the recovery area 344f. Therefore, at the time of processing in step Sa1909, the same information is stored in both the display mode storage area 344e and the recovery area 344f.
[0414] The information regarding the display mode may be identification information indicating the display mode, or identification information indicating the display color. In short, it is sufficient as long as the information stored in the recovery area 344f allows for the identification of the display mode of the hold image, and it must correspond to the display mode of the hold image.
[0415] Through the above process, by referring to the recovery area 344f after switching the performance mode, it is possible to determine which hold image was displayed in which display mode before switching the performance mode. Furthermore, when executing the shift process in step Sa1704 of the shift command response process (Figure 40) while display mode information is stored in the recovery area 344f, the display mode information stored in each area of the recovery area 344f, as well as the display mode storage area 344e, is sequentially shifted to the lower-level areas.
[0416] Step Sa1910 executes a process to cancel the display of the hold image, which is currently displayed in a specific display mode. In other words, the hold image, which is currently displayed in a specific display mode, is set to switch to the normal display mode HMa when the performance mode is switched. The switch to the normal display mode HMa is performed in accordance with the timing of the performance mode switch. For example, if the performance mode is switched at the time the above predetermined operation is performed, the hold image will switch to the normal display mode HMa at that time, and if the performance mode is switched at the start of the next special game round, the hold image will switch to the normal display mode HMa at that time.
[0417] Furthermore, the release process in step Sa1910 executes a process to clear the display mode information stored in the display mode storage area 344e. Therefore, at the time of processing in step Sa1910, the display mode information is stored only in the recovery area 344f. In addition, the release process in step Sa1910 also executes a process to erase the performance scenario data set in step Sa1513 of the hold notification setting process (Figure 34).
[0418] In this embodiment, when the performance mode is switched, the configuration restricts the execution lottery for already acquired hold information, in other words, hold information for which the execution lottery for the hold notification performance (the setting process for the hold notification in Figure 34) has already been performed. Specifically, the execution lottery for the hold notification performance is not performed again, so that the same hold information (hold image) is not subjected to duplicate execution lotteries before and after the performance mode is switched.
[0419] In step Sa1911, a recovery standby flag is set in the various flag storage area 344d. In this embodiment, after switching the performance mode, if the original performance mode is switched back, the display mode of the hold image is restored to a specific display mode. The recovery standby flag is a flag that indicates that the system is waiting for the recovery process to be completed. After the execution of step Sa1911, the performance mode switching process is terminated.
[0420] If a positive result is obtained in step Sa1905 (i.e., the recovery standby flag is stored), the process proceeds to step Sa1912, where the recovery standby flag is cleared. Here, a positive result in step Sa1905 means that the first performance mode switch occurred while the hold notification performance was being executed, and then, as a result of performing the mode switch operation again, the performance mode returned to its original state. For example, this could be a situation where, while one of the hold images is displayed in a specific display mode, the performance mode is switched from performance mode A to performance mode B, and then switched back to performance mode A. In this case, during the previous mode switch (switch from performance mode A to performance mode B), the display mode of the hold image is set to the normal display mode HMa and the hold notification performance is canceled. Therefore, the hold image that was displayed in a specific display mode in performance mode A will continue to be displayed in the normal display mode HMa while in performance mode B.
[0421] Note that after switching to performance mode B, the game round for the reserved image (reserved information) may end before switching to performance mode A. In this case, the recovery standby flag is cleared in steps Sa1811 and Sa1812 of the special symbol variation display processing (Figure 41), so a negative determination is made in step Sa1905.
[0422] After step Sa1912 is executed, step Sa1913 executes a setting process for the preview return to restore the display mode of the hold image to a specific display mode. After that, the process for switching the performance mode is terminated.
[0423] <Regarding changes in the display method of hold images due to switching between performance modes> As already explained, in this embodiment, when the performance mode is switched while the hold image is displayed in a specific display mode, the display mode of the hold image is changed to the normal display mode HMa, and the hold notification performance is canceled. In this case, not only the background image 401 but also the hold display unit 200 is switched in display state, making it easier for the player to understand the change in performance mode.
[0424] Furthermore, if switching between performance modes merely involves changing the displayed image, it becomes difficult to impress upon the player the differences between each mode. However, in this embodiment, the frequency of execution of the hold notification performance differs between modes, making the differences between performance modes more prominent. However, in a configuration where the frequency of execution of the hold notification performance differs between modes, even if the display pattern of the hold image in which the hold notification performance is being performed is the same, the expected value of a jackpot suggested by the display pattern may differ depending on the type of performance mode. For this reason, if the display pattern before mode switching is maintained after mode switching, the actual expected value of the hold information will correspond to the performance mode before switching, but it will be displayed as if it were suggesting the expected value corresponding to the performance mode after switching. This raises concerns about inconsistencies between the expected value suggested by the hold notification performance and the actual expected value. In this regard, such inconsistencies in expected value can be suitably avoided by changing the display pattern of the hold image to the normal display pattern HMa when switching performance modes.
[0425] In this way, by canceling the execution of the hold notification effect in accordance with the switching of the performance mode, it is possible to make the change in performance mode easier to understand and to avoid inconsistencies in the expected value suggested by the hold notification effect. On the other hand, there is a concern that some players may misunderstand that the chance suggested by the hold notification effect has also disappeared when it is canceled, leading to disappointment.
[0426] Therefore, in this embodiment, a setting process for returning to the preview in step Sa1913, a second execution process for the hold preview in step Sa1702, and a third execution process for the hold preview in step Sa1808 are provided, and the display mode of the hold preview is restored when the original presentation mode is returned after switching the presentation mode and then switching again. The processing of each of the above steps will be described in detail below.
[0427] <Setting process for scheduled recovery> The setting process for the pre-emptive recovery in step Sa1913 will be explained with reference to the flowchart in Figure 43.
[0428] First, in step Sa2101, the display status of the reserved images displayed in each reserved display area Ga, Gb and execution display area D is determined before the specific display mode is deactivated and the normal display mode HMa is activated. For example, if the fourth reserved image for the first special drawing (the reserved image in the fourth unit reserved display area Ga4) is displayed in blue display mode HMb, and the performance mode is switched from performance mode A to performance mode B, and then switched back to performance mode A, then it is determined that the reserved image was displayed in blue display mode HMb.
[0429] In this case, if, after switching from performance mode A to performance mode B, the game rounds have progressed and the reserved images have shifted to the lower area, the system recognizes that the reserved image corresponding to the reserved image displayed in the fourth unit reserved display area Ga4 at the time of mode switching was displayed in blue display mode HMb before the release process. For example, if two game rounds have been played after switching to performance mode B, the system recognizes that the reserved image displayed in the second unit reserved display area Ga2 was displayed in blue display mode HMb at the time of mode switching. This recognition is performed by referring to the recovery area 344f of RAM 344.
[0430] Step Sa2102 determines whether the game round of the reserved image (target reserved image) that was displayed in a specific display mode is currently being played. That is, it determines whether the game rounds have been consumed and progressed to the game round of the target reserved image after switching from performance mode A to performance mode B. If the game round is not currently being played, the process proceeds to step Sa2103 to determine the number of reserved information (number of reserved items) prior to the target reserved image. For example, if the target reserved image is the third reserved information, then 2 reserved items prior to it are determined. Reserved information that is currently being played is not included in the number of reserved items. Furthermore, the number of reserved items is determined separately for the first special symbol and the second special symbol.
[0431] Step Sa2104 determines whether the number of reserved items determined in Step Sa2103 is equal to or greater than a predetermined number (for example, 1 item). If it is equal to or greater than the predetermined number, the process proceeds to Step Sa2105, where a lottery process for the recovery scenario is executed. The recovery scenario determines at which shift timing the target reserved image will be returned to its original specific display mode.
[0432] The various table storage area 343a of ROM 343 stores a recovery scenario table that determines when to return the display mode of the reserved image to its original state, corresponding to the number of reserved items and the original specific display mode. For example, in the recovery scenario table, when the number of reserved items is 2, it is possible to select the timing for returning the display mode to its original state during the first shift (shift to the second unit reserved display area Ga2), the second shift (shift to the first unit reserved display area Ga1), and the third shift (shift to the execution display area D).
[0433] Furthermore, the recovery scenario table allows selection whether to return directly from the normal display mode HMa to the original specific display mode if the original display mode is a specific display mode higher than the blue display mode HMb, or to return to the original specific display mode in stages. Therefore, in some cases, the display may return to the specific display mode before release after a single pending change display, while in other cases, it may return to the specific display mode before release after multiple pending change displays.
[0434] In step Sa2105, the timing and manner of the display mode of the hold image are determined by lottery based on the above recovery scenario table and the lottery counters (random values) obtained from each counter area 344b of RAM 344.
[0435] If step Sa2105 is executed or a negative result is determined in step Sa2104 (i.e., the number of reserved items is less than 1), the recovery scenario setting process is performed in step Sa2106. If the recovery scenario lottery process is performed in step Sa2105, the display mode of the reserved images is set to be restored in the selected recovery scenario. If the number of reserved items is less than 1, the display mode of the reserved images is set to be restored when shifting to the execution display area D.
[0436] After step Sa2106 is executed, or if a positive result is obtained in step Sa2102 (if the game round for the target reserved image is currently running), step Sa2107 sets a notification return flag in the various flag storage area 344d of RAM 344. The notification return flag is used by the MPU 342 to understand that it should perform a process to restore the display mode of the reserved image to its original state. After step Sa2107 is executed, the notification return setting process is terminated.
[0437] <Second execution process for pending notification> The second execution process for the hold notification in step Sa1702 (Figure 40(a)) will be explained with reference to the flowchart in Figure 44. This process is performed as part of the shift command response process, or in other words, it is executed at the shift timing of the hold image.
[0438] First, in step Sa2201, it is determined whether or not the notification return flag is stored in the various flag storage area 344d of RAM344. If the notification return flag is not stored, the second execution process for the pending notification is terminated.
[0439] If the notification return flag is stored, the process proceeds to step Sa2202 to determine the return scenario set in step Sa2106 of the notification return setting process described above. In step Sa2203, based on the setting result of the return scenario determined in step Sa2202, it is determined whether the current shift timing is the return timing for the display mode of the target hold image. If it is not the return timing, the second execution process for the hold notification is terminated.
[0440] If it is time for a recovery, proceed to step Sa2204 and determine the destination display mode based on the settings of the recovery scenario. For example, if the display mode of the target held image before release is green display mode HMc, and the display mode determined by the recovery scenario is green display mode HMc, then green display mode HMc is determined as the destination display mode. Also, if the display mode determined by the recovery scenario is blue display mode HMb, which is the step before green display mode HMc, then blue display mode HMb is determined as the destination display mode.
[0441] In step Sa2205, the display mode of the target reserved image is set to be changed to the display mode determined in step Sa2204. Specifically, the output command to the display control device 350 includes information indicating the reserved image whose display mode should be changed, and information indicating which display mode (display color) to change to, thereby setting a command to change the display mode of the reserved image at this shift timing. After the execution of step Sa2205, the second execution process for the reserved image notification is terminated.
[0442] <Third execution process for the pending notification> The third execution process for the pending notification in step Sa1808 (Figure 41) will be explained with reference to the flowchart in Figure 45. This process is performed as part of the special symbol variation display process, or in other words, it is performed during the execution of a game round.
[0443] First, in step Sa2301, it is determined whether or not the notification return flag is stored in the various flag storage area 344d of RAM344. If the notification return flag is not stored, the third execution process for the pending notification is terminated.
[0444] If the notification return flag is stored, proceed to step Sa2302 and determine whether the promotion flag is stored in the various flag storage area 344d. The promotion flag will be described later.
[0445] If the promotion flag is not stored, the process proceeds to step Sa2303 to determine whether the current display mode of the target reserved image is the normal display mode HMa. The current display mode of the target reserved image is the normal display mode HMa if a switch operation to the original performance mode was performed during the execution of the target reserved image's game round.
[0446] If the current display mode is the normal display mode HMa, the process proceeds to step Sa2304 to determine whether or not there are any remaining reserve change points in the ongoing game round. For example, if the performance mode is changed towards the end of the game round in which the target reserve image is playing, and there are no remaining reserve change points, the process proceeds to step Sa2314 to delete the notification return flag stored in the various flag storage area 344d. As a result, the return process for the reserve notification performance is canceled, and the target reserve image (the reserve image displayed in the execution display area D) continues to be displayed in the normal display mode HMa for that game round.
[0447] If there are remaining hold change points, in step Sa2305, the specific display mode of the target hold image before release is determined by referring to the recovery area 344f of RAM 344, and this is determined as the destination display mode. In step Sa2306, the display mode of the hold image is set to be changed to the display mode determined in step Sa2305. Specifically, a command is set to change the display mode of the hold image, including information indicating which display mode (display color) to change to, as an output command to the display control device 350. As a result, the display mode of the hold image displayed in the execution display area D is changed (restored) to the specific display mode before release at the most recent hold change point.
[0448] After step Sa2306 is executed, or if a negative determination is made in step Sa2303 (i.e., the current display mode of the target reserved image is not the normal display mode HMa), step Sa2307 determines whether or not the determined flag is stored in the various flag storage area 344d. Note that the situation where the current display mode of the target reserved image (the reserved image displayed in the execution display area D) is not the normal display mode HMa means that the display mode of the reserved image has already been changed to the specific display mode before release.
[0449] If step Sa2307 determines that the "determined" flag is stored, the third execution process for the pending notification is terminated. On the other hand, if the "determined" flag is not stored, the promotion process for the pending notification is executed in step Sa2308.
[0450] Here, we will explain the process for promoting the pending notification in step Sa2308, referring to the flowchart in Figure 46.
[0451] In the promotion process, first, in step Sa2401, the variation pattern of the target reserved image is determined. This determination is based on the variation start command (step Sa712 in Figure 23) sent from the main control unit 162 at the start of the game round (the game round currently being played) of the target reserved image.
[0452] In step Sa2402, a determination is made to upgrade the hold notification effect based on the fluctuation pattern identified in step Sa2401 and the upgrade determination table stored in the various table storage area 343a of ROM 343. The upgrade determination determines whether or not it is possible to change the display mode of the target hold image (the hold image displayed in the execution display area D) to a higher-level specific display mode (a display mode higher than the display mode before release).
[0453] As shown in Figure 47, the promotion determination table has upper limits on the display modes corresponding to each variation pattern. For example, for variation pattern 5H, which corresponds to a failed SPSP Reach A, changes up to the red display mode HMd are permitted. Incidentally, for each variation pattern corresponding to a jackpot, changes up to the rainbow display mode HMe are permitted for any variation pattern from 1A to 5A.
[0454] Note that the promotion determination table is not limited to the configuration shown in Figure 47. For example, other configurations are also possible, such as having different upper limit display modes for each variation pattern corresponding to a jackpot. The point is that the upper limit display mode should be determined to correspond to the jackpot expectation rate for that game round (variation pattern) (in other words, to be consistent with the jackpot expectation rate).
[0455] In step Sa2402, the system refers to the promotion determination table mentioned above to identify the upper limit display mode corresponding to the fluctuation pattern identified in step Sa2401, and determines whether the current display mode of the target reserved image is lower than the identified upper limit display mode. If the current display mode is lower than the upper limit display mode, the system allows the display mode to be promoted; otherwise, it does not. If the display mode has been changed in step Sa2306, the system then determines whether the changed display mode is...
Claims
1. An information acquisition means that acquires special information based on the fulfillment of predetermined acquisition conditions, An acquired information storage means that stores special information acquired by the aforementioned information acquisition means up to a predetermined upper limit, An assignment determination means for determining whether the special information stored in the acquired information storage means corresponds to the assigned information, A reward granting means that, based on the result of the granting determination by the granting determination means, the special information subject to determination corresponds to the granting information, the reward granting means is capable of granting a reward to the player, Based on the grant determination being made by the grant determination means, a game cycle operation is started, and the game cycle operation is terminated when a notification result corresponding to the determination result of the grant determination is issued, which is considered one game cycle, and a game cycle control means controls a predetermined notification means so that the game cycle operation is performed. A notification means for holding games that provides a notification for holding games using the predetermined notification means or a notification means different from the predetermined notification means, so that the player can recognize the number of reserved game rounds before execution. A pre-identification means for identifying information corresponding to the determination result when the predetermined special information obtained by the information acquisition means becomes subject to the assignment determination, at a time prior to when the special information becomes subject to the assignment determination; A specification mode means that makes it possible to make the notification mode of the hold notification different from the normal mode based on the specification result of the aforementioned specification means, Equipped with, The aforementioned specific embodiment includes multiple types of embodiments, each with a different degree of expectation regarding the resulting assignment. A means for determining which of the multiple types of modes the notification mode of the pending notification should be based on the results of the prior identification means, With respect to the aforementioned specific mode of the reserved notification, means for storing predetermined information in a predetermined storage area that can identify which of the plurality of modes the notification mode of the reserved notification is, Equipped with, In the first performance state, when the notification mode of a predetermined hold notification is set to the specified mode, the system is configured such that at least for the predetermined hold notification, the hold notification may be performed in the specified mode or the hold notification may not be performed, resulting in a second performance state. After the termination of the second performance state, the system includes means for ensuring that, with respect to at least the predetermined hold notification, the hold notification is made in the same notification mode as the notification mode before the second performance state was established, based on the predetermined information stored in the predetermined storage area, without making the determination based on the identification result of the prior identification means. Before the notification mode of the pending notification becomes one of the aforementioned multiple modes, it is possible to provide a first notification that can suggest a change in the notification mode. After the end of the second performance state, the system is configured such that the first notification is not given if the predetermined hold notification is given in the same manner as the notification before the second performance state was entered. The system is configured such that a transition from the first performance state to the second performance state can occur while the aforementioned game replay operation is being performed. With respect to the special information acquired in the second performance state, the system includes means for ensuring that the reserved notification in the specified manner or the reserved notification is not executed in the second performance state. The system is configured such that the identification of the prior identification means for special information acquired in the second performance state can be performed in the second performance state. A gaming machine characterized by having means that enables a second notification, which is different from the aforementioned notification for holding, to be given in accordance with the number of holdings.
2. An information acquisition means that acquires special information based on the fulfillment of predetermined acquisition conditions, An acquired information storage means that stores special information acquired by the aforementioned information acquisition means up to a predetermined upper limit, An assignment determination means for determining whether the special information stored in the acquired information storage means corresponds to the assigned information, A reward granting means that, based on the result of the granting determination by the granting determination means, the special information subject to determination corresponds to the granting information, the reward granting means is capable of granting a reward to the player, Based on the grant determination being made by the grant determination means, a game cycle operation is started, and the game cycle operation is terminated when a notification result corresponding to the determination result of the grant determination is issued, which is considered one game cycle, and a game cycle control means controls a predetermined notification means so that the game cycle operation is performed. A means for providing a pending display that allows the player to recognize the number of pending game rounds before execution, and a means for providing a pending display that allows the player to recognize the execution of the pending game rounds, using the predetermined notification means or a notification means different from the predetermined notification means. A pre-identification means for identifying information corresponding to the determination result when the predetermined special information obtained by the information acquisition means becomes subject to the assignment determination, at a time prior to when the special information becomes subject to the assignment determination; A specification mode means that makes it possible to make the display mode of the hold indicator different from the normal mode based on the specification result of the aforementioned specification means, Equipped with, The aforementioned specific embodiment includes multiple types of embodiments, each with a different degree of expectation regarding the resulting assignment. A means for determining which of the multiple types of display modes the pending display should be based on the results of the prior identification means, With respect to the aforementioned specific form of the hold display, means for storing predetermined information in a predetermined storage area that can identify which of the multiple types of display forms the hold display is, Equipped with, In the first performance state, when the display mode of a predetermined hold indicator is set to the specified mode, the system is configured such that at least the predetermined hold indicator may result in a second performance state in which the hold indicator is displayed in the specified mode or the hold indicator is not displayed. After the termination of the second performance state, the system includes means for ensuring that, with respect to at least the predetermined hold display, the hold display is performed in the same display mode as the display mode before the second performance state was entered, based on the predetermined information stored in the predetermined storage area, without making the determination based on the identification result of the prior identification means. Before the display mode of the pending display becomes one of the aforementioned multiple modes, it is possible to provide a first notification that may suggest a change in the display mode. The system is configured such that, after the end of the second performance state, if the predetermined hold display is displayed in the same display manner as before the second performance state was entered, the first notification is not given. The system is configured such that a transition from the first performance state to the second performance state can occur while the aforementioned game replay operation is being performed. With respect to the hold display corresponding to the special information acquired in the second performance state, the system includes means to ensure that the hold display in the specified manner or the hold display is not executed in the second performance state. The system is configured such that the identification of the prior identification means for special information acquired in the second performance state can be performed in the second performance state. A gaming machine characterized by having means that enables a second notification, which is different from the aforementioned hold display and corresponds to the number of holds, to be made.
Citation Information
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