Gaming machine
Patent Information
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- FUJI SHOJI CO LTD
- Filing Date
- 2024-06-29
- Publication Date
- 2026-06-26
AI Technical Summary
Existing gaming machines emit sounds that contribute to player entertainment but also pose health risks and environmental disturbances, necessitating a solution to optimize noise levels without compromising enjoyment.
The gaming machine incorporates a launching mechanism for game balls, a recycling mechanism, display means, sound output means, and noise level changing mechanisms that adjust sound volume and frequency to optimize noise levels based on predetermined conditions, using player-operable controls and game result information.
The solution enhances game enjoyment while optimizing noise levels, reducing potential health hazards and environmental disturbances by dynamically adjusting sound output.
Smart Images

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Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as pachinko machines (including circulating gaming machines) and spinning drum gaming machines (including those using electronic media).
Background Art
[0002] Conventionally, in gaming machines, for example, pachinko machines, a lottery related to winning is executed契机に when a ball enters the start opening, and at the same time, symbols are variably displayed using a display device or a predetermined effect sound is output using a speaker. And, in such a gaming machine, a gaming machine in which the player can adjust the volume of a predetermined effect sound is known (for example, Patent Document 1 below). Further, gaming machines that can adjust, for example, the pitch of the sound in addition to adjusting the volume are also known (for example, Patent Document 2 below).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Patent Document 2
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, regarding the sounds emitted from gaming machines, while contributing as a means to entertain players as part of the performance, there are also voices calling for improvement from the perspective of the working environment of hall employees and the prevention of health damage to the players themselves.
[0005] Therefore, an object of the present invention is to provide a gaming machine that can improve the fun of the game while optimizing the equivalent noise level.
Means for Solving the Problems
[0006] The above objectives of the present invention are achieved by the following means. (1) A launching means capable of launching game balls toward the game area, A recycling mechanism that allows game balls launched towards the game area to be launched again without being touched by the player, A means of operation that can be operated by the player, A display means capable of displaying a predetermined information, Sound output means capable of outputting a predetermined sound, A first equivalent noise level changing means that can change the equivalent noise level related to the sound emitted by the gaming machine by a first method, The system includes a second equivalent noise level changing means that can change the equivalent noise level by a second method, In a gaming machine that conducts a lottery upon the fulfillment of predetermined conditions and awards prizes according to the results of the lottery, Both the first equivalent noise level changing means and the second equivalent noise level changing means can change the equivalent noise level by operating the operating means. The first equivalent noise level changing means, as a first method, makes it possible to reduce the equivalent noise level by gradually decreasing the overall volume of the sound output from the sound output means. The second equivalent noise level changing means can change the equivalent noise level by changing the frequency per unit time of a specific performance accompanied by a performance sound of a predetermined volume, as a second method. death, When predetermined volume suppression conditions are met, neither the first equivalent noise level changing means nor the second equivalent noise level changing means can be changed by the player. A gaming machine characterized by the following features. (2) The aforementioned predetermined sound level suppression condition is when the equivalent noise level in a predetermined unit time exceeds a predetermined value. The gaming machine described in (1) above, characterized in that it is a gaming machine. (3) It is possible to store at least predetermined ball difference information as game result information, The predetermined volume suppression conditions can be determined using the game result information without using volume measurement means. The gaming machine described in (1) or (2) above, characterized in that it is the gaming machine described in (1) or (2) above. [Effects of the Invention]
[0007] According to the present invention, it is possible to provide a gaming machine that can improve the enjoyment of the game while optimizing the equivalent noise level.
Brief Explanation of Drawings
[0008] [Figure 1] It is an exterior view of a gaming machine according to an embodiment of the present invention. [Figure 2] It is a view showing a game board and effect buttons. [Figure 3] It is a block diagram showing a control device. [Figure 4] It is an explanatory diagram for explaining winning types and game state transitions. [Figure 5A] It is an explanatory diagram for explaining the screen display of a liquid crystal display device. [Figure 5B] It is an explanatory diagram for explaining a pre-reading notice effect. [Figure 6] It is a flowchart showing the main control side main process. [Figure 7] It is a flowchart showing the main control side timer interrupt process. [Figure 8] It is a flowchart showing the special symbol management process in FIG. 7. [Figure 9] It is a flowchart showing the special figure 1 start port check process in FIG. 8. [Figure 10] It is a flowchart showing the special symbol variation start process in FIG. 8. [Figure 11] It is a flowchart showing the game state transition preparation process in FIG. 10. [Figure 12] It is a flowchart showing the special symbol variation process in FIG. 8. [Figure 13A] It is a flowchart showing the first half of the process during the special symbol confirmation time in FIG. 8. [Figure 13B] It is a flowchart showing the second half of the process during the special symbol confirmation time in FIG. 8. [Figure 14] It is a flowchart showing the special electric accessory management process in FIG. 7. [Figure 15] It is a flowchart showing the big win end process in FIG. 14. [Figure 16] It is a flowchart showing the effect control side main process. [Figure 17]This flowchart shows the timer interrupt processing for the performance control side. [Figure 18] Figure 16 is a flowchart showing the process of receiving a pending increment command in the command analysis process. [Figure 19] Figure 16 is a flowchart showing the process of receiving a decorative pattern specification command in the command analysis process. [Figure 20] This is a diagram showing the distribution and assignment number table for the variation pattern. [Figure 21] This diagram shows the game state transition table selection table. [Figure 22] This is a diagram showing the game state transition table. [Figure 23] This figure shows the variation pattern distribution table selection table. [Figure 24] This diagram shows the distribution table for winning patterns (also used when winning a prize). [Figure 25] This figure shows the distribution table for losing patterns (also used when winning). [Figure 26] This diagram shows a list of commands for when a win occurs and commands for specifying the winning variation pattern. [Figure 27] This diagram shows a list of commands for when you win a prize after a loss, and commands for specifying the losing spin pattern. [Figure 28] This is a diagram showing an example of a floor plan of a gaming parlor (hall). [Figure 29] This diagram illustrates the distance between the gaming machine and the player, and the distance between the gaming machine and the employee. [Figure 30] This figure shows an example of the equivalent noise level (average sound level per given time). [Figure 31] This diagram shows an example of the sounds that can occur inside a hall. [Figure 32] This diagram shows examples of different types of sound-based performances. [Figure 33] This figure shows an example of what happens when multiple effects occur at the same time. [Figure 34(a)] This diagram illustrates the concept of "unit time" when calculating equivalent noise levels, using an example where the target of protection from noise is "players." [Figure 34(b)] This diagram illustrates the concept of "unit time" when calculating equivalent noise levels, using the example of "hall employees" as the target of protection from noise. [Figure 35] This figure shows an example of the base volume and overall volume of a gaming machine. [Figure 36] This diagram shows specific examples of base volume and notification volume for gaming machines. [Figure 37] This figure shows an example of the volume progression of a gaming machine when there is no volume control. [Figure 38] This figure shows an example of the volume changes of a gaming machine when volume adjustment 1 (to lower the overall volume) is enabled. [Figure 39] This figure shows an example of the change in sound volume and equivalent noise level of a gaming machine over a unit of time (assuming the unit of time is "11 hours"). [Figure 40] This figure shows an example of the change in sound volume and equivalent noise level of a gaming machine over a unit time of 2 (assuming the unit time is "6 hours"). [Figure 41] This figure shows an example of the change in sound volume and equivalent noise level of a gaming machine over a unit time of 3 (when the unit time is defined as "1 hour"). [Figure 42] This figure shows an example of the change in sound volume and equivalent noise level of a gaming machine over a unit time of 4 to 8 seconds. [Figure 43(a)] This figure shows an example of the volume changes and equivalent noise levels of a gaming machine when using Solution 1 (reducing the warning volume above a predetermined level). [Figure 43(b)] This is a graph of Figure 43(a). [Figure 44(a)] This figure shows an example of the volume changes and equivalent noise levels of a gaming machine when using Solution 2 (preventing the display of warnings above a predetermined volume). [Figure 44(b)] This is a graph of Figure 44(a). [Figure 45(a)] This figure shows an example of the volume changes and equivalent noise levels of a gaming machine when using Solution 3 (replacing announcements above a predetermined volume). [Figure 45(b)] This is a graph of Figure 45(a). [Figure 46(a)]This figure shows an example of the volume transition and equivalent noise level of a gaming machine when using solution 4 (reducing the volume of the notification sound during a predetermined state). [Figure 46(b)] This is a graph of Figure 46(a). [Figure 47(a)] This figure shows an example of the volume changes and equivalent noise levels of a gaming machine when using solution 5 (reducing the volume after the equivalent noise level reaches a predetermined value). [Figure 47(b)] This is a graph of Figure 47(a). [Figure 48(a)] This is an example of the adjustment screen (display UI) for the first equivalent noise level adjustment means and the second equivalent noise level. [Figure 48(b)] This is another example of the adjustment screen (display UI) for the first equivalent noise level adjustment means and the second equivalent noise level. [Figure 49] This is an explanatory diagram illustrating the volume setting mechanism on the hall side. [Modes for carrying out the invention]
[0009] Hereinafter, preferred embodiments of the gaming machine according to the present invention will be described in detail with reference to the drawings. In the embodiments described below, a pachinko gaming machine will be used as an example of the gaming machine according to the present invention.
[0010] <1. Overview of the configuration: Figures 1 and 2> Referring to Figures 1 and 2, an overview of the configuration of a pachinko game machine according to one embodiment of the present invention will be described. Figure 1 is a front perspective view showing the external appearance of a pachinko game machine according to one embodiment of the present invention, and Figure 2 is a diagram showing the front side of the game board.
[0011] The pachinko game machine 1 shown in Figure 1 (hereinafter abbreviated as "game machine 1") has a wooden outer frame 4, to which a picture frame-shaped front frame 2 is attached in an openable and closable manner. A game board 3 (see Figure 2) is mounted inside a game board storage frame (not shown) attached to the back of the front frame 2, and the game area 3a formed on the surface of the game board 3 faces the opening of the front frame 2. A glass door 6 supporting transparent glass is provided on the front side of this game area 3a. Various control boards (see Figure 3) for controlling game operation are arranged on the back side of the game board 3.
[0012] A key cylinder (not shown) for unlocking the door is provided on the front side of the glass door 6. By inserting a key into this key cylinder and operating it in one direction, the lock on the glass door 6 to the front frame 2 is released, and by operating it in the other direction, the lock on the front frame 2 to the outer frame 4 is released, allowing the door to be opened to the front.
[0013] Below the glass door 6, a front operation panel 7 is positioned, pivotally supported by a hinge (not shown) on the front frame 2 so as to be able to open and close. The front operation panel 7 is provided with an upper receiving unit 8, and this upper receiving unit 8 has an upper receiving tray 9 for storing the dispensed game balls.
[0014] The upper tray unit 8 is also equipped with a ball release button 14 for removing the game balls stored in the upper tray 9 to the bottom of the game machine 1, a ball dispensing button 11 for requesting the dispensing of game balls from the game ball dispensing device (not shown) on the island equipment side, and a card return button 12 for requesting the return of a valuable medium inserted into the game ball dispensing device.
[0015] The upper tray unit 8 is also equipped with a push-button type performance button 13 (first operating means), as well as a cross-shaped directional key 75 (second operating means) consisting of an upward-pointing button 75a, a right button 75b, a downward button 75c, and a left button 75d, which allows input in the up, down, left, and right directions. The performance button 13 and directional key 75 function as operating means that can be operated by the player, and the acceptance of operation input is activated during a predetermined operation valid acceptance period (button valid period) in a specific pre-announcement performance (for example, the "player participation performance" described later). If a predetermined operation (for example, a single press, a long press, or repeated presses) is performed during this valid period, it is possible to bring about a change in the performance before and after the operation. These operating means are also used when the player makes their preferred game settings on the "game setting screen" related to the customer waiting period (during the "demo start waiting performance" or "customer waiting performance (demo screen)" described later). This game settings screen is a menu screen that allows players to adjust game settings such as volume and brightness to their liking. The performance button 13 has an internal lamp (button LED 13b), and the difference in the illumination pattern of the button LED 13b indicates the period during which operation is accepted (for example, when it is lit or flashing in a predetermined color) and the period during which operation is not accepted (for example, when it is off).
[0016] Furthermore, a firing operation handle 15 for operating the launcher 32 (see Figure 3) is provided on the right end of the front control panel 7. This launcher 32 is equipped with a firing capacity of approximately 100 rounds per minute.
[0017] Furthermore, speakers 46 are provided on both sides of the upper part of the front frame 2 and above the firing operation handle 15 to produce sound effects. In addition, multiple decorative lamps 45 (effect LEDs) are provided in appropriate places on the gaming machine, for example, on the decorative members around the front frame of the glass door 6 and inside the center ornament 48 (see Figure 2) to produce light effects.
[0018] (Game board: Figure 2) Next, with reference to Figure 2, the configuration of the game board 3 will be explained. As shown in the figure, the game board 3 has ball guide rails 5 mounted in an annular shape as board surface partitioning members to guide the launched game balls. The roughly circular area surrounded by these ball guide rails 5 is the game area 3a, and the four corners are non-game areas.
[0019] A liquid crystal display (LCD) 36 is provided approximately in the center of this game area 3a. Under the control of the performance control unit 24, which will be described later, the liquid crystal display 36 independently displays various effects as images within a predetermined display area (symbol variation display area), including the variation display operation (variation display and stop display) of multiple types of decorative symbols (for example, three decorative symbols: left symbol, middle symbol, and right symbol (see Figure 5A)) consisting of numbers, characters, and symbols.
[0020] Furthermore, a center ornament 48 is provided within the game area 3a, surrounding the display surface of the liquid crystal display device 36 from a distance. The center ornament 48 is provided along the front side of the game board 3 and integrally comprises a front mounting plate 48a fixed to the game board 3 and a frame portion 48b that forms the outer perimeter of the center ornament 48 and surrounds the display screen of the liquid crystal display device 36. It protects the display surface of the liquid crystal display device 36 from surrounding game balls and also functions as a path distribution means that allows the path of the game balls to be divided to the left or right depending on the force or stroke length of the launch of the game balls. In this embodiment, a movable area through which game balls can pass is formed between the upper surface of the center ornament 48 and the ball guide rail 5. Game balls launched into the upper side of the game area 3a by the launching device 32 are divided to the left or right at the upper side of the frame portion 48b and flow down either the left-down path 3b on the left side of the center ornament 48 or the right-down path 3c on the right side.
[0021] In addition, the non-game area near the upper right edge (upper right corner) of the game board 3 serves as various function display sections. A special symbol display device 38a (first special symbol display device: first special symbol display means) and a special symbol display device 38b (second special symbol display device: second special symbol display means) are provided, which are configured by arranging 7-segment displays (with dots) horizontally corresponding to the upper start port 34 (for the first special symbol) and the lower start port 35 (for the second special symbol). In the special symbol display devices 38a and 38b, a'special symbol variable display game' is executed by the variable display operation (variable display and stop display) of the'special symbol' expressed by 7 segments. And in the above liquid crystal display device 36, in synchronization with the variable display of the special symbol by the special symbol display devices 38a and 38b, a decorative symbol is variably displayed by an image, and a 'decorative symbol variable display game' is executed together with various pre-announcement effects (effect images). Details of the special symbol variable display game and the decorative symbol variable display game will be described later.
[0022] In addition, in the various function display sections, adjacent to the special symbol display devices 38a and 38b, a composite display device (LED display for suspended composite display) 38c composed of 7-segment displays (with dots) is arranged. The reason for calling it composite is that it is a suspended, time-shortening, high-probability composite display device (hereinafter simply referred to as the 'composite display device') having five display functions, namely, the display of the number of suspended balls in operation for special symbol 1, the display of the number of suspended balls in operation for special symbol 2, the display of the number of suspended balls in operation for the normal symbol, the state notification during the operation of the variable time shortening function (during time shortening) and during the high probability state (during high probability).
[0023] In addition, in the various function display sections, adjacent to the composite display device 38c, a normal symbol display device 39a (normal symbol display means) formed by arranging a plurality of (two in this embodiment) LEDs is provided. In the normal symbol display device 39a according to this embodiment, a normal symbol variable display game is executed by the variable display operation of the normal symbol expressed by two LEDs. For example, as the variable display operation, the normal symbol by the LEDs alternately repeats lighting and extinguishing in a seesaw manner and stops in a state where one side is lit, so that the success or failure of the normal symbol variable display game can be determined.
[0024] Adjacent to the regular pattern display device 39a, a right-handed shooting display device 39b is provided. This right-handed shooting display device 39b indicates, through a combination of the on / off states of the LED, whether "right-handed shooting," where the player aims to have the game ball pass through the right-downward path 3c, or "left-handed shooting," where the player aims to have the game ball pass through the left-downward path 3b, is advantageous. For example, if the LED is lit, it indicates that right-handed shooting is advantageous; if it is off, it indicates that left-handed shooting is advantageous.
[0025] In addition, a round number display device 39c is provided adjacent to the right-hand shooting display device 39b, comprising two LEDs (round indicator LEDs). This round number display device 39c notifies the prescribed number of rounds (maximum number of rounds) related to a jackpot by a combination of the on / off states of multiple LEDs.
[0026] Below the center ornament 48, a regular variable prize winning device 41 is provided, with an upper starting port 34 (first special symbol starting port: first starting means) and a lower starting port 35 (second special symbol starting port: second starting means), and detection sensors 34a and 35a (upper starting port sensor 34a, lower starting port sensor 35a: see Figure 3) are formed inside each to detect the passage of the game ball.
[0027] The upper starting opening 34, which is the first special symbol starting opening, is a prize-winning opening related to the starting conditions for the variable display operation of the first special symbol (hereinafter, the first special symbol will be referred to as "special symbol 1," and sometimes abbreviated as "special symbol 1") in the special symbol display device 38a (first special symbol display device), and is configured as a "prize-winning device with a fixed winning rate" that does not have a "starting opening opening / closing means" that can open or enlarge the starting opening. In this embodiment, due to the action of the game ball falling direction changing members in the game area 3a (for example, game pins (not shown), windmill 44, center ornament 48, etc.), the upper starting opening 34 is configured to be easily entered (prized) for game balls that have flowed down the left downward path 3b, while it is configured to be difficult or impossible for game balls that have flowed down the right downward path 3c to enter.
[0028] The standard variable prize winning device 41 is configured as a "variable prize winning rate type prize winning device" that can vary the rate at which game balls enter the starting opening by means of opening and closing the starting opening. In this embodiment, the starting opening opening and closing means is provided with a pair of left and right movable wing pieces (movable members) 47, and by opening and closing these movable wing pieces 47, the lower starting opening 35, which is the second special symbol starting opening, can be opened or enlarged.
[0029] Furthermore, the lower starting port 35 of the normal variable prize winning device 41 is a prize winning port related to the starting conditions for the variable display operation of the second special symbol (hereinafter, the second special symbol will be referred to as "special symbol 2," and sometimes abbreviated as "special symbol 2") in the special symbol display device 38b (second special symbol display device). The prize winning area of this lower starting port 35 is converted between an open state that facilitates winning (easy prize winning state) and a closed state that makes winning more difficult or impossible than the open state (difficult prize winning state), depending on the operating state (operated or inoperated) of the movable wing piece 47. In this embodiment, when the movable wing piece 47 is inoperated, the lower starting port 35 is kept in a closed state (impossible prize winning state) that makes winning impossible.
[0030] Furthermore, on both sides of the normal variable prize winning device 41, there are a total of five general prize winning openings 43: four on the left side (43a-43d) and one on the right side (43e). Inside each of these, there is a general prize winning opening sensor 43h (see Figure 3) that detects the passage of a game ball.
[0031] Furthermore, a normal symbol start opening 37 (third starting means), which consists of a passage gate through which game balls can pass, is provided diagonally to the upper right of the normal variable prize winning device 41, that is, above the middle of the rightward flow path 3c. This normal symbol start opening 37 is a prize winning opening related to the variable display operation of the normal symbols in the normal symbol display device 39a, and a normal symbol start opening sensor 37a (see Figure 3) for detecting passing game balls is formed inside it. In this embodiment, the normal symbol start opening 37 is formed only on the rightward flow path 3c side and not on the leftward flow path 3b side, but it is not limited to this and may be formed on both flow paths.
[0032] In the path from the normal symbol start opening 37 to the normal variable prize winning device 41 within the rightward flow path 3c, there is a special variable prize winning device 52 (special electric mechanism) configured to open or enlarge the large prize winning opening 50 by a retractable opening door 52b, and a large prize winning opening sensor 52a (see Figure 3) is formed inside it to detect game balls that have entered the large prize winning opening 50.
[0033] The area around the large prize opening 50 is a bulging portion (decorative member) 55 that protrudes from the surface of the game board 3, and the upper edge 55a of this bulging portion 55 forms the downstream guide portion of the rightward flow path 3c. When the large prize opening 50 is closed by the open door 52b (large prize opening closed state), the upper edge 55a of this bulging portion 55 forms a continuous surface, thereby forming a part of the downstream guide portion (upper edge 55a) of the rightward flow path 3c. Furthermore, in the downstream area of the rightward flow path 3c, in the area above the upper edge 55a of the bulging portion 55, more precisely in the game area above the large prize opening 50, a flow path correction plate 51d is provided protruding almost parallel to the direction of the flow of the game balls, and its function is to guide the flowing game balls toward the large prize opening 50.
[0034] The process by which the game ball enters the large prize opening 50 is as follows: The game ball, having passed through the movable area between the upper surface of the center ornament 48 and the ball guide rail 5, flows down along the top surface (upper edge) 55a of the bulging part 55 that protrudes from the game board 3 and functions as a guide for the game ball. The game ball then comes into contact with the right end of the flow path correction plate 51d that protrudes from the surface of the game board 3, thereby correcting the direction of the game ball's flow toward the large prize opening 50 (downward). At this time, if the large prize opening 50 is covered by the retractable opening door 52b (large prize opening closed state), the game ball rolls over it and is further guided toward the tulip-type normal variable prize device 41 (lower starting opening 35) by a gauge configuration (arrangement of game pins) not shown. At this time, if the lower starting port 35 is in a state where it can be entered (starting port open), a game ball can be entered into the lower starting port 35. However, if the open door 52b is retracted into the game board and the large prize port 50 is open (large prize port open), the game ball is guided into the large prize port 50. In this embodiment of the game machine 1, if the player aims the launch position towards the special variable prize port 52 side (aiming so that the game ball passes through the rightward downward path 3c), the game ball is difficult to guide to the upper starting port 34 side, or is not guided at all. Therefore, if the "large prize port is closed," unless the movable wing piece 47 of the normal variable prize port 41 is activated, it is difficult or impossible to enter each starting port 34, 35.
[0035] When classifying the above-mentioned prize-winning means according to which of the left or right flow paths they belong to, that is, whether the game balls flowing down the left flow path 3b or the right flow path 3c can win a prize, the prize-winning means belonging to the left flow path 3b include the upper starting opening 34, the lower starting opening 35, and the left general prize-winning openings 43a to 43d, while the prize-winning means belonging to the right flow path 3c include the upper starting opening 34, the lower starting opening 35, the regular pattern starting opening 37, the large prize-winning opening 50, and the right general prize-winning opening 43e. Note that the lower starting opening 35 belongs to both the left flow path 3b and the right flow path 3c when the movable wing piece 47 is open (starting opening open state), and prizes can be won from either the left or right flow path. However, the movable wing piece 47 of the lower starting opening 35 is activated when a game ball passes through (enters) the normal symbol starting opening 37 located on the right side of the game area 3a, so in effect it can be said to belong only to the rightward downward path 3c. Also, the large prize opening 50 belongs only to the rightward downward path 3c, and only game balls from the rightward downward path 3c can enter it.
[0036] (A configuration that favors right-handed hitters under specific conditions) In the gaming machine 1 of this embodiment, when a player aims to shoot the game ball so that it passes through the rightward downward path 3c, the game ball is likely to enter the normal symbol start opening 37, but it is difficult or impossible for the game ball to be guided to the upper start opening 34. Therefore, if the "large prize opening is closed," it is difficult or impossible for the game ball to enter each start opening 34, 35 unless the movable wing piece 47 of the normal variable prize winning device 41 is activated. However, when the "electric support state (electric support state)" described later occurs, this movable wing piece 47 operates in an opening and closing pattern that is at least more advantageous than in the normal state (normal game state). Therefore, when the game is not in an electric support state (the state without electric support described later), it is advantageous to aim to have the game ball pass through the left downward path 3b rather than to aim to have the game ball pass through the right downward path 3c ("right shot"). On the other hand, when the game is in an electric support state, it is advantageous to aim to have the game ball pass through the left downward path 3b rather than to have the game ball pass through the right downward path 3c. In other words, depending on the game state, the game progresses in a way that is advantageous or disadvantageous to the player depending on which downward path, the left downward path 3b or the right downward path 3c, is used to have the game progress in a way that is advantageous to the player. Whether to aim to have the game progress in a way that is advantageous to the player (advantageous game progress) changes depending on the game state, and in game states with no electric support (for example, the normal state or the hidden probability state), it is advantageous to aim to have the game ball pass through the left downward path 3b rather than to aim to have the game ball pass through the right downward path 3c rather than to aim to have the game ball pass through the right downward path 3b
[0037] Each of the above-mentioned prize-winning openings, such as the upper starting opening 34, lower starting opening 35, regular symbol starting opening 37, large prize-winning opening 50, or general prize-winning openings 43a to 43e, functions as a prize-winning means located within the game area 3a. Furthermore, detection switches (prize-winning detection switches) such as the upper starting opening sensor 34a, lower starting opening sensor 35a, regular symbol starting opening sensor 37a, large prize-winning opening sensor 52a, or general prize-winning opening sensor 43h (corresponding to each of the general prize-winning openings 43a to 43e) function as prize-winning detection means for detecting game balls that have entered the prize-winning means. The number, shape, and position of each of the above-mentioned prize-winning means can be appropriately changed according to the gameplay. In addition, for each prize-winning means, whether game balls flowing down the left-flow path 3b and / or the right-flow path 3c are difficult, impossible, or possible to win can also be appropriately changed according to the gameplay.
[0038] When a game ball enters each prize slot, the number of prize balls per prize ball, as determined for each prize slot, is dispensed from the game ball dispensing device 19 (see Figure 3). For example, 3 balls are dispensed from the upper start slot 34, 1 from the lower start slot 35, 0 from the regular symbol start slot 37 (no prize balls), 15 from the large prize slot 50, and 3 from the general prize slots 43a to e. Game balls that do not enter any of the above prize slots are discharged from the game area 3a via the out slot 49. Here, "entry" means that a game ball is taken into the prize slot, or, if the prize slot is not designed to take in game balls but consists of a pass-through gate (for example, the regular symbol start slot 37), that the game ball passes through the gate. In practice, when a game ball is detected by the prize detection switch formed for each prize slot, it is treated as if an "entry" has occurred in that prize slot. The game balls used to win prizes are also called "prize balls."
[0039] <Movable prop> Furthermore, within the game area 3a, multiple movable components are arranged in positions that do not obstruct the flow of game balls. In this embodiment, a first movable component 80 is arranged on the upper right side of the center ornament 48, and a second movable component 90 is arranged diagonally to the lower right of it. The first movable component 80 has a clock face section 81 consisting of a number display section divided into 12 number sectors with Roman letters "I" to "XII", and clock hands 82 consisting of an hour hand and a minute hand that are rotatable on the clock face section 81, forming a "wall clock section" as a whole. In this sense, the first movable component 80 is also referred to as a "clock-type component". The clock face section 81 has full-color LEDs on the back or inside for each sector section indicated by the hour hand, or the number sectors themselves are made up of full-color LEDs, so that each number sector can emit light in a different color independently.
[0040] Further, the second movable object accessory 90 arranges a corolla composed of a plurality of petals around the flower center, and further arranges a calyx around its outer periphery to double the perianth, thus forming a flower-shaped part 91 (the first movable object 91) in the shape of a flower. The flower-shaped part 91 is attached to the tip of an arm 92 (the second movable object 92) capable of swinging operation, and is configured as a flower-shaped accessory 90 as a whole. Note that the flower-shaped part 91 is such that a plurality of petals can rotate around the flower center as the central axis. This flower-shaped accessory 90 usually stands still at the original position (shown by the solid line in FIG. 2) determined at the edge within the liquid crystal screen or at the side outside the liquid crystal screen. When a predetermined operating condition is satisfied, the arm 92 tilts, and the flower-shaped part 91 together with the arm 92 moves to a position covering the liquid crystal screen (shown by the broken line in FIG. 2). Then, when it moves to the effect position shown by the broken line in FIG. 2, the flower-shaped part 91 rotates at the tip of the arm, and the semi-transparent flower center and petal parts are illuminated from behind by a lamp or a full-color LED and can emit beautiful light. When the operation of the flower-shaped accessory 90 ends, it returns from the effect position of the broken line to the origin position of the solid line. The flower-shaped part 91 can have a plurality of types of operation patterns such as high-speed rotation, low-speed rotation, and reverse rotation as the rotation operation of the petals. The arm 92 can have a plurality of types of operation patterns such as a full-open tilting operation that tilts to the broken line part, a semi-tilting operation that tilts to a predetermined tilting angle, a vibration operation in which the arm vibrates rattlingly, and an inching operation. The above-described clock-shaped accessory 80 (clock hand 82) and flower-shaped accessory 90 (the first movable object 91, the second movable object 92) are used not only for a pre-warning effect according to their operation modes, but also when executing (presenting) a setting suggestion effect described later.
[0041] <2. Control device: FIG. 3> Next, referring to FIG. 3, a control device that controls the gaming operation of the gaming machine 1 according to the present embodiment will be described. FIG. 3 is a control block diagram showing an outline of the control device.
[0042] The control device of the gaming machine 1 according to this embodiment is mainly composed of a main control board (main control means) 20 (hereinafter referred to as "main control unit 20") which comprehensively manages the control of all aspects of game operation (game operation control), an effect control board (effect control means) 24 (hereinafter referred to as "effect control unit 24") which receives effect control commands from the main control unit 20 and comprehensively manages the control of the execution (appearance) of effects by the effect means, a payout control board (payout control means) 29 which controls the payout of prize balls by the game ball payout device 19, and a power supply board (power supply control means (not shown)) which generates and supplies the necessary power (including backup power) to each board of the gaming machine from an external power supply. A liquid crystal display device 36 as an image display device is connected to the effect control unit 24. Note that the power supply route is omitted in Figure 3.
[0043] (2-1. Main control unit 20) The main control unit 20 is equipped with a microprocessor that incorporates a CPU 201 (main control CPU), a ROM 202 (main control ROM) that stores various data necessary for game operation control as well as a control program that describes the game operation control procedure, and a RAM 203 (main control RAM) that functions as a work area and buffer memory, thus forming a microcomputer (equivalent to a Z80 system) as a whole.
[0044] Although not shown in the diagram, the main control unit 20 also includes an interrupt controller circuit that provides interrupt enable / disable functions such as a CTC that adds periodic interrupts and a function to create pulse outputs of a fixed period (bitrate generator) and a time measurement function to the Z80 system, and a timer interrupt that provides an interrupt signal to the CPU, as well as a reset circuit that can reset the CPU by detecting power on, power off, and power abnormalities and outputting a system reset signal, a watchdog timer (WDT) circuit that monitors abnormal operation of the control program, an Intrusion Prevention of Travel Outside Designated Area (IAT) circuit that monitors whether the program is running correctly within a preset address range, and a counter circuit for generating random numbers within a certain range (hardware random numbers) in hardware. At least the main control unit (main control board) 20 and the payout control board 29 receive a voltage drop signal (power abnormality signal) from the power supply board (not shown) and start backup processing prior to power cut-off so that game operations before power cut-off can be resumed after power is restored (backup function).
[0045] The counter circuit described above consists of a random number generation circuit that generates random numbers and a sampling circuit that samples random values from the random number generation circuit at predetermined timings, and functions as a 16-bit counter as a whole. The CPU 201 sends instructions to the sampling circuit according to the processing state to obtain the value indicated by the random number generation circuit as an internal random value for lottery (random number for jackpot determination (magnitude of random number: 65536)), and uses this random value for jackpot lottery. The internal random value for lottery is obtained by adding a software random value, which is generated by appropriate software processing, and a hardware random value, in order to prevent cheating such as targeting specific jackpots.
[0046] The main control unit 20 is also connected to an upper start-up sensor 34a that detects entry into the upper start-up opening 34, a lower start-up sensor 35a that detects entry into the lower start-up opening 35, a regular symbol start-up sensor 37a that detects the passage of a game ball into the regular symbol start-up opening 37, a large prize-winning opening sensor 52a that detects entry into the large prize-winning opening 50, and a general prize-winning opening sensor 43h that detects entry into the general prize-winning opening 43. The main control unit 20 is able to receive detection signals from these sensors. Based on the detection signals from these sensors, the main control unit 20 determines which prize-winning opening the game ball has entered.
[0047] Furthermore, the main control unit 20 is connected to an OUT monitoring switch 49a that detects game balls (so-called "out balls") discharged from the game machine through the out port 49 and each prize entry port, and the main control unit 20 is capable of receiving detection signals from the OUT monitoring switch 49a. The main control unit 20 is equipped with a counting means that counts the number of out balls based on the detection signals from the OUT monitoring switch 49a, and the information regarding the number of out balls is used to calculate the base value (game performance information) described later.
[0048] Furthermore, the main control unit 20 is connected to fraud detection sensors (for example, vibration sensors, radio wave sensors, magnetic sensors; not shown) for detecting fraudulent activity against the gaming machine 1, and the main control unit 20 can monitor fraudulent activity against the gaming machine based on detection signals from the fraud detection sensors.
[0049] Furthermore, the main control unit 20 is connected to a standard electric mechanism solenoid 41c for controlling the opening and closing of the movable blade 47 of the lower start opening 35, and to a large prize opening solenoid 52c for controlling the opening and closing of the opening door 52b of the large prize opening 50. The main control unit 20 is capable of transmitting control signals to drive these components.
[0050] Furthermore, the main control unit 20 is connected to a special pattern display device 38a and a special pattern display device 38b, and the main control unit 20 is capable of transmitting control signals for displaying and controlling special patterns 1 and 2. In addition, the main control unit 20 is connected to a normal pattern display device 39a, and is capable of transmitting control signals for displaying and controlling normal patterns.
[0051] Furthermore, the main control unit 20 is connected to a combined display device 38c, a right-handed display device 39b, and a round number display device 39c, and the main control unit 20 is capable of transmitting control signals to control the display of various information shown on these devices.
[0052] Furthermore, the main control unit 20 is connected to an external terminal board 21 for the frame, and the main control unit 20 can output one or more external signals containing specific game information to external devices such as a hall computer HC or a data counter (not shown) located outside the gaming machine via the external terminal board 21 for the frame. The game information included in the external signals includes, for example, information on the start / end of a winning game, prize information, information on the start / stop of special symbol changes, prize ball count information, and various security information (information on the detection of fraudulent activity, and information on occurrences such as RAM clear, door opening, and setting changes). The "hall computer HC" is a management computer exclusively for gaming parlors that monitors and collects game information from gaming machines based on the game information included in the external signals and comprehensively manages the operating status of gaming machines installed in pachinko parlors.
[0053] Furthermore, the main control unit 20 is connected to a RAM clear switch 98 for initializing a predetermined area (memory within the area) of the RAM 203, a setting key switch 94 for switching to a setting change-allowed state where setting values can be changed (described later), a setting change switch 95 for changing the setting value in that setting change-allowed state, and a setting change completion switch 96 for confirming the setting value selected by the setting change switch 95. The main control unit 20 is capable of receiving detection signals from these switches.
[0054] In this embodiment, the RAM clear switch 98, the setting change switch 95, and the setting change completion switch 96 are all push-button type switches that can be operated by the operator. The setting key switch 94 is a key switch that can be switched between a setting change allowed state (ON) and a setting change prohibited state (OFF) by inserting a setting key and performing an ON / OFF operation. These switches 95, 96, and 98 are formed in appropriate locations inside the gaming machine from the viewpoint of preventing fraudulent activities such as unauthorized changes to the setting values, and it is impossible to operate them ON / OFF from outside the gaming machine unless the front frame 2 is opened.
[0055] Furthermore, a setting display 97 (setting display means) that displays information related to the set value is connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals to control the display of this information. The setting display 97 according to this embodiment consists of one 7-segment display and is mounted on the main control unit (main control board) 20. Note that the setting display 97 is not limited to the main control board 20, but can be installed in any suitable location inside the gaming machine, such as the launch control board 28, the payout control board 29, the relay board (a relay board that relays connections between various display devices and switches and the control board: not shown), or the performance control unit (performance control board (including the liquid crystal control board)) 24.
[0056] (Regarding the settings) The main control unit 20 is equipped with a "setting change function" that allows the expected value (profit) of the profit given to players, such as the payout rate (so-called machine payout rate), to be changed in stages. The "setting value" mentioned above is the value that indicates this stage. This setting value can be checked by the setting display unit 97 and is set as appropriate by the hall staff, based solely on the business strategy of the pachinko hall (amusement parlor).
[0057] The "setting value" defines, for example, the probability of winning a jackpot (the type of win in which the condition device described later is activated) in stages. The higher the setting value, the higher the probability of winning a jackpot, which is advantageous to the player. Such setting values can be set in at least two stages (at least a first setting value and a second setting value). In this embodiment, there are six setting values, from setting 1 to setting 6. For example, at low probability, setting 1 is 1 / 280, setting 2 is 1 / 275, setting 3 is 1 / 270, setting 4 is 1 / 265, setting 5 is 1 / 260, and setting 6 is 1 / 255. In other words, the higher the setting value, the easier it is to win a jackpot (the higher the payout rate), which is advantageous to the player. Thus, the "setting value" is a value that defines events that affect the payout rate in stages, and refers to a value for a grade related to the likelihood of special events such as jackpots occurring. In other words, the probability of winning a jackpot during low probability periods and / or the probability of winning a jackpot during low probability periods can be configured to differ according to the set value. When the jackpot probability is in a high probability state (when the special symbol probability variation function described later is activated), that probability may increase to a value not exceeding 10 times. However, the rate of increase may be the same for each set value or may differ. In this embodiment, the rate of increase is set to be the same for each set value. In the example above, if the jackpot probability during low probability periods is set to 1 / 280 to 1 / 255 for settings 1 to 6, and the rate of increase is 5 times, then the jackpot probability during high probability periods will be set to 1 / 56 to 1 / 51 for settings 1 to 6.
[0058] Furthermore, if there are multiple types of jackpots, the probability of winning one or more types of jackpots can be changed according to the setting value. For example, if there are four types of jackpots, jackpots 1 through 4, the setting value can be configured so that the probability of winning all of jackpots 1 through 4 increases as the setting value is relatively higher, or it can be configured so that only the probability of winning some of the jackpots, such as jackpots 1 through 3, increases (in this case, the probability of winning jackpot 4 will be the same for all setting values), or it can be configured so that only the probability of winning a specific jackpot (for example, only jackpot 1) increases (in this case, the probability of winning jackpots 2 through 4 will be the same for all setting values). Alternatively, the setting value can be configured so that the combined probability of winning jackpots 1 through 4 increases as the setting value is relatively higher. In addition, the probability of winning minor jackpots that do not trigger the activation of the condition device can be changed according to the setting value, similar to the case of jackpots described above.
[0059] (Regarding changing settings) In this embodiment, when the power is turned on, if at least the setting key switch 94 and the RAM clear switch 98 are in the ON state, the system is controlled to a state where setting changes are permitted. If the power is turned on by any other switch operation, the system is controlled to a state where setting changes are prohibited. In this state where setting changes are permitted, when the setting change switch 95 is turned ON, the current displayed value on the setting indicator 97 cycles through the range of 1 to 6, such as "1→2→3→4→5→6→1→2→3→...". When the desired setting value is displayed, the setting change completion switch 96 is turned ON (setting confirmation operation), and the current displayed value is confirmed as the setting value for this operation. This setting value data is stored in a predetermined area (setting value storage area) of the RAM 203, and the predetermined area (internal memory) of the RAM 203 is cleared. When the setting key switch 94 is operated from the current ON state to the OFF state, the state where setting changes are permitted ends, and gameplay begins thereafter with the confirmed setting value. The main control unit 20 of this embodiment includes a setting value selection means that can select one of a plurality of setting values that have different degrees of advantage for the player, and a setting value setting means that sets the setting value selected by the setting value selection means. It should be noted that a "non-setting game machine" that does not have the setting function described above may also be used.
[0060] Furthermore, the main control unit 20 can transmit various game processing information, such as information related to the special symbol variation display game and error information, to the performance control unit 24 via performance control commands, depending on the processing status. However, in order to prevent external cheating, the main control unit 20 only transmits signals to the performance control unit 24 and is configured for one-way communication in which it cannot receive signals from the performance control unit 24.
[0061] (Regarding performance indicator 99) Furthermore, a performance indicator 99 (information display means) that notifies information relating to the game results for a predetermined period (specific game period) (hereinafter referred to as "performance information") is connected to the main control unit 20, and the main control unit 20 is capable of transmitting control signals to control the display of this information. The performance indicator 99 in this embodiment consists of a plurality of 7-segment LEDs, and specifically, four 7-segment LEDs (7-segment displays 99a to 99d) in which the display unit and circuit unit are integrated are arranged horizontally and mounted on the main control board 20, for example, to form a display capable of displaying a 4-digit number. In addition, each 7-segment LED has a decimal point DP (dot) below the 7-segment number. The "performance information" mentioned above is primarily used by pachinko parlors and relevant government agencies for verification and investigation purposes. For example, it is used to investigate whether there are any abnormalities in the payout performance due to fraudulent adjustments of the game pins or cheating, or whether the game machine's intended payout performance (designed payout performance) is being properly demonstrated. In other words, it is "information related to game performance (game performance information)." Therefore, unlike the preview effects and setting suggestion effects described later, the performance information itself is not directly related to the game progress itself when players are enjoying the game. For this reason, the performance indicator 99 is not installed in a place visible to the player, but rather mounted in a place that is easily visible inside the game machine, for example, on the control board or on the board case that protects it. Furthermore, at least one of the four segments 99a to 99d of the performance indicator 99 may be used as a setting indicator 97.
[0062] In this embodiment, the total number of balls dispensed during the normal state (when the probability of winning a jackpot is low (normal probability) and there is no electric support as described later) and the cumulative number of balls that go out during the normal state (number of balls that go out during normal) are measured in real time. The value obtained by dividing the number of balls dispensed during normal by the number of balls that go out during normal and multiplying the result by 100 (a base value calculated as number of balls dispensed during normal ÷ number of balls that go out during normal × 100) is adopted as the "performance information" and displayed in a predetermined manner by the performance display 99. The base value is rounded to the first decimal place and displayed on the performance display 99. However, instead of simply measuring continuously and displaying the base value (performance information), when the number of balls that go out during measurement reaches a predetermined number (for example, 60,000), the measurement is temporarily terminated, the base value at the time the measurement is terminated is stored in the RAM 203 as history information (to store the current base value), and the measurement of a new base value is started again. In this embodiment, the aforementioned "specified number (60,000)" that triggers the end of measurement refers not to the number of balls that are normally out, but to the cumulative number of balls that are out throughout all game states (including during winning games), and this "total number of balls out throughout all states" is also measured in real time. The processing program and its work area for display control and base values on the performance display unit 99 are located in a different area (outside memory) from the area (in-area memory) that the CPU 201 accesses during normal gameplay. Furthermore, the performance information is not limited to the base value in the normal state as described above; there are no particular restrictions as long as it is useful game performance information.
[0063] Furthermore, a payout control board (payout control unit) 29 is connected to the main control unit 20, and a launch control board (launch control unit) 28 that controls the launching device 32 and a game ball payout device (game ball payout means) 19 that dispenses game balls are connected to this payout control board 29.
[0064] The main roles of the payout control board 29 are to receive payout control commands from the main control unit 20, control the payout of prize balls by the game ball payout device 19 based on the payout control commands, and transmit information (status signals) regarding the payout operation status to the main control unit 20. The main control unit 20 can send a control command related to the payout (a "payout control command" that specifies the number of prize balls) to the payout control board 29 when it is necessary to pay out balls, and on the other hand, the payout control board 29 can send the above status signals to the main control unit 20.
[0065] The payout control board 29 is connected to a fullness detection sensor 60 that detects the storage state of game balls stored in the upper tray 9 (whether or not the upper tray 9 is full) and a door open sensor 61 (ON when open / OFF when closed) that detects the open / closed state of the front frame 2 and / or front operation panel 7, and the payout control board 29 is capable of receiving detection signals from these sensors.
[0066] Furthermore, the payout control board 29 is capable of receiving detection signals from the game ball payout device 19, such as the supply shortage detection sensor 19a which detects insufficient supply of game balls, and the ball counting sensor 19b which detects the number of game balls (prize balls) to be dispensed. The payout control board 29 is also capable of transmitting control signals to control the payout motor 19c of the game ball payout device 19 (a motor that drives the ball payout mechanism (not shown) for dispensing game balls).
[0067] The payout control board 29 is configured to transmit various status signals to the main control unit 20 as status signals, based on detection signals from various sensors such as the full-capacity detection sensor 60, the door open sensor 61, the supply depletion detection sensor 19a, and the ball count sensor 19b. These signals include a "ball jam signal" indicating a full-capacity state, a "door open signal" indicating that the front frame 2 and front operation panel 7 are open, a "supply depletion signal" indicating insufficient supply of game balls, a "counting error signal" indicating abnormal payout of prize balls (insufficient payout, excessive payout), and a "payout completion signal" indicating that the payout operation has been completed. Based on these status signals, the main control unit 20 monitors whether the front frame 2 and front operation panel 7 are open (door open error), whether the payout operation of the game ball payout device 19 is normal (prize ball error), and whether the upper tray 9 is full (ball jam error).
[0068] Furthermore, a launch control board (launch control unit) 28 is connected to the payout control board 29, and a launch control signal (launch permission signal ES) can be transmitted to the launch control board 28. Based on the above launch control signal, the launch control board 28 controls the supply of power to the launch solenoid (not shown) provided in the launching device 32, thereby realizing the operation of launching game balls by operating the launch operation handle 15. In addition, the force with which the game balls are launched can be changed according to the amount the launch operation handle 15 is operated.
[0069] (2-2. Performance Control Unit 24) The performance control unit 24 is primarily composed of a microcomputer equipped with a built-in CPU 241 (performance control CPU), a ROM 242 (performance control ROM) that stores performance data required for performance control processing, and a RAM 243 (performance control RAM) that functions as a work area and buffer memory. In addition, it is equipped with an audio control unit (sound source LSI), an RTC function unit (Real Time Clock), counter circuits for generating hardware random numbers within a certain range (16-bit counter, 8-bit counter), an interrupt controller circuit, a reset circuit, a WDT circuit, etc., to control the overall performance operation. The RTC function unit is a clock IC that keeps time and acts as a clock means that provides real time information such as the current time ("it is now what time it is") and / or calendar information regarding the date (month, day, day of the week). Also, like the main control unit 20, it is equipped with a backup function and software random number generation means (for example, random number generation means for performance lottery).
[0070] The main roles of this performance control unit 24 are to receive performance control commands from the main control unit 20, to select and determine performances based on the performance control commands, to control the image display of the liquid crystal display device 36, to control the sound of the speaker 46, to control the illumination of various performance LEDs (decorative lamps 45, button LEDs 13b, and other performance LEDs), and to control the operation of various movable parts (clock-type part 80, flower-type part 90).
[0071] The performance control unit 24 also includes a display control unit (not shown) that is responsible for the display control of the liquid crystal display device 36. This display control unit is mainly composed of a VDP that is responsible for the control of all video output processing such as image unfolding and image drawing, an image ROM that stores image data (performance image data) for which the VDP performs image unfolding processing, a VRAM (Video RAM) that temporarily stores the image data unfolded by the VDP, a liquid crystal control CPU that outputs control data necessary for the VDP to perform display control, a liquid crystal control ROM that stores a program describing the display control operation procedure of the liquid crystal control CPU and various data necessary for that display control, and a liquid crystal control RAM that functions as a work area and buffer memory.
[0072] Furthermore, the performance control unit 24 includes an optical display control unit for an optical display device 45a, which includes various performance LEDs such as decorative lamps 45 and button LEDs 13b, an acoustic control unit (sound source LSI) for an acoustic generator 46a, which includes a speaker 46, and a drive control unit (motor drive circuit) for movable part motors 80c, 91c, and 92c that operate movable part components (clock-type component 80, flower-shaped part 91, arm 92).
[0073] Furthermore, a position detection sensor 82a is connected to the performance control unit 24 to monitor the movement of the movable mechanism. Based on the detection information from the position detection sensor 82a, the performance control unit 24 monitors the current operating position of the movable mechanism (for example, the amount of movement from the origin position) and controls its operation. The performance control unit 24 also monitors for malfunctions in the operation of the movable mechanism based on the detection information from the position detection sensor 82a, and if a malfunction occurs, it performs a predetermined error notification process.
[0074] Furthermore, the performance control unit 24 is connected to a performance button switch 13a that detects the operation of the performance button 13, and to directional key switches 75a' to 75d' that detect the operation of the directional keys 75 (75a to 75d). The performance control unit 24 is capable of receiving operation detection signals from these performance buttons 13 and directional keys 75.
[0075] When the performance control unit 24 receives a performance control command from the main control unit 20, it selects a performance pattern from a pre-prepared set of several types by lottery or uniquely, based on the information contained in the command, and controls various performance means at the necessary timing to produce the desired performance. This enables the display of performance images on the liquid crystal display device 36 (image display performance), the playback of sounds from the speaker 46 (sound performance), and the lighting and flashing of decorative lamps 45 and other performance LEDs (light performance), and various performance patterns (such as the changing display operation of decorative symbols and pre-announcement performances) unfold in chronological order, thereby realizing a "performance scenario" in a broad sense. Furthermore, the performance control unit 24 is configured to identify what kind of operation was performed on the performance button 13 and / or the direction keys 75 (for example, pressing, holding, rapid pressing, or pressing the direction keys 75 in the up, down, left, or right directions) based on operation detection signals from the performance button switch 13a and direction key switches 75a' to 75d' during a predetermined operation acceptance valid period (operation identification means), and is configured to execute and control the performance according to the operation type.
[0076] The performance control command defines its function using a two-byte configuration consisting of a one-byte mode and a one-byte event. To distinguish between MODE and EVENT, Bit 7 of MODE is set to ON and Bit 7 of EVENT is set to OFF. When this information is transmitted as valid, a strobe signal is output corresponding to each of the mode and event. Specifically, when the CPU 201 (main control CPU) has a command to send, it sets and outputs mode information for sending the command to the performance control unit 24, and sends the first strobe signal after a predetermined time has elapsed since this setting. Furthermore, after a predetermined time has elapsed since the transmission of this strobe signal, it sets and outputs event information, and sends the second strobe signal after a predetermined time has elapsed since this setting. The strobe signal is controlled to be active by the CPU 201 for a predetermined period to ensure that the CPU 241 (performance control CPU) can reliably receive the command.
[0077] Furthermore, the performance control unit 24 (CPU 241) generates an interrupt based on the input of a strobe signal and executes a control program for command reception interrupt processing, and performance control commands are acquired during this interrupt processing. In addition, unlike CPU 201, when an interrupt occurs based on the input of a strobe signal, CPU 241 will interrupt the processing of other interrupt-based interrupt processing (timer interrupt processing that is executed periodically) and perform command reception interrupt processing, and will prioritize command reception interrupt processing even if other interrupts occur simultaneously.
[0078] <3. Overview of Operation> Next, the game operation of the gaming machine 1 using the control device (Figure 3) described above will be explained.
[0079] (3-1. Symbol variation display game) (3-1-1. Special Symbol Variation Display Game, Decorative Symbol Variation Display Game) In the gaming machine 1 of this embodiment, a "jackpot lottery" is performed by random number generation in the main control unit 20 based on predetermined starting conditions, specifically, when a game ball enters (wins) the upper starting opening 34 or the lower starting opening 35. Based on the lottery result, the main control unit 20 displays special symbols 1 and 2 in a variable manner on the special symbol display devices 38a and 38b to start the special symbol variable display game, and after a predetermined time has elapsed, the result is displayed on the special symbol display device, thereby ending the special symbol variable display game.
[0080] In this embodiment, the jackpot lottery based on the ball entering the upper starting opening 34 and the jackpot lottery based on the ball entering the lower starting opening 35 are performed separately and independently. For this reason, the jackpot lottery result for the upper starting opening 34 is derived on the special symbol display device 38a side, and the jackpot lottery result for the lower starting opening 35 is derived on the special symbol display device 38b side. Specifically, on the special symbol display device 38a side, the first special symbol variation display game is started by displaying special symbol 1 in a variation manner when a game ball enters the upper starting opening 34, while on the special symbol display device 38b side, the second special symbol variation display game is started by displaying special symbol 2 in a variation manner when a game ball enters the lower starting opening 35. Then, when the special symbol variation display game is started on the special symbol display device 38a or the special symbol display device 38b, after a predetermined variation display time has elapsed, the special symbols that were being displayed in the variation display stop in a predetermined "jackpot" pattern if the jackpot lottery result is a "jackpot", in a predetermined "minor win" pattern if the jackpot lottery result is a "minor win", and in a predetermined "miss" pattern otherwise, and the game result (jackpot lottery result) is derived from this.
[0081] For the sake of clarity, in this specification, the first special symbol variation display game on the special symbol display device 38a side may be referred to as "Special Symbol Variation Display Game 1," and the second special symbol variation display game on the special symbol display device 38b side may be referred to as "Special Symbol Variation Display Game 2." Furthermore, unless otherwise necessary, "Special Symbol 1" and "Special Symbol 2" may simply be referred to as "Special Symbol" (or abbreviated as "Special Symbol" in some cases), and "Special Symbol Variation Display Game 1" and "Special Symbol Variation Display Game 2" may be referred to as "Special Symbol Variation Display Game" without distinction.
[0082] Furthermore, when the aforementioned special symbol variation display game is started, the decorative symbol variation display game is started by displaying decorative symbols (theatrical game symbols) in a variation manner on the liquid crystal display device 36, and various effects are unfolded in conjunction with this. When the special symbol variation display game ends, the decorative symbol variation display game also ends, and a predetermined special symbol indicating the jackpot lottery result is displayed on the special symbol display device, and a decorative symbol reflecting the jackpot lottery result is displayed on the liquid crystal display device 36. In other words, the theatrical decorative symbol variation display game, which includes the operation of displaying the variation of decorative symbols, reflects and displays the result of the special symbol variation display game.
[0083] Therefore, for example, if the result of the special symbol variation display game (the result of the jackpot lottery) is "jackpot", the decorative symbol variation display game will feature a performance that reflects that result. When the special symbol display device stops displaying a special symbol in a display mode indicating a jackpot (for example, the 7-segment display showing "7"), the liquid crystal display device 36 stops displaying the decorative symbols in the "left", "center", and "right" display areas in a display mode that reflects a "jackpot" (winning symbols: for example, in the "left", "center", and "right" display areas, the three decorative symbols will be displayed in a "7", "7", and "7" display mode).
[0084] When a "jackpot" occurs, specifically, the special symbol variation display game ends, followed by the decorative symbol variation display game. As a result, the "jackpot" symbol pattern is displayed, and then the large prize slot solenoid 52c (see Figure 3) of the special variation prize device 52 activates, causing the opening door 52b to open and close in a predetermined pattern. This opens and closes the large prize slot 50, resulting in a special game state (jackpot game) that is more advantageous to the player than the normal state. In this jackpot game, the winning area is opened or expanded until the opening time of the large winning opening by the opening door 52b is set to a predetermined time (maximum opening time: for example, 29.8 seconds), or until the number of winning balls entering the large winning opening 50 reaches the maximum number of winning balls (the maximum number of winning balls allowed for the opening that opens or expands with a single operation of the mechanism: for example, 10 balls). When either of these conditions is met, the large winning opening is closed (the round game end condition (closing condition) is met). This "round game" is repeated for a predetermined number of rounds (for example, a maximum of 10 rounds).
[0085] When the above-mentioned jackpot game begins, an opening sequence is performed using the start interval time (start INT). After the start INT ends, rounds of gameplay are performed multiple times, up to a predetermined maximum number of rounds. When the maximum number of rounds is completed, an ending sequence is performed using the end interval time (end INT), and the jackpot game series concludes. After the current round of gameplay ends, the next round of gameplay begins after a predetermined interval time (inter-round INT). Additionally, "in-round sequences" appear during round play, and "inter-round INT sequences" appear between rounds of gameplay (during inter-round INT). In other words, a jackpot game is broadly composed of the following game periods: the opening period (start INT period), the round game period up to the maximum number of rounds, and the ending period (end INT period).
[0086] Regarding the information necessary to execute the above-mentioned decorative symbol variation display game, the main control unit 20 first performs a jackpot lottery based on the fact that a game ball has entered (won) the upper start port 34 or the lower start port 35, specifically, based on the fact that the game ball has been detected by the upper start port sensor 34a or the lower start port sensor 35a and the start condition (start condition related to special symbols) has been met, which includes a 'win / lose lottery' to determine whether it is a "jackpot", a "minor win", or a "miss", and a 'symbol lottery (winning type lottery)' to determine the type of jackpot if it is a "jackpot", the type of minor win if it is a "minor win", and the type of miss if it is a "miss" (if there is only one type of jackpot, minor win, or miss, the symbol lottery does not need to be performed and can be omitted), and based on the lottery result information, it determines the variation pattern of the special symbols and the special symbols to be displayed at the end (special stop symbols). Then, as a performance control command to identify the processing state, a "variation pattern specification command" is sent to the performance control unit 24, which includes at least information on the variation pattern of special symbols (for example, information on the jackpot lottery result and information on the variation time of special symbols). This sends the basic information necessary for the decorative symbol variation display game to the performance control unit 24. In this embodiment, in order to provide a wide variety of performances, a "decorative symbol specification command" including information on special stop symbols (symbol lottery result information) is also sent to the performance control unit 24.
[0087] The special symbol variation pattern information mentioned above may include not only the jackpot lottery result but also information specifying the execution of specific pre-announcement effects (for example, the reach effect and pseudo-consecutive effect (including the number of pseudo-consecutive effects) described later). More specifically, the special symbol variation patterns are broadly divided into "winning variation patterns" for wins and "losing variation patterns" for losses, depending on the jackpot lottery result. These variation patterns include multiple types of variation patterns, such as "reach variation patterns" that specify the execution of reach effects (including the specification of the type of reach), "normal variation patterns" that do not specify the execution of reach effects, "pseudo-consecutive reach variation patterns" that specify the execution of pseudo-consecutive effects and reach effects, and "pseudo-consecutive normal variation patterns" that specify the execution of pseudo-consecutive effects but not reach effects. Furthermore, for reach variation patterns and pseudo-consecutive variation patterns, the variation time is generally set to be longer than that of normal variation patterns in order to secure the performance time for their pre-announcement effects (see Figures 24 and 25).
[0088] The performance control unit 24 determines the performance content (performance scenario) to be unfolded chronologically during the decorative symbol variation display game, as well as the decorative symbols to be displayed at the end (decorative stop symbols), based on the information contained in the performance control commands (in this case, the variation pattern specification command and the decorative symbol specification command) sent from the main control unit 20. It then controls the pre-announcement performance and the variation display performance of decorative symbols during the variation display game according to the time schedule based on the variation pattern of the special symbols. As a result, the decorative symbols displayed on the liquid crystal display device 36 are displayed in time in synchronization with the variation display of the special symbols by the special symbol display devices 38a and 38b, and the duration of the special symbol variation display game and the duration of the variation display game of decorative symbols are substantially the same. The performance control unit 24 also controls the liquid crystal display device 36, the optical display device 45a, or the sound generator 46a, respectively, to correspond to the performance scenario and unfold various performances in the variation display game of decorative symbols. This enables the playback of images on the liquid crystal display device 36 (image effects), the playback of sound effects (sound effects), and the operation of lighting up and flashing LEDs for effects such as decorative lamps 45 (light effects).
[0089] Thus, the special symbol variation display game and the decorative symbol variation display game are inseparably related, and the results of the special symbol variation display game are reflected in the representations in the decorative symbol variation display game. Therefore, these two symbol variation display games can be considered equivalent symbol games. In this specification, unless otherwise necessary, the above two symbol variation display games may be simply referred to as the "symbol variation display game." Also, for the sake of explanation, the number of times the symbol variation display game (especially the special symbol variation display game) is played (number of games) may be referred to as the "number of symbol variations," "number of variations," or "XX rotations (for example, 1 rotation, 10 rotations, etc.)."
[0090] (3-1-2. Regular symbol variation display game) In addition, in the gaming machine 1, based on the fact that a game ball has passed through (entered) the regular symbol starting opening 37, the main control unit 20 performs an "auxiliary win lottery" by random number drawing. Based on the result of this lottery, the regular symbols represented by LEDs are displayed in a variable state on the regular symbol display device 39a to start the regular symbol variable display game, and after a predetermined variable time has elapsed, the result is displayed by stopping with a combination of lit and unlit LEDs. For example, if the result of the regular symbol variable display game is an "auxiliary win", the display unit of the regular symbol display device 39a is stopped and displayed in a specific lit state (for example, both LEDs 39 are lit).
[0091] When this "auxiliary win" occurs, the ordinary electric mechanism solenoid 41c (see Figure 3) is activated, causing the movable wing 47 to open in an inverted "V" shape, opening or expanding the lower start opening 35, making it easier for game balls to flow in (start opening open state), resulting in an auxiliary game state (hereinafter referred to as "ordinary electric opening game") that is more advantageous to the player than the normal state. In this ordinary electric opening game, the movable wing 47 of the ordinary variable prize winning device 41 is activated (opening operation), and the prize winning area is controlled to be open or expanded until the opening time of the lower start opening 35 (start opening state time) has elapsed to the maximum opening time (for example, a maximum of 6 seconds) or until the number of prize balls entering the lower start opening 35 reaches a predetermined number (for example, a maximum of 10 balls). When either of these conditions is met, the opening operation of the movable wing 47 ends and the lower start opening 35 is closed. The lower start opening 35 can be opened once or more times within the maximum opening time.
[0092] (3-1-3. Operation Reserve Ball) In this embodiment, during a symbol variation display game, a normal symbol variation display game, a big win game, a small win game, or a normal power release game, if a ball enters one of the start ports 34, 35 or the normal symbol start port 37, that is, if a detection signal is received from the upper start port sensor 34a, the lower start port sensor 35a, or the normal symbol start port sensor 37a, and the corresponding start condition is met, this is stored as data relating to the right to start the variation display game, up to a predetermined upper limit, which is the maximum number of reserved storages, excluding data related to the variation display. This reserved data that is not used for the symbol variation display operation, or the game balls related to this reserved data, are also called "operated reserved balls." To make the number of these operated reserved balls clear to the player, a dedicated reserved indicator (not shown) is provided in an appropriate place on the game machine 1, or a reserved indicator is provided as an icon image on the screen of the liquid crystal display device 36, which is illuminated (see Figure 5A).
[0093] In this embodiment, up to four operational reserve balls for each of the special symbols 1, special symbol 2, and normal symbols are reserved and stored in the corresponding memory area of the RAM 203, and are reserved as the number of times the special symbol or normal symbol variation is confirmed. There is no particular limit to the maximum number of operational reserve balls that can be stored for each of the special symbols 1, special symbol 2, and normal symbols (maximum number of reserved balls). Furthermore, all or part of the maximum number of reserved balls for each symbol may be different, and the number can be appropriately determined according to the gameplay. For the sake of explanation, in this specification, the operational reserve balls for special symbol 1, special symbol 2, and normal symbols are also referred to as "special symbol 1 operational reserve ball," "special symbol 2 operational reserve ball," and "normal symbol operational reserve ball," respectively.
[0094] (3-2. Game state) Next, the game states will be described. In the game machine 1 according to this embodiment, in addition to the special game state of a big win, multiple types of game states can be generated. To facilitate understanding of the present invention, first, the functions (means) related to the generation of various game states will be described.
[0095] The gaming machine 1 of this embodiment is equipped with a "probability variation function (probability variation function)" in which the main control unit 20 (CPU 201) is responsible for its function. There are two types of probability variation functions: a probability variation function related to special symbols (hereinafter referred to as the "special symbol probability variation function") and a probability variation function related to ordinary symbols (hereinafter referred to as the "ordinary symbol probability variation function").
[0096] The special symbol probability variation function is a function that changes the probability of winning a jackpot from a predetermined low probability (normal probability) to a high probability, creating a "high probability state (jackpot high probability state)" that is more advantageous than the normal state. When this special symbol probability variation function is active, the probability of winning a jackpot becomes high, making it easier to win a jackpot. As already explained, in this embodiment, the probability of winning a jackpot differs between the low probability state and the high probability state depending on the setting value (see Figure 4).
[0097] The regular symbol probability variation function is a function that changes the probability of drawing an auxiliary win from a predetermined low probability (normal probability) to a high probability (for example, from 1 / 256 to 255 / 256), thereby creating an "auxiliary win probability variation state" that is more advantageous than the normal state. When this regular symbol probability variation function is active, the probability of drawing an auxiliary win becomes high, making auxiliary wins more likely to occur, normal power release games occur more frequently, and the operating rate of the movable wing pieces 47 per unit time is improved compared to the normal state.
[0098] Furthermore, the gaming machine 1 of this embodiment is equipped with a "variation time reduction function (time reduction function)" whose function is performed by the main control unit 20. There are two types of time reduction functions: a time reduction function related to special symbols (hereinafter referred to as the "special symbol time reduction function") and a time reduction function related to regular symbols (hereinafter referred to as the "regular symbol time reduction function").
[0099] The special symbol time reduction function is a feature that creates a "special symbol time reduction state" that shortens the average time required for one special symbol variation display game (the average time from when the special symbol starts to vary until it stops). When this special symbol time reduction function is active, the average variation time of the special symbol in one special symbol variation display game is shortened (for example, the average time required for a non-reach losing variation is shortened from 8 seconds to 2 seconds), resulting in a state of increased chances of winning per unit time compared to the normal state.
[0100] The normal symbol time reduction function is a function that creates a "normal symbol time reduction state" that shortens the average time required for one normal symbol variation display game (the average time from when the normal symbols start to vary until they stop). When the normal symbol time reduction function is active (normal symbol time reduction state), the average variation time of the normal symbols in one normal symbol variation display game is shortened (for example, from 20 seconds to 0.6 seconds), and the number of auxiliary win draws per unit time is increased compared to the normal state.
[0101] Furthermore, the gaming machine 1 of this embodiment is equipped with an "open extension function" whose function is performed by the main control unit 20. This open extension function is a function that generates an "open extension state" in which the opening operation period (open time of the movable wing piece 47) of the normal variable prize winning device 41 is extended compared to the normal state. In the open extension state, the opening operation period (start opening state time) of the movable wing piece 47 is extended, for example, from 0.2 seconds to 1.6 seconds, and the number of times it opens and closes is extended, for example, from 1 time (when the open extension function is not in operation) to 2 times (when the open extension function is in operation), resulting in an improved operating rate state in which the operating rate of the movable wing piece 47 per unit time is improved compared to the normal state.Therefore, when the open extension function is activated, the frequency of winning in the lower start opening 35 increases, so in terms of the game state, the frequency of the starting conditions for the special symbol variable display game that derives the lottery result for the jackpot is higher than in the normal state, resulting in a game state that is advantageous to the player compared to the state in which the open extension function is not in operation. In this respect, the above-mentioned extended open state is also referred to as the "electric reel support state (electric support state)".
[0102] By activating one or more of the above functions, it is possible to bring about a change in the internal game state of the gaming machine. In the following, for the sake of explanation, the game state in which the special symbol probability change function, special symbol time reduction function, normal symbol probability change function, normal symbol time reduction function, and opening extension function are activated will be referred to as the "probability change state," the game state in which the special symbol probability change function is removed from among these functions will be referred to as the "time reduction state," the game state in which at least the special symbol probability change function is activated and the opening extension function is not activated (in this embodiment, the game state in which only the special symbol probability change function is activated) will be referred to as the "latent probability state," and the state in which none of the functions are activated (inactive) will be referred to as the "normal state." Therefore, focusing on the probability of winning a jackpot in these game states, when the game state is "Shortened Time State" or "Normal State," the probability of winning a jackpot is "Low Probability State (Normal Probability)," and when the game state is "Hidden Probability State" or "Probability Variation State," the probability of winning a jackpot is "High Probability State." During a jackpot related to the activation of the condition device, a winning game occurs in which the large prize slot opens and closes, but all of the above functions are deactivated, and the game is basically under the same game state as the normal state described above, and the display of special symbols is interrupted.
[0103] (High base game state) In this embodiment, the three functions related to the normal symbols described above—namely, the normal symbol probability variation function, the normal symbol time reduction function, and the opening extension function—operate at the same trigger. However, when considering the normal symbol probability variation function, the normal symbol time reduction function, and the opening extension function individually, if at least one of these functions is activated, the operating rate of the movable wing piece 47 increases, resulting in an improved operating rate state, which increases the frequency of balls entering the lower starting opening 35 (making it easier to win). As a result, the game state becomes a "high-base game state (starting opening ball advantageous state)" in which the frequency of fulfilling the conditions for starting the special symbol variation display game that derives the jackpot lottery result, or the payout rate (base), is higher than in the normal state. In this context, "high base game state" refers to the game state when a function related to regular symbols (at least one of the following functions: regular symbol probability change function, regular symbol time reduction function, and opening extension function) is activated, and is different from the game state when a function related to special symbols, namely the special symbol probability change function and the special symbol time reduction function, is activated.
[0104] On the other hand, when considering the functions related to special symbols (special symbol probability variation function and special symbol time reduction function) individually, when the special symbol probability variation function is activated, the probability of winning a jackpot becomes higher than in the normal state, resulting in a "high probability state," and when the special symbol time reduction function is activated, the time spent playing the special symbol variation display game becomes shorter than in the normal state, resulting in a "special symbol time reduction state." In this respect, it is distinguished from the "high base game state" mentioned above, where the frequency of fulfilling the conditions for starting the special symbol variation display game is higher than in the normal state.
[0105] In this embodiment, as an example of the above-mentioned "high base game state," the electric tuner support state in which at least the opening extension function is provided is treated as the "high base game state." Under this electric tuner support state, the operating rate (opening time and number of openings) of the movable wing pieces 47 of the normal variable prize winning device 41 is improved, increasing the rate of winning into the lower starting opening 35, and increasing the frequency of winning per unit time. As a result, it becomes a game state that is more advantageous to the player compared to when the electric tuner support state is not in effect (low base game state). Focusing on the presence or absence of this electric tuner support state, when the game state is the "normal state" or "hidden probability state," it is considered 'no electric tuner support state,' and when the game state is the "time-saving state" or "probability variation state," it is considered 'electric tuner support state present.' In this specification, "no electric tuner support state" is referred to as "no electric support state" or "non-electric support state," and "electric tuner support state present" is referred to as "electric support state" or "electric support state."
[0106] (3-2-1. Internal game state (Game state determination number YJ): Figure 20) The operation status of each of the above functions that determine the game state (special symbol probability change function, special symbol time reduction function, normal symbol probability change function, normal symbol time reduction function, and open extension function) is managed by the main control unit 20, which controls whether these functions are operating (5AH) or not (00H) by the ON / OFF state of the flags corresponding to these functions. The game state that focuses on the operation status of each of these functions is also called the "internal game state". The current internal game state is managed using an identifier called "game state determination number YJ". For example, if the game state determination number YJ is "00H", it specifies 'normal state (normal)', if it is "01H", it specifies 'probability change state (probability change)', if it is "02H", it specifies 'time reduction state (time reduction)', and if it is "03H", it specifies 'latent probability state (latent probability)'.
[0107] (3-2-2. Variation Pattern Distribution Designation Number Tcode: Figure 20) In this embodiment, in order to realize the various effects related to the internal game state described above, a single internal game state is configured to be further classified and managed. For example, if it is desired to divide the probability variation state into multiple types such as "probability variation A" and "probability variation B", these can be managed as different probability variation states using an identifier called the "variation pattern distribution designation number Tcode". In other words, the variation pattern distribution designation number Tcode is data that can identify multiple game states that are subdivisions of a certain internal game state, and differs from data that can identify the internal game state itself, such as the game state determination number (YJ). The actual variable pattern distribution designation number Tcode is an identifier (data that identifies the variation pattern selection mode) used when selecting the "variation pattern distribution table" (see Figures 24 to 25 described later) that corresponds to the current game state. Therefore, for example, if we divide the probability variation state (game state determination number YJ=01H) into "probability variation A" and "probability variation B," that is, if we define "01H (probability variation A)" and "02H (probability variation B)" as the variable pattern distribution designation number Tcode corresponding to the probability variation state (YJ=01H), it becomes possible to select different variable pattern distribution tables for probability variation A and probability variation B, respectively.
[0108] As will be explained in more detail later, the above-mentioned "variation pattern distribution table" is used to determine the variation pattern of special symbols in the symbol variation display game, and one or more types of variation patterns (variation patterns of special symbols) are determined in association with at least the current game state (variation pattern distribution designation number Tcode) and the jackpot lottery result (see Figures 23 to 25 below).
[0109] Therefore, when focusing on the operating status of each function related to determining the probability of winning a jackpot and the presence or absence of electric support (special symbol probability variation function, special symbol time reduction function, normal symbol probability variation function, normal symbol time reduction function, and open extension function), i.e., the "internal game state," even if the state is the same "probability variation state," it becomes possible to select a variation pattern corresponding to different variation pattern distribution designation numbers Tcodes, such as "probability variation A" or "probability variation B," for the variation pattern of the special symbols, and to execute the effects related to the variation pattern distribution designation number Tcode. In this way, by managing the "internal game state" when focusing on each function related to determining the probability of winning a jackpot and the presence or absence of electric support, and the "variation pattern distribution designation number Tcode" when focusing on the determination of the variation pattern of the special symbols (determination of the effects), it becomes possible to select a variation pattern corresponding to different variation pattern distribution designation numbers Tcodes (probability variation A or probability variation B in the above example) even under the same internal game state. As a result, even under the same internal game state, it becomes possible to bring about significant changes in the duration of the symbol variation display game (the variation time of special symbols) and related effects, improving the freedom of effects under the same internal game state and allowing for a richer variety of effects.
[0110] In this embodiment, as shown in the "Tcode" and "YJ" columns of Figure 20, none of the internal game states are specifically divided into multiple game states. However, the system may be configured to allow selection of a variation pattern (variation pattern distribution table) by focusing on the variation pattern distribution designation number Tcode, or by focusing on the internal game state (YJ). In any case, the system is configured to allow selection of a variation pattern (variation pattern distribution table) according to the game state. For the sake of explanation, in this specification, unless otherwise necessary, the internal game state (YJ) and the game state (variation pattern selection mode (Tcode)) when focusing on the determination of the variation pattern of the special symbols (determination of the performance) may not be distinguished and will simply be referred to as "game state".
[0111] <4. Regarding winning> Next, with reference to Figure 4, the "win" according to this embodiment will be explained. Figure 4 is an explanatory diagram for explaining the type of win, the operation mode of the win game, and the transition destination game state (transition destination game mode) after the win game.
[0112] (4-1. Regarding the types of winning tickets) In the gaming machine 1 of this embodiment, the types of wins (winning types) that are the target of the jackpot lottery include multiple types of wins, such as "10R probability variation jackpot," "4R probability variation jackpot," and "4R time reduction jackpot (4R non-probability variation jackpot)," as shown in the figure. These wins belong to the "jackpot type" that triggers the activation of the condition device, and are different from wins (minor wins) that belong to the so-called "minor win type" that does not trigger the activation of the condition device. Here, "condition device" refers to a device whose operation is a condition required for the operation of the continuous mechanism operation device (a device that continuously operates special electric mechanism) for playing round games, and which operates when a specific combination of special symbols is displayed or when a game ball passes through a specific area in the big prize pocket (excluding when a ball enters the big prize pocket while the continuous mechanism operation device is operating). Furthermore, the operation of the continuous mechanism is a condition for triggering the electric support state (open extension function operation) and probability fluctuations (transitioning from one internal game state to another).
[0113] Therefore, when a "minor win" is achieved, the condition device does not activate, and the continuous mechanism device does not activate, so there is no transition in the internal game state. Specifically, although the control of the transition in the internal game state caused by winning a minor win is not performed, the transition control of the variable pattern distribution designation number Tcode can be performed. In addition, since the continuous mechanism device does not activate in the minor win game, a round game like that of a big win is not executed, but by determining the opening and closing pattern of the big prize slot, it is possible to realize a "pseudo-round game" that behaves as if a round game is being executed. The operation of the minor win game is basically the same as that of a big win game, except that a round game is not executed. After a predetermined start INT has elapsed, an "opening and closing operation game" that opens the big prize slot is executed, and when the opening and closing operation game is finished, the series of minor win games ends after a predetermined end INT. Such minor wins differ in nature from simple "misses" in that, like major wins, they are a type of win that triggers the transition to a winning game (special game state) accompanied by the opening and closing of the large prize slot. In this embodiment, minor wins are not provided, but considering the gameplay, one or more types of minor wins can be provided as the target of the lottery on the special figure 1 side and / or special figure 2 side.
[0114] (4-2. Regarding winning games) Next, we will explain the details of the winning game for each of the above-mentioned winning combinations.
[0115] The "10R probability variation jackpot" is a jackpot with a maximum of 10 rounds, and the maximum opening time of the large prize slot in one round of play is set to a "long opening time (for example, 29.8 seconds)" which is sufficient to ensure that the number of balls entering the large prize slot reaches the maximum number of balls (10). The "4R probability variation jackpot" and the "4R time reduction jackpot" are jackpots with a maximum of 4 rounds, and the maximum opening time of the large prize slot in one round of play is set to a "long opening time" similar to the 10R probability variation jackpot. The profit state (degree of profit) during jackpot play is higher the relatively larger the maximum number of rounds, and also higher the longer the maximum opening time of the large prize slot. In this embodiment, since the maximum opening time for each jackpot is the same, the jackpot with a larger maximum number of rounds will have a relatively higher profit state during jackpot play. Furthermore, focusing on the symbol selection rates shown in Figure 4, the probability of selecting a 10R probability variation jackpot is higher on the Special Symbol 2 side (lower start opening 35 side) than on the Special Symbol 1 side (upper start opening 34 side), making it more advantageous to participate in the lottery on the Special Symbol 2 side. Note that the opening pattern of the large prize entry point related to round play can be freely determined.
[0116] (4-3. Regarding the transition to the next game state after a winning game) Next, using Figure 4, we will explain the game state to which each of the above-mentioned jackpot games is transitioned to. In the "Game State at Time of Winning / Transition to Game State" column in Figure 4, the relationship between the game state at the time of winning and the game state to which the game is transitioned after the winning game (transition to game state) is shown, according to the type of win.
[0117] (If you win a 10R probability-increasing jackpot or a 4R probability-increasing jackpot) In the case of a "10R probability variation jackpot" or a "4R probability variation jackpot," regardless of the game state at the time of the win, the game transitions to a "probability variation state" after the jackpot. When in this "probability variation state," it can continue until the number of executions of the special symbol variation display game (number of symbol changes) is completed a predetermined number of times, or until a jackpot is won within a predetermined number of times. If the special symbol variation display game ends without a jackpot being won within that predetermined number of times, the probability variation state ends, and the game transitions to the normal state from the next game. Whether or not the predetermined number of times has been reached is determined by counting the number of executions of special symbol variation display game 1 and 2 (number of changes of special symbols 1 and 2) (the same applies to the time-saving state described later). In other words, if the total number of executions of special symbol variation display game 1 and 2 (total number of changes of special symbols 1 and 2) is completed the predetermined number of times without a jackpot, the probability variation state ends.
[0118] In this embodiment, after transitioning to a game state where the probability of winning a jackpot is at least high, if the special symbol variation display game ends a predetermined number of times without a jackpot being won (excluding "minor wins" that do not trigger a transition to an internal game state), the high-probability state ends and the probability of winning a jackpot is shifted to a low probability. This is a "finite probability variation type" "number of spins limiting probability variation machine (ST machine)". Hereinafter, the upper limit of the number of special symbol variation display games (number of special symbol variations) in which this high-probability state continues will be referred to as the "ST spins". In this embodiment, the ST spins are set to 65,536 (see the remarks column in Figure 4), and due to the relationship with the jackpot probability, it is a "general probability variation machine" belonging to the "infinite probability variation type" where the probability variation state is practically guaranteed until the next jackpot is won. Note that whether the ST spins are infinite or finite can be appropriately determined according to the gameplay.
[0119] (If you win a 4R time-saving jackpot) In the case of a "4R time-saving jackpot," regardless of the game state at the time of the win, the game transitions to a "time-saving state" after the jackpot. When the game transitions to the time-saving state, the number of times the special symbol variation display game is executed continues until a predetermined number of times is reached. If the special symbol variation display game ends within that predetermined number of times without a jackpot being won (excluding minor wins that do not trigger a transition in the internal game state), the time-saving state ends, and the game transitions to the normal state from the next game. In this embodiment, the predetermined number of times for the time-saving state is "100 times" (see the remarks column in Figure 4). The number of times for the time-saving state can be determined as appropriate according to the gameplay.
[0120] (Regarding the types of losing prizes) Furthermore, as shown in the notes column of Figure 4, this embodiment provides multiple types of losing outcomes, A, B, and C, each with different probability of drawing a specific symbol. In this embodiment, the probability of drawing a symbol for losing outcome A is set to be higher than that of the other losing outcomes (losing outcome B or losing outcome C). In this embodiment, the relationship "losing outcome A > losing outcome B > losing outcome C" is satisfied, for example, losing outcome A has a 95% probability, losing outcome B has a 4% probability, and losing outcome C has a 1% probability.
[0121] <5. Regarding the direction> (5-1. Presentation Mode) Next, the performance modes (performance states) will be explained. In this embodiment, multiple types of performance modes are provided that produce performances related to the game state, and the system is configured to allow transitions between each performance mode in response to changes (updates) in the game state. The performance modes include multiple types of performance modes corresponding to each game state, such as the "normal performance mode" related to the "normal state," the "probability change performance mode" related to the probability change state, the "time-saving performance mode" related to the time-saving state, and the "winning performance mode" related to winning during gameplay. In addition, in each performance mode, the background display (background performance) as the background of the display screen for the changing decorative symbols is changed to a performance pattern related to the game state, so that the player can understand which game state they are currently in. For example, in "Normal Performance Mode," the background is changed to one that evokes the season 'Spring' (for example, a background image of cherry blossom trees: the first background), in "Shortened Performance Mode," to one that evokes the season 'Summer' (for example, a background image of the sea: the second background), and in "Probability Change Performance Mode," to one that evokes the season 'Autumn' (for example, a background image of autumn leaves: the third background), thereby suggesting the current game state. In addition to the background display changing, the BGM and decorative symbols (pictures) can also be changed to performance patterns related to the game state. At least one performance mode includes multiple types of "performance stages," and it is possible to switch between these performance stages. These performance stages, like the performance modes, are a form of performance mode that produces performances related to the game state. For example, in the normal state, there is the "Cherry Blossom Stage (Performance Stage A)" which displays a background image of cherry blossom trees, the "Rape Blossom Stage (Performance Stage B)" which displays a background image of rape blossoms, and the "Dandelion Stage (Performance Stage C)" which displays a background image of dandelions, and the effects that appear are corresponding to each performance stage. These performance stages A to C can be said to be performance modes that belong to the normal performance mode.
[0122] The performance control unit 24 (CPU 241) is configured to control transitions between performance modes in response to changes (updates) in the game state, and has a functional unit (performance state transition control means) that controls transitions between multiple types of performance modes. The performance control unit 24 grasps the game state (internal game state (YJ) and / or variation pattern distribution specification number Tcode) based on the information contained in performance control commands that include information about the game state, specifically, certain performance control commands that specify the current game state or that specify a transition in the game state, among the performance control commands sent from the main control unit 20 (CPU 201), manages the performance mode in a manner consistent with the game state on the main control unit 20 side, and is configured to control transitions from one performance mode to another depending on the processing state. The "specific performance control commands" mentioned above include, for example, variation pattern specification commands, game state specification commands, and specific commands sent during a win (for example, a jackpot start command or a jackpot end command). Furthermore, if the performance control unit 24 can independently determine the game state, it can control the transition between performance modes without relying on specific performance control commands.
[0123] (5-2. Preview Direction) Next, the pre-announcement effects will be explained. The effect control unit 24 is configured to execute various "pre-announcement effects" related to at least the jackpot lottery result, based on the contents of the effect control commands from the main control unit 20, specifically, at least the variation pattern information included in the variation pattern specification command (in this embodiment, the information included in the variation pattern specification command and / or the decorative symbol specification command, the winning command described later, etc.). Specifically, it is configured to execute "pre-announcement effects" related to at least the above-mentioned effect mode (including the effect stage described later) and the jackpot lottery result (at least the win / loss lottery result). The main roles of pre-announcement effects are to suggest (preview) the expected probability of winning or losing a type of win (winning probability), and to suggest the occurrence of a specific pre-announcement effect. Many pre-announcement effects work as "hype effects" to heighten the player's expectation of winning. Representative pre-announcement effects include "reach effects," "pseudo-consecutive effects," "player participation effects," "step-up effects," "stage change effects," and "pre-read pre-announcement effects."
[0124] (5-2-1. Reach animation) The above-mentioned "reach effect" refers to an effect that involves a reach state (a variation display effect that involves a reach state), and specifically refers to an effect that leads to the game result being displayed via the reach state. The "reach state" is a state in which, prior to the result of the variation display game of decorative symbols being derived, some of the decorative symbols that are derived and displayed during the variation display game of said decorative symbols constitute part of a display effect that indicates the occurrence of a jackpot (jackpot win), and variation display is being performed on decorative symbols that have not yet been derived and displayed. This variation display effect suggests that a display effect indicating the occurrence of a jackpot is likely to be derived by utilizing the effect of variation display of decorative symbols (there is a possibility of winning a jackpot), and can make the player expect to win a jackpot. For example, if the combination of decorative symbols indicating a jackpot (jackpot symbol) is a set of symbols such as "7 (left symbol)", "7 (middle symbol)", and "7 (right symbol)", then on a predetermined winning line, the left and right symbols, which are part of the set of decorative symbols, will display "7" (a so-called "tenpai" state), while the middle symbol (the remaining symbol that does not constitute the tenpai state) will be displayed in a state of rapid movement, frame by frame, oscillation, enlargement and reduction, deformation, etc. Therefore, even if a reach state is formed, the result of the decorative symbol movement display game is not necessarily a "jackpot", and if the final result is not a stop display pattern indicating a jackpot (jackpot symbol), the result of this game will be a "miss". In the above example, the left and right symbols that constitute the tenpai state (reach symbol) are the symbols that constitute the reach state and are also called "reach constituent symbols". The timing at which a player enters a "reach" state is also referred to as the "reach timing" or "tenpai timing."
[0125] The above-mentioned "reach effect" includes multiple types of reach effects associated with the winning expectancy. For example, when a specific reach effect appears, there are some cases where the winning expectancy is relatively increased compared to when a normal reach effect (normal reach (N-reach)) appears. Such a specific reach effect is called "super reach (SP-reach)". Many of these "SP-reaches" have a relatively longer effect time (fluctuation time) than N-reach in order to arouse the feeling of expectancy of hitting the jackpot. In this embodiment, as SP-reach type reaches, roughly classified, there are "SP-reach", "SP-reach + SPSP-reach", "SPSP-reach", etc. (r1) "N-reach" is a fluctuation pattern in which, after normal fluctuations and only passing through the normal reach state, the game result (win or loss (information related to the jackpot lottery result)) is notified and the game ends without the occurrence of an SP-reach, and it is the reach effect with the lowest winning expectancy. There are N-reach 1 and N-reach 2 with different winning expectancies in N-reach. (r2) "SP-reach (normal SP-reach)" is a fluctuation pattern in which the first reach effect (SP-reach) occurs via the normal reach, and then the game result is notified and the game ends. (r3) "SP-reach + SPSP-reach" is a fluctuation pattern in which, after normal fluctuations and passing through the normal reach state, the first reach effect (SP-reach) occurs, and after a loss is once notified, the second reach effect (SPSP-reach) with a higher winning expectancy than the above first reach effect occurs (develops into other SP-reach types), and the game result is notified and the game ends, and it is also called "development type SPSP-reach". (r4) "SPSP-reach" is a fluctuation pattern in which, after normal fluctuations and passing through the normal reach state, the first reach effect (SP-reach) is not passed through, that is, omitted, and immediately the second reach effect (SPSP-reach) occurs (directly develops into SPSP-reach), and the game result is notified and the game ends, and it is also called "direct hit type SPSP-reach".
[0126] The winning expectation in the reach effect mainly changes according to the level of the selection rate of the reach effect. For example, the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship is "Normal Reach 1 < Reach N2 < Special Reach < Progressive SPSP Reach < Direct SPSP Reach" among normal reaches. Also, for example, the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship is "Reach A during probability change < Reach B during probability change < Reach C during probability change" among reaches during probability change, and the winning expectation relationship is "Reach A during time shortening < Reach B during time shortening" among reaches during time shortening. Note that the actual winning expectation changes according to whether or not there are other preview effects (e.g., pseudo - continuous effect). For example, even when a progressive SPSP reach appears, if it is combined with a preview effect with a high winning expectation, it can have a winning expectation equal to or higher than that of a direct SPSP reach. In this specification, for the sake of convenience of explanation, Reach A during probability change and Reach A during time shortening with a relatively low winning expectation are treated in the same category as reaches belonging to "Normal Reach", and Reach B during probability change, Reach C during probability change, and Reach B during time shortening with a relatively high winning expectation are treated in the same category as reaches belonging to "Special Reach".
[0127] In this embodiment, the process of deriving and displaying a combination of decorative symbols indicating a jackpot involves passing through the above-mentioned reach animation. Therefore, for the player, the presence or absence of a reach animation serves as a clue to the possibility of a jackpot. Accordingly, several types of "expectation announcement animations" are provided as animation patterns that foreshadow (suggest) the possibility of a reach animation occurring, in other words, animation patterns that can more clearly foreshadow the probability of winning. These "expectation announcement animations" serve as buildup animations that foreshadow the probability of winning, but they also play a role in foreshadowing the possibility of a specific animation (for example, a reach animation) occurring, or foreshadowing the confirmation of the occurrence of a specific animation. Therefore, in animation scenarios in which a specific animation such as a reach animation occurs, an expectation announcement animation may occur in the stage prior to the reach animation, foreshadowing the possibility of the reach animation occurring and suggesting the probability of winning. In other words, the probability of winning becomes clearer and the probability of winning increases when one or more expectation announcement animations accompany the reach animation compared to when the reach animation occurs alone. There are two types of pre-announcement effects: "pre-announcement effects" that can occur before a reach (winning) animation, and "post-announcement effects" that can occur during a reach animation.
[0128] (5-2-2. Pseudo-connection performance (pseudo-connection)) In this embodiment, one of the expected notification effects is the "pseudo-consecutive effect" (hereinafter abbreviated as "pseudo-consecutive"). "Pseudo-consecutive" refers to an effect that involves a pseudo-continuous variation display state of decorative symbols (so-called "pseudo-variation"). This "pseudo-variation" refers to a variation display effect in which, during one decorative symbol variation display game, some or all of the decorative symbols are temporarily stopped (one or more pseudo-consecutive-specific symbols may be used instead of normal decorative symbols), and the display operation of the decorative symbols is performed again from that temporarily stopped state, and this display operation is repeated one or more times. In this respect, it differs from the "pre-announcement effect" described later, which can be executed across multiple symbol variation display games. The occurrence rate of "pseudo-consecutive" is basically determined so that the probability of winning increases as the number of pseudo-variations increases. For example, the probability of a notification effect with a high probability of winning (for example, SP reach) occurring increases with two pseudo-variations compared to one. Therefore, in the case of a performance scenario that includes a reach performance, a "pseudo-consecutive" primarily occurs in the stage before the reach state is formed (the stage before the reach performance), and after one or more pseudo-variations, the main variation, the reach performance, is executed, and the final game result is derived and displayed. In this specification, when referred to as "pseudo-N," it means the total number of pseudo-variations M times and the main variation. For example, "pseudo-2" means "1 pseudo-variation + main variation," and "pseudo-3" means "2 pseudo-variations + main variation" (for example, pseudo-2 + SP reach, pseudo-3 + SP reach in Figure 25). Also, if pseudo-2 or pseudo-3 is not attached, it means "no pseudo-consecutive," and no pseudo-consecutive occurs (for example, SP reach in Figure 25).
[0129] (5-2-3. Player-participation type of performance) In this embodiment, one of the expected notification effects is a "player-participation effect." A "player-participation effect" is a type of "button notification effect" in which, when a predetermined operation (for example, pressing once, holding down, pressing repeatedly, etc.) is performed on the operating means (effect button 13 and / or directional key 75), the content of the effect may change based on the content of that operation. In a player-participation effect, when a predetermined button valid period is reached, an "operation instruction effect" is executed that instructs the operating means to perform a predetermined operation. If the player operates the operating means during that button valid period, the currently displayed effect changes to another effect (operation effect) based on the content of that operation, and depending on the effect form (effect content) before and after the operation, the expected winning rate, win / loss result, or setting suggestion information can be notified. The performance control unit 24 includes an operation validity period setting means for setting an operation validity period (button validity period) during which the operation of the operation means becomes effective based on predetermined setting conditions (for example, a predetermined timing during a player-participation performance), an operation pre-performance control means for controlling a predetermined pre-operation performance during the button validity period, and an operation post-performance control means for controlling a predetermined post-operation performance based on the fact that the performance button was operated during the operation validity period.
[0130] (5-2-4. Step-up effect) In this embodiment, one of the expected prediction effects is a "step-up prediction effect." A "step-up prediction effect" is a type of effect that consists of one or more stages of effects. Specifically, it is a type of prediction effect that progresses step by step from the first stage (step 1) to multiple stages (step N (N ≤ 2)), and the probability of winning increases as the effect progresses to a later stage (the probability of winning is highest when it progresses to the final stage). For example, in a step-up effect consisting of three stages of effects SU1 to SU3, the probability of winning increases as the relatively higher the stage of the effect, such as "effect SU1 (step 1): low probability of winning," "effect SU1 → effect SU2 (step 2): medium probability of winning," and "effect SU1 → effect SU2 → effect SU3 (step 3): high probability of winning." In addition, some step-up effects belong to the category of player-participation effects, for example, one of steps 1 to 3 may occur after the operation of the control means.
[0131] (5-2-5. Stage Change Production) In this embodiment, a "stage change effect" may occur as one of the expected prediction effects. A "stage change effect" is a type of prediction effect that indicates the probability of winning by transitioning the current effect stage to another effect stage during a symbol variation display game (for example, triggered by the start of the symbol variation display game, or at a predetermined timing during the symbol variation display game). In a "stage change effect," the probability of winning is indicated depending on which effect stage the current effect stage transitions to, or the probability of winning is indicated by the type of cut-in effect that occurs when the effect stage transition occurs (for example, transitioning to an effect stage after a blue background indicates a low probability of winning, and transitioning to an effect stage after a red background indicates a high probability of winning). However, this stage change effect is a type of effect in which the effect stage changes as a prediction effect, and even if this stage change effect occurs, the game state (YJ, Tcode) does not change, and the effect of the background display or other effects does not change. Furthermore, stage change effects are sometimes used not as a preview, but to prevent the effects from becoming monotonous, by transitioning from one performance stage to another (see, for example, the performance stages in Figure 35 described later).
[0132] (5-2-6. Pre-announcement effect: Figure 5A, Figure 5B) A "pre-announcement effect" (hereinafter abbreviated as "pre-announcement") is a type of effect that can inform the audience in advance of the expected probability of winning with respect to an activated reserved ball (an unplayed activated reserved ball) that has not yet been used in the execution of the symbol variation display game (the operation of the variation display of special symbols), by utilizing the reserved ball display pattern and the effects during the symbol variation display game that are executed earlier in the timeline.
[0133] Using Figure 5A, an overview of the screen display of the liquid crystal display device according to this embodiment, including the above-mentioned look-ahead notification, will be explained. Figure 5A is an explanatory diagram for explaining the screen display of the liquid crystal display device 36 according to this embodiment.
[0134] A portion of the screen of the liquid crystal display device 36 (below the display area of the decorative pattern in the illustration) is provided with a reserve display area 76 for displaying the number of reserved balls for special feature 1 operation, and a reserve display area 77 for displaying the number of reserved balls for special feature 2 operation. The presence or absence of reserved balls for operation is indicated by an illuminated state (reserved balls for operation: indicated by a "○ (white circle)" in the illustration) or an unlit state (no reserved balls for operation: indicated by a dashed circle in the illustration), and information regarding the current number of reserved balls for operation is provided.
[0135] The display regarding the presence or absence of these reserved balls (hereinafter referred to as "reserved ball display") is displayed sequentially in the order of their occurrence (order of winning), and in each reserved ball display area 76, 77, the leftmost reserved ball is displayed as the first to occur on the time axis (i.e., the oldest) among all the reserved balls in that reserved ball display. In this embodiment, as shown in the figure, a part of the screen of the liquid crystal display device 36 is provided with reserved ball display sections a1~d1 (corresponding to the special symbol 1 side) and a2~d2 (corresponding to the special symbol 2 side), consisting of reserved icons (icon images) equal to the maximum number of reserved balls to be stored (4). Normally, the display mode of these reserved ball display sections a1~d1 and a2~d2 is switched to the operating state (lit state) for the same number as the number of reserved balls that exist when the pre-read determination is made, for example, only 3. Therefore, this reserved ball display section functions as a reserved ball display means for displaying the number of reserved balls. However, when executing the pre-announcement described later, the hold display mode of one of the hold display units a1-d1 and a2-d2 is changed to a predetermined pre-announcement display mode (special hold display mode), thereby acting as a means to generate the pre-announcement.
[0136] Furthermore, to the left of the hold display areas 76 and 77, a display area 78 is provided for showing the active hold balls currently being used in the special symbol variation display game. In this embodiment, the display area 78 is configured to display an image in which the icon of the game-running hold ball K currently being used in the game is placed on the icon of the receiving seat J. That is, when the variation display of special symbol 1 or special symbol 2 begins, the oldest hold ball icon (icon image) of hold a1 or a2 that was displayed in the hold display areas 76 and 77 moves to the icon of the receiving seat J in the display area 78 as the icon of the game-running hold ball K, and this state is maintained for a predetermined display time.
[0137] Furthermore, in the lower right corner of the LCD screen shown in Figure 5A, there is a sub-display area 79 that can display information related to the operation of the reserved balls for special figures 1 and 2, the number of reserved balls for the normal figure, information related to the variation display operation of special figures 1 and 2, and information related to the variation display operation of the normal figure. The information in this sub-display area 79 continues to be displayed even when the display of decorative figures and / or the reserved ball display section is turned off when displaying a preview effect. Therefore, it is possible to determine whether or not a game with a variation display is currently underway and how many reserved balls are currently active using the information in the sub-display area 79.
[0138] Furthermore, depending on the game state (game mode or internal game state), the display area of the hold display area 76 can be displayed more prominently than the hold display area 77 (for example, by displaying it preferentially or making it larger), and conversely, the display area of the hold display area 77 can be displayed more prominently than the hold display area 76. For example, during the first game state (normal state (normal mode)), the hold display area 76 can be displayed prominently, and during the second game state (for example, during the time-saving state (time-saving mode) or the probability-changing state (probability-changing mode)), the hold display area 76 can be displayed prominently. In addition, during the first game state, both the hold display area 76 and 77 can be displayed, and during the second game state, the hold display area 77 can be displayed preferentially (for example, only the hold display area 77 can be displayed).
[0139] (Regarding advance notices) Next, we will explain the pre-announcement feature. Regarding the appearance control of this pre-announcement feature, first, in the main control unit 20, when an activated reserved ball is generated (when the activation condition is met), before the activated reserved ball is used to execute the symbol variation display game (special symbol variation display operation), a "pre-announcement win determination (pre-announcement win / loss determination, pre-announcement symbol determination)" is performed to determine in advance the jackpot lottery result (win / lose lottery result, symbol lottery result) related to the activated reserved ball (see steps S318~S319 in Figure 9 (random number determination processing ~ special stop symbol data creation processing) and steps S410~S411 in Figure 10 (random number determination processing for special electric mechanism operation determination ~ special stop symbol creation processing) described later).
[0140] Furthermore, using the results of the "pre-read win determination" described above, a "pre-read variation pattern determination" is performed to determine in advance the variation pattern of the special symbols (the variation pattern at the start of variation) when the activated reserved ball is used to execute the variation display game in the future (see step S320 (random number determination process when the ball enters the starting slot) in Figure 9). This variation pattern of the special symbols determined in advance is called the "pre-read variation pattern". In this pre-read variation pattern determination, for example, it is determined in advance whether it will be a reach variation pattern that goes through a reach state, or a normal variation pattern that does not go through a reach state.
[0141] Furthermore, since the above-mentioned pre-read variation pattern is determined using at least the results of the win / loss lottery (in this embodiment, the results of the pre-determination of the win / loss lottery and the symbol lottery), the pre-read variation pattern information may include not only information on whether it is a "winning variation pattern" when a win is achieved or a "losing variation pattern" when a loss is achieved (information related to the win / loss lottery results), but also information on the presence or absence of a reach (and if there is a reach, its type) and the presence or absence of a pseudo-consecutive win (and if there is a pseudo-consecutive win, the number of wins), as well as information on the execution of specific pre-announcement effects. This series of processes, which determines the pre-read variation pattern after the pre-read win determination, is called "pre-read determination".
[0142] When this pre-read fluctuation pattern information is transmitted from the main control unit 20 to the performance control unit 24, the performance control unit 24 performs performance control processing related to the pre-read notification. Specifically, when a pre-read determination is made, the main control unit 20 transmits a "reserve addition command" that can identify the number of activated reserve balls at the time of the pre-read determination (the number of existing activated reserve balls including the activated reserve ball that occurred this time) and a "winning command" that can identify the above pre-read fluctuation pattern information (information that has been determined by pre-reading the win / loss lottery result at least at the start of the fluctuation). When the performance control unit 24 receives these commands, it performs performance control processing related to the reserve display and the pre-read notification based on the information contained in the commands. Specifically, when the performance control unit 24 receives the reserve addition command and the winning command, it performs a "pre-read notification lottery" based on the pre-read fluctuation pattern information to determine whether or not to execute (appear) the pre-read notification. If the pre-read notification is to be executed, it determines the performance scenario related to the pre-read notification and displays the pre-read notification according to that performance scenario (see Figures 5A and 5B described later). The probability of executing the above pre-announcement lottery is higher for "jackpot" than for "miss," and also higher for pre-announcement variation pattern types with a relatively higher probability of winning. Therefore, the probability of winning is indicated by whether or not a pre-announcement occurs. The pre-announcement may appear at the timing when the activated reserve ball is generated, simultaneously with the start of the symbol variation display game that takes place chronologically earlier, or at a predetermined timing during that game, targeting the activated reserve ball. The reserve addition command consists of two bytes: upper-byte data that can identify the type of special symbol (whether it is special symbol 1 or 2), and lower-byte data that can identify the number of activated reserve balls at the time of pre-announcement judgment. The winning command consists of two bytes: upper-byte data that specifies the win / loss result, and lower-byte data that can identify the content of the pre-announcement variation pattern as pre-announcement judgment information (see Figures 26 and 27).
[0143] (Pre-announcement related to winning: Reserve change announcement) In this embodiment, when a pre-announcement is performed (when the pre-announcement lottery is won), a reserve change announcement may be performed in which the reserve icon that is the target of the pre-announcement among the reserve icons in the reserve display units a1~d1 and a2~d2 changes from, for example, the white of the normal reserve display (normal reserve display mode) to a special reserve color or colored reserve display (special reserve display mode) such as flashing white, blue, yellow, green, red, or rainbow. This reserve change announcement can be triggered when a prize is won (reserve display) and is therefore also called a "prize-winning-time pre-announcement."
[0144] As an example of this hold change notification, Figure 5A shows an example where the operating hold ball in the hatched hold display section b1 changes to a special hold display. Here, the display of the hold icon in white flashing, blue, yellow, green, red, and rainbow colors indicates the likelihood of winning in that order, with the rainbow hold icon being a premium hold icon (win-guaranteed hold notification) that indicates a guaranteed jackpot. The white flashing icon is a hold icon that suggests the possibility of the "step-up hold change notification" described later occurring, and makes you anticipate what the final hold color will be (there are also cases where the hold color does not change and it remains white flashing). In the case of white flashing, if the hold display remains the same, the likelihood of winning is the lowest among the special hold displays, but if it changes to another hold color, the likelihood of winning increases to that of the hold color.
[0145] In this embodiment, with regard to the pre-announcement effects, if the jackpot lottery result is a loss, it is selected with a relatively low probability (low appearance rate), and if it is a win, it is selected with a relatively high probability (high appearance rate). Pre-announcement effects with a high probability of winning are those with a winning probability of 20% or more (in this embodiment, pre-announcement effects with a winning probability of 20% or more), and all others are treated as low-probability pre-announcement effects. In the case of the aforementioned reserve change pre-announcement, white flashing, blue, yellow, green, red If the probability of winning for the color and rainbow colors are 1%, 5%, 9%, 20%, 30%, and 100%, respectively, then "green, red, and rainbow" belong to the high-probability pre-announcement effects, while the others (white flashing, blue, and yellow) belong to the low-probability pre-announcement effects. If a pre-announcement occurs, and a high-probability pre-announcement (such as a high number of consecutive pseudo-reels or an SP reach) with a relatively high probability of winning occurs during the symbol variation display game targeting the activated reserved ball, then the expectation of winning will be further increased in combination with the content of the pre-announcement effect.
[0146] Existing active reserved balls are consumed sequentially when the symbol variation display game is executed. At this time, in order to indicate that one active reserved ball has been consumed, the display position of the reserved ball display section corresponding to the existing active reserved ball is shifted forward (sequentially to the left), and the number of displayed balls is reduced. This is a display control (shift display), but the special reserved ball display mentioned above continues to be displayed continuously while changing the display position of the reserved ball display during this time. In this respect, the pre-announcement is different from the pre-announcement effect that is performed during a single symbol variation operation, such as a pseudo-consecutive win, in that a dedicated pre-announcement effect can appear across multiple symbol variation display games (multiple symbol variation display operations).
[0147] Special reserve displays related to reserve change announcements can include (A) cases where they appear when a win is made, in other words, cases where they appear at the timing of the reserve display; (B) cases where the normal reserve display (white) appears when a win is made, but the normal reserve display changes to a special reserve display (blue, etc.); and (C) cases where the special reserve display changes to one that has a relatively higher probability of winning than the current special reserve display (for example, changing in a step-up manner from blue to yellow or higher). In cases (B) or (C), the reserve display can change from one type to another at predetermined timings during the shift display, at predetermined timings during the previously executed symbol variation display game, at predetermined timings during the appearance of a specific announcement effect, or during a player-participation effect for reserve change announcements (for example, during the button operation valid period). A reserve change announcement that changes to a reserve display with a higher probability of winning, such as in (B) or (C) above, is called a "step-up reserve change announcement".
[0148] Furthermore, when a reserved ball K is placed on the receiving seat J during gameplay, the same display mode as the reserved ball display mode in the reserved ball display areas 76 and 77 is basically maintained, and a pre-announcement (special reserved ball display) targeting the activated reserved ball related to the current symbol variation display game may be notified to the player even during the game. However, at a predetermined timing during the symbol variation display game, the reserved ball display mode of the reserved ball K during gameplay may change to another reserved ball display mode. Such changes in the display mode of the reserved ball K during gameplay are also treated as belonging to the above-mentioned step-up reserved ball change announcement.
[0149] In principle, there is no "special reserve display downgrade" where the current reserve color changes to a reserve color with a relatively lower probability of winning. However, if a downgrade does occur exceptionally, it will indicate that the activated reserve ball is a guaranteed win, and it will be a premium reserve change notification similar to a guaranteed win notification. Cases of downgrade include, for example, when the reserve color changes to a reserve display with a lower probability of winning than the current reserve display, such as "blue → white" or "red → blue". Furthermore, the reserve display method is not limited to a reserve icon display using still images (static display method), but may also be a reserve icon display using video (animation) (dynamic display method: for example, displaying the reserve icon by rotating, vibrating, shaking, or flashing (fast flashing or slow flashing)).
[0150] (Pre-announcement during symbol change: Pre-announcement during change) Furthermore, in this embodiment, unlike the "winning-time" pre-announcement effect described above, it is possible to display a "pre-announcement during reel spin" that is triggered when the reel spin display game begins. This pre-announcement during reel spin, unlike the hold change announcement described above, can be displayed at a predetermined timing during the reel spin display, and is therefore also called a "reel spin during (reel start change)" pre-announcement.
[0151] This "pre-announcement during variation" is a pre-announcement that, for example, displays a special pre-announcement image on the screen of the liquid crystal display device 36 and executes this during one or more symbol variation display games (single or continuous display). In other words, in a pre-announcement during variation, when a game ball enters the start slot and the start condition is met during a certain symbol variation display game, the right to execute the symbol variation display game related to the meeting of that start condition is temporarily reserved and stored, and a pre-announcement lottery is held to determine whether or not to execute the pre-announcement effect. If this pre-announcement lottery is held, and there are multiple active reserved balls (reserved memory) that exist at that time, all or some of these reserved memories can be represented in a way that has some kind of relationship to those symbol variation display games. For example, in all or some of the symbol variation display games related to the existing active reserved balls from the oldest active reserved ball in memory order to the active reserved ball that is the target of the pre-announcement, a special pre-announcement image (for example, the lightning bolt-like announcement image in Figure 5B) is displayed on the screen of the liquid crystal display device 36. In this case, all or part of the pre-announcement may appear in each symbol variation display game. For example, if it appears over three symbol variation display games, the first symbol variation display game could show a thundercloud image, the second symbol variation display game could show a rain image (an image depicting rain falling from a thundercloud) or a thundercloud image, and the third symbol variation display game could show a lightning image. The probability of winning may also differ depending on the announcement image. In the example above, the thundercloud image could represent a low probability, the rain image a medium probability, and the lightning image a high probability. In this case, if the game ends with only the thundercloud image, the expectation of winning is low, but if the lightning image is displayed, the expectation of winning will increase dramatically, creating a dramatic effect. Alternatively, the pre-announcement may be a step-up type, where the probability of winning develops in stages (the probability of winning increases) with each execution of the symbol variation display game, such as "thundercloud image → rain image → lightning image".
[0152] In this embodiment, the pre-announcement during reel spin and the pre-announcement of a change in the reserve ball can appear independently of each other. Specifically, the execution lottery for the pre-announcement of a change in the reserve ball and the execution lottery for the pre-announcement during reel spin are conducted independently of each other. Therefore, there are cases in which the pre-announcement of a change in the reserve ball occurs alone, cases in which the pre-announcement of a change in reel spin occurs alone, and cases in which the pre-announcement of a change in the reserve ball and the pre-announcement of a change in reel spin occur simultaneously (overlapping). The performance means and the content of the performance used when executing the pre-announcement of a change in reel spin can be determined as appropriate.
[0153] (Example of pre-announcement effect: Figure 5B) Next, with reference to Figure 5B, an example of a pre-announcement effect produced by the gaming machine 1 of this embodiment will be described.
[0154] Figure (1) shows a scenario where, during a game where the symbols are changing (the "↓" in the diagram indicates that the decorative symbols are changing), a ball enters the upper start opening 34, resulting in 3 activated reserved balls on the special symbol 1 side. Of these 3 balls, the second activated reserved ball whose variation start action is executed is the target of the pre-read notification effect. Here, we show a case where the reserved ball change notification and the pre-read notification during variation occur simultaneously. In this case, the first and third activated reserved balls, which were reserved earlier and later, are assumed to be activated reserved balls for which the pre-read notification was not executed (pre-read lottery was not won).
[0155] As shown in Figure (1), the performance control unit 24 changes the reserve display of the second activated reserve ball that is the target of the pre-announcement to a special reserve display. At this time, the reserve displays corresponding to the first and third activated reserve balls that are not the target of the pre-announcement remain as normal reserve displays (white). The figure shows the case where the reserve display of the second activated reserve ball that is the target of the pre-announcement changes from a normal reserve display (white circle (○)) to a special reserve display (hatted circle). This notifies the player that the pre-announcement performance has started. Figure (1) shows the state after the currently running symbol variation display game has ended and the decorative symbols have stopped displaying "246", which corresponds to a miss.
[0156] The game progresses to Figure (2), where the main control unit 20 starts a special symbol variation display game based on the first (oldest activated reserved ball) activated reserved ball on the special symbol 1 side, and consumes that activated reserved ball (consumes one). The performance control unit 24, at the start of the special symbol variation display game, shifts the reserved display mode corresponding to each activated reserved ball to the left, to a reserved display mode indicating that one activated reserved ball has been consumed, and starts a decorative symbol variation display game based on the first activated reserved ball. At this time, as a pre-announcement during variation, a special background image (lightning effect using a lightning image display) is displayed on the screen of the liquid crystal display device 36. As a result, the screen of the liquid crystal display device 36 takes on the display mode shown in Figure (2).
[0157] The game then progresses to the diagram (3), and it is assumed that the currently running symbol variation display game has ended and the decorative symbols have stopped displaying "351", which corresponds to a losing outcome.
[0158] Next, the game progresses to Figure (4), where the main control unit 20 starts a special symbol variation display game based on the second activated reserved ball, that is, the activated reserved ball that was the target of the pre-announcement effect, and consumes that activated reserved ball. The effect control unit 24, at the start of the special symbol variation display game, shifts the reserved display mode corresponding to each activated reserved ball to the left and starts a decorative symbol variation display game based on the second activated reserved ball. At this time, the special reserved display of the reserved change announcement disappears from the screen when the above shift occurs, and ends with the start of the current symbol variation display game (along with the consumption of the activated reserved ball), and thereafter is displayed as game execution reserved K. Also, the pre-announcement during variation (lightning effect in this case) ends after occurring during the current symbol variation display game. Figure (4) illustrates the screen display of the liquid crystal display device 36 immediately after the start of the symbol variation display game. In Figure (4), it was explained that the lightning effect of the pre-announcement during reel spin (pre-announcement during reel spin) ends with its occurrence in the current symbol spin display game (the symbol spin display game related to the activated reserve ball (second) that is the target of the pre-announcement). However, it is not limited to this, and may end with its occurrence in the previous symbol spin display game. In this case, the pre-announcement during reel spin will end when the "special reserve display" of the reserve change announcement is used for the execution of the symbol spin display game.
[0159] <6. Production means> Various effects in the gaming machine 1 are produced by effect means installed in the gaming machine. Such effect means can be any stimulus transmission means that can produce an effect by appealing to human senses such as sight, hearing, and touch. Typical examples include light generating means such as decorative lamps 45 and LED devices (light effect means), sound generating devices such as speakers 46 (sound effect means), effect display devices such as liquid crystal display devices 36 (display means), pressure devices that transmit contact pressure to the operator's body, vibration devices that give vibrations to the player (for example, the firing operation handle 15 vibrates), wind pressure devices that give wind pressure to the player's body, or movable parts that produce a visual effect through their operation. Here, effect display devices are display devices that appeal to the sense of sight, just like image display devices (image display means), but they differ from image display devices in that they also include non-image devices (for example, 7-segment displays). When referring to an image display device, it primarily means a type that creates a performance (image display performance) through image display. Devices that create a performance using means other than images, such as 7-segment displays, are included within the concept of the above-mentioned performance display device.
[0160] <Processing on the main control unit side: Figures 6 to 15> Next, with reference to Figures 6 to 15, the game operation processing on the main control unit 20 side of this embodiment will be described. The processing on the main control unit 20 side mainly consists of an infinite loop-like main processing (main control side main processing: Figure 6) and a timer interrupt processing (main control side timer interrupt processing: Figure 7) that is started by a regular interrupt from the CTC.
[0161] <6. Main control side main processing: Figure 6> Referring to Figure 6, the main processing on the main control unit 20 side (main control side main processing) will be explained.
[0162] Figure 6 is a flowchart detailing the main processing on the main control side. The triggers for starting the main processing on the main control side include a system reset occurring when recovering from a power outage or power supply abnormality, and when the control program malfunctions, causing the watchdog timer (WDT) function to activate and the CPU to be forcibly reset (WDT reset). In any case, when the main processing on the main control side starts, the main control unit 20 (CPU 201) first executes the initial setup processing necessary to start game operation as part of the power-on processing (step S011).
[0163] After completing the initial setup process in step S011, it is then determined whether or not the system is in a state where it can change the setting value (step S014). In this embodiment, when the power to the gaming machine 1 is off and the door is open (door open sensor 61 is ON (open detection)), and the setting key switch 94 (operated to the setting change mode side) and the RAM clear switch 98 are kept ON (both the setting key switch signal and the RAM clear signal are ON), power is turned on to the gaming machine 1. The current setting value is displayed on the setting display 97, and the system is controlled to a state where it can change the setting value (state where it can change the setting value), as it is determined that a setting change operation is in progress.
[0164] If the system is in the settings change mode (step S014: YES), the system executes a settings change process to manage the operation of changing the setting value (levels 1 to 6) (step S023). In this settings change process, the system first clears the setting value storage area in RAM 203 and monitors the ON / OFF operation of the settings change switch 95 related to the settings change operation. The setting value can be changed to one of the settings 1 to 6 by a hall staff member or other person operating the settings change switch 95, and the setting value is confirmed by turning OFF the settings change completion switch 96. When the CPU 201 confirms that the setting value has been confirmed, it stores the setting value data in the setting value storage area in RAM 203 and exits the settings change process. The system then transitions to the RAM clearing process within the area (step S031), which will be described later.
[0165] Alternatively, instead of providing a setting change switch 95, the RAM clear switch 98 may be configured to function as the setting change switch 95. Each time the RAM clear switch 98 is pressed, one of the setting values from 1 to 6 can be selected. Alternatively, instead of providing a setting change completion switch 96, the setting key switch 94 may be configured to function as the setting change completion switch 96. In this case, the setting change operation can be terminated by turning OFF the setting key switch 94.
[0166] On the other hand, if the system is not in the setting change mode (step S014: NO), the contents of the RAM are checked to determine whether there are any abnormalities (step S015). Here, it is checked whether the setting values stored in the setting value storage area are normal values (whether a value indicating any of settings 1 to 6 is stored: check for setting abnormality errors), and whether the checksum value at the time of backup is a normal value. If there are abnormalities in the contents of the RAM (step S015: YES), the power-on restart waiting process described later (step S020) is executed.
[0167] If the contents of the RAM are normal, i.e., normal (step S015: NO), then it is determined whether the backup flag BF is in the ON state (5AH) (step S016). This backup flag BF is set to "5AH (normal value)" in the BF flag storage area of the RAM if the backup process is executed successfully during the power supply abnormality check process described later (step S081 in Figure 7). Therefore, under normal circumstances, the backup flag BF should be 5AH. However, there may be cases where a malfunction occurs and the backup flag BF is not at the normal value (≠5AH). In such cases, if the backup flag BF is not in the ON state (step S016: NO), the power-on waiting process is executed (step S020).
[0168] In this power-on waiting process, a control process is executed to forcibly stop the progress of the game process as a handling of RAM errors. This power-on waiting process is also executed in the case of a RAM abnormality in step S015 (step S015: YES). If this power-on waiting process is executed and a RAM error occurs, the current RAM error state cannot be resolved unless the power to the game machine 1 is turned on again and the setting change process in step S023 is executed so that the setting change mode transition state is set at the time of the turn-on. In this embodiment, after the setting change process (step S023) is executed, the RAM clear process within the region (step S031) described later is executed, which clears the entire region of RAM 203 (except for the RAM region related to performance display (out-of-region RAM region)) and resolves the RAM error.
[0169] If the backup flag BF is ON (step S016: YES), it is determined whether or not the system is in RAM clear mode (step S025). This RAM clear mode state is entered when a RAM clear operation is performed, specifically when the setting key switch 94 is turned OFF (not operated to the setting change mode) while the power to the gaming machine 1 is off, and the RAM clear switch 98 is turned ON (setting key switch signal OFF, RAM clear signal ON), and then the power to the gaming machine 1 is turned ON.
[0170] If the system is in RAM clear mode (step S025: YES), the system performs a RAM clear process within the memory area (step S031). In the RAM clear process, at least the memory areas of RAM 203, excluding the RAM area related to performance display and the setting value storage area, are cleared. Therefore, the value of the backup flag BF and the checksum value set when the power was cut off are both reset to zero in this process. At this point, various commands necessary for RAM clearing (for example, a "RAM clear command" indicating that RAM has been cleared, a "waiting for customers" command, etc.) are sent to the performance control unit 24. When the performance control unit 24 receives the RAM clear command, it performs an initialization notification performance to notify that RAM has been cleared, and sets the performance mode to "normal performance mode" as the initial performance mode.
[0171] After completing the RAM clearing process in step S031, the initial setup process for RAM clearing (initial data setting process at power-on) is then executed (step S032). In the initial data setting process at power-on, for example, the timer for transmitting the RAM clear signal (one of the security signals) is set to 30000ms, and the data for the losing symbols is set as the data for the special symbols (special symbol 1 stop symbol, special symbol 2 stop symbol) to be displayed on the special symbol display devices 38a and 38b. Then, the CTC setting process (step S036), which will be described later, is executed.
[0172] Returning to the explanation of step S025, if the RAM clear mode transition state is not met (step S025: NO), then it is determined whether the current setting value can be checked in the setting confirmation mode transition state (setting confirmation allowed state) (step S026). In this embodiment, when the setting key switch 94 is turned ON and the RAM clear switch 98 is turned OFF while the power to the gaming machine 1 is off (setting key switch signal ON, RAM clear signal OFF), and then the power is turned ON, it is considered that a setting confirmation operation has been performed, and the system transitions to the setting confirmation mode transition state (see steps S014 to S026). Note that the above "setting confirmation operation" refers exclusively to the operation performed by hall staff when they want to check the current setting value.
[0173] If the system is in the settings confirmation mode (step S026: YES), a settings confirmation process (step S027) is executed to control the system to a settings confirmation state where the current settings can be checked. After the settings confirmation process is completed, a backup recovery process (step S028) is executed to restore the game process from the backup data that was backed up during the power outage. In the settings confirmation process of step S027, a display process is performed to display the current settings (setting confirmation display) on the setting display unit 97. The display of the settings is terminated when the setting key switch is turned OFF. After the setting key switch 94 is turned OFF, the above backup recovery process is performed, and the CTC setting process (step S036) described later is executed.
[0174] On the other hand, if the system is not in the settings confirmation mode (step S026: NO), that is, if the power is simply turned on to the gaming machine 1, the above backup restoration process (step S028) is performed, and the game processing at the time of the backup is restored based on the backup data.
[0175] After executing one of the above-mentioned settings change processing (step S023), area RAM clear processing (step S031), settings confirmation processing (step S027), and backup restoration processing (step S028), the CTC setting processing is executed (step S036). Here, the CTC setting processing is executed to generate a timer interrupt periodically every 4ms. As a result, an interrupt request signal is periodically output to the interrupt controller, and the main control side timer interrupt processing (4ms interrupt processing) shown in Figure 7 is executed.
[0176] Then, assuming that the game is ready to start, the launch control signal (launch permission signal ES) that permits the launching operation of the launching device 32 is set from the OFF state (launch prohibited state) to the ON state (launch permission state), and a game start command is sent to the performance control unit 24. This allows the launching operation of the game balls from the launching device 32. When the performance control unit 24 receives the above game start command, it performs initial operation (initialization operation) related to the movable mechanism. However, during the initialization operation, the image display mode of the liquid crystal display device 36, the illumination mode of the decorative lamp 45, and the sound output from the speaker 46 do not change. The initialization operation here is solely a power-on operation check of the movable mechanism.
[0177] Furthermore, after the backup restoration process in step S028 described above, and before the CTC setting process in step S036 is executed, the system may be configured to enable the execution of an "operation confirmation setting process" necessary to perform an operation to confirm whether the performance indicator 99 is operating normally. In this operation to confirm the performance indicator 99, for example, the display modes of the four 7-segment displays 99a to 99d are controlled to an "all-flashing display (operation confirmation display)" mode, which periodically alternates between all-on and all-off for a predetermined time (for example, 5 seconds) (operation confirmation display process). This makes it possible to check for defects such as missing segments. In this case, the display processing related to operation confirmation is performed in the performance display monitor process during the main control side timer interrupt processing described later (step S102: out-of-bounds program). The display of the base value by the performance indicator 99 is performed during the performance display monitor processing (step S102) during the main control side timer interrupt processing, after the CTC setting processing in step S036. Therefore, the display of the base value by the performance indicator 99 is not performed during the setting change processing (step S023) or the setting confirmation processing (step S027). Taking advantage of this, at least one of the four segments 99a to 99d of the performance indicator 99 may be configured to be available as a setting indicator 97, and the performance indicator 99 may be configured to temporarily function as a setting indicator 97. In this case, the setting indicator 97 can be substituted with the performance indicator 99, which can contribute to reducing the control burden and costs.
[0178] After completing the above series of power-on processing, an infinite loop process of steps S040 to S045 related to normal game progression is executed. This controls the system to a state where game progression is possible and game start is possible. Upon entering the loop process, the CPU is first set to an interrupt-disabled state (step S040), and various random number update processes are executed (step S041). These various random number update processes update various software random numbers (random numbers that cycle through a predetermined numerical range by an increment process) used in special symbol variation display games and normal symbol variation display games. For example, random numbers used to change the initial values (start values) of random numbers used for determining special symbols used in symbol lottery, random numbers used for determining auxiliary wins (random numbers used for determining the success or failure of auxiliary wins, random numbers used for determining normal symbols used in the symbol lottery for auxiliary wins, etc.) are updated, as are random numbers used for selecting variation patterns.
[0179] After completing the various random number update processes described above (step S041), the next step is to execute the performance display monitor aggregation division process for programs outside the designated area (step S043). This performance display monitor aggregation division process executes the processes necessary to calculate the base value to be displayed on the performance display unit 99.
[0180] After completing the performance display monitor aggregation division process in step S043, the system is set to an interrupt-enabled state (step S045), and the process returns to step S040. Subsequently, steps S040 to S045 are repeatedly executed (main loop processing). Except when intermittently performing timer interrupt processing, CPU 201 repeatedly performs various random number update processes and performance display monitor aggregation division processes.
[0181] <7. Main control timer interrupt processing: Figure 7> Next, with reference to Figure 7, the timer interrupt processing on the main control side will be explained. Figure 7 is a flowchart of the timer interrupt processing on the main control side. This timer interrupt processing on the main control side is activated by an interrupt from the CTC at regular intervals (approximately 4ms) and is executed by interrupting the execution of the main processing on the main control side.
[0182] In Figure 7, when a timer interrupt occurs, the CPU 201 immediately executes a power supply abnormality check process without saving the contents of the registers (step S081). This power supply abnormality check process monitors the power level supplied from a power supply board (not shown), and if a power supply abnormality such as a power outage occurs, it performs backup processing including setting the backup flag BF (BF←5AH), calculating a checksum value (here, an 8-bit addition operation targeting the RAM in the region), and storing the calculation result. The power supply abnormality check process acts as a backup means to retain data in a predetermined area of RAM even after a power outage.
[0183] Next, the timer management process is executed (step S082). The timer values of the various timers (times) used for controlling the game operation of the gaming machine 1 are updated here.
[0184] Next, input management processing is performed (step S083). In input management processing, various counters (for example, the winning counters for counting winning balls, which are provided for each winning slot) are updated based on detection information from various sensors and switches installed in the gaming machine 1. At this stage, input data is also created based on the status signal input information from the payout control board 29. If any of the status signals indicate an abnormality, predetermined error processing is performed in the error management processing described later (step S089).
[0185] Next, the setting anomaly check process is executed (step S084). In the setting anomaly check process, it is determined whether the setting value data is a normal value (a value indicating setting 1 to 6), and if it is not a value within the normal range, an anomaly occurs in the setting value data, and the setting error flag is set to the ON state (5AH). Then, the setting anomaly command is sent to the performance control unit 24, and the setting anomaly check process is exited. When the performance control unit 24 receives the setting anomaly command, it uses the performance means to perform a setting error notification (RAM error notification). When this setting anomaly check process is executed again, if the setting error flag is in the ON state, nothing is done and the process is exited.
[0186] Next, the timer interrupt random number management process is executed (step S085). In the timer interrupt random number management process, the random numbers related to each variable display game are updated periodically. Specifically, in order to make the count value of the random number counter random, the random numbers for special symbol determination and auxiliary win determination are updated (added by +1 with each interrupt), and the starting value of the random number counter is changed each time the random number counter completes a cycle. Note that the random numbers for internal lottery (random numbers for jackpot determination) are generated by the random number generation circuit described above, so they are not updated here.
[0187] Next, error management processing is performed (step S089). In this error management processing, detection information related to various switches and sensors, status signals from the payout control board 29, etc., are monitored to see if an error (abnormality) has occurred in the game operation. If an error occurs, an error command that can identify the type of error is sent to the performance control unit 24, and error processing according to the type of error is executed. If the error is cleared, an error clear command is sent to the performance control unit 24, and error clearing processing is executed.
[0188] Next, the prize ball management process is executed (step S090). In this prize ball management process, the above-mentioned prize counter is checked, and if there are any prizes, a payout control command specifying the number of prize balls is sent to the payout control board 29. When the payout control board 29 receives the payout control command, it controls the game ball payout device 19 based on the prize ball count information contained therein and performs the payout operation for the specified number of prize balls.
[0189] Next, the normal symbol management process is executed (step S091). In this normal symbol management process, the necessary processing for the normal symbol variation display game (normal symbol variation display operation) is executed. Here, the normal symbol start sensor 37a monitors whether or not a game ball has been detected, and if a game ball has been detected, predetermined game information necessary for the auxiliary win lottery (such as a random number for auxiliary win determination) is acquired (normal symbol random number acquisition process), and this game information is stored as reserved data (normal symbol operation reserved ball) up to the maximum number of reserved storage units (in this case, 4 units) (normal symbol reserved storage processing). Then, if the predetermined variation display start condition is met, an auxiliary win lottery is performed based on the normal symbol operation reserved ball, and the variation pattern of the normal symbols and the stopping display mode of the normal symbols (normal stopping symbols) are determined based on the auxiliary win lottery result. Also here, in order to make the normal symbols change display, if they are changing, LED display data for variation display is created, and if they are not changing, LED display data for stopping display is created (normal symbol display data update process).
[0190] Next, the standard electric mechanism management process is executed (step S092). This standard electric mechanism management process executes the processes necessary for executing the standard electric opening game. Here, if the result of the auxiliary winning lottery is a win, the process of setting solenoid control data for the standard electric mechanism solenoid 41c is executed. The solenoid control data set here is converted into an excitation signal in the solenoid management process of step S100 described later, and an excitation signal is output to the standard electric mechanism solenoid 41c. This controls the opening and closing operation pattern of the opening and closing lid 47.
[0191] Next, the special symbol management process is executed (step S093). This special symbol management process performs processing related to the special symbol variation display game. In this special symbol management process, pre-read judgments and jackpot lotteries in the special symbol variation display game are performed, and based on the lottery results, the variation patterns of the special symbols (pre-read variation pattern, variation pattern at the start of variation) and special stop symbols are determined. Details of the special symbol management process will be described later using Figure 8.
[0192] Next, the special electric bonus management process is executed (step S095). This special electric bonus management process mainly performs the necessary processes for a winning game, such as controlling the execution of the winning game according to the winning result based on the jackpot lottery result, and setting the destination game state after the jackpot game. The special electric bonus management process functions as a special game control means that controls the execution of the winning game according to the type of win. Details of the special electric bonus management process will be described later using Figure 14.
[0193] Next, the right-hand shooting notification information management process is executed (step S097). In this right-hand shooting notification information management process, when the game state is favorable for right-hand shooting (during a winning game, when electric support is available (time-saving state or probability variation state)), LED data is created to light up the right-hand shooting display device 39b, and when the game state is favorable for left-hand shooting (normal state), LED data is created to turn off the right-hand shooting display device 39b.
[0194] Next, the LED management process is executed (step S098). This LED management process controls the output of control signals (dynamic lighting data) to various LED display devices, such as the normal symbol display device 39a, the special symbol display devices 38a and 38b, and the right-hand hit display device 39b. The control signals based on the LED display data created in the normal symbol management process (step S091), the special symbol management process (step S093), and the right-hand hit notification information management process (step S097) are output in this LED management process.
[0195] Next, external terminal management processing is performed (step S099). In this external terminal management processing, various external terminal signals are generated through the frame external terminal board 21, and output control is performed to external devices such as the hall computer HC.
[0196] Next, solenoid management processing is performed (step S100). In this solenoid management processing, based on the solenoid control data set in the normal electric mechanism management processing (step S092) and the special electric mechanism management processing (step S094), the output control of excitation signals is performed for the normal electric mechanism solenoid 41c and the large prize opening solenoid 52c. This drives the movable blade 47 and the opening door 52b, and enables the opening and closing of the lower start opening 35 and the large prize opening 50.
[0197] Next, all registers are saved (step S101), the performance display monitor processing belonging to the program outside the memory area is executed (step S102), and then all registers are restored (S103). In the performance display monitor processing, necessary processing is performed regarding the calculation of the base value to be displayed on the performance indicator 99 and display control.
[0198] Next, the WDT count value is cleared (step S104). This resets the WDT with each interrupt, returning the count value to its initial value.
[0199] After completing steps S081 to S104, the timer interrupt processing is terminated, and the main control side main processing is executed until the next timer interrupt occurs.
[0200] <8. Special Pattern Management Processing: Figure 8> Next, we will explain the special symbol management process (step S093) shown in Figure 7. Figure 8 is a flowchart detailing the special symbol management process.
[0201] In Figure 8, the CPU 201 first performs a "Figure 1 start port check process" for the Figure 1 side (upper start port 34 side) (step S301), and then performs a "Figure 2 start port check process" for the Figure 2 side (lower start port 35 side) (step S302). Details of this Figure 1 start port check process and Figure 2 start port check process will be described later with reference to Figure 9.
[0202] After completing the start-up check process in steps S301 to S302, the state of the condition device activation flag is determined (step S304). This "condition device activation flag" is a flag that specifies whether or not a jackpot game is in progress. If the flag is in the ON state (5AH), it indicates that a jackpot game is in progress, and if the flag is in the OFF state (00H), it indicates that a jackpot game is not in progress.
[0203] If the above condition device activation flag is ON, that is, if a jackpot game is in progress (step S304:=5AH), the processing related to the display of the special symbols in steps S306 to S308 is not performed, and the process proceeds directly to the special symbol display data update process in step S309. Therefore, the display of the special symbols does not occur during a jackpot game. In other words, during a winning game, the special symbol corresponding to that win remains stopped (confirmed) on the special symbol display device.
[0204] On the other hand, in step S304, if the above-mentioned condition device activation flag is in the OFF state (00H) (step S304:≠5AH), that is, if a jackpot game is not in progress (step S304:≠5AH), processing is performed according to the special symbol operation status (00H~03H). The "special symbol operation status" is a status value that indicates the behavior of the special symbol, and this status value is changed according to the processing state and stored in the special symbol operation status storage area of RAM203.
[0205] In the special symbol operation status branching process in step S305, one of the processes in steps S306 to S308 is executed depending on whether the special symbol operation status is "Waiting (00H, 01H)", "Variing (02H)", or "Confirming (03H)". Specifically, if the special symbol operation status is "Waiting (00H, 01H)", the special symbol variation start process (step S306) is executed; if it is "Variing (02H)", the special symbol variation process (step S307) is executed; and if it is "Confirming (03H)", the special symbol confirmation time process (step S308) is executed. Here, "Waiting" indicates that the behavior of the special symbol is in a waiting state for the next variation, "Variing" indicates that the behavior of the special symbol is in the process of variation (variation display), and "Confirming" indicates that the variation of the special symbol has finished and is in the process of stopping (confirmation) display (special symbol confirmation time). These processes enable the display operation of the special symbol variation (a display operation that sets the start and stop of variation as one set). Details of the special symbol variation start process (step S306) and the special symbol confirmation time process (step S308), which are closely related to the present invention, will be described later in Figures 10 and 13A to 13B, respectively.
[0206] After completing any of the processes in steps S306 to S308 above, the special symbol display data update process in step S309, described below, is performed. In this special symbol display data update process, it is determined whether or not the special symbol is in motion. If it is in motion, data for the special symbol that flashes repeatedly at predetermined intervals (data for the 7-segment flashing display during motion) is created. If the special symbol is not in motion, data for the stopped display (data for the 7-segment flashing display during the stopped display) is created. The special symbol display data created here is output as LED data in the LED management process (step S098) in Figure 7, and the motion and stopped displays of the special symbol are realized in the special symbol display devices 38a and 38b. With this, the special symbol management process is exited, and the special electric mechanism management process in step S095 in Figure 7 is executed.
[0207] <9. Special Figure 1 Start port check process: Figure 9> Referring to Figure 9, the Special Feature 1 Start Opening Check Process (step S301 in Figure 8) will be explained. Figure 9 is a flowchart detailing the Special Feature 1 Start Opening Check Process. This Special Feature 1 Start Opening Check Process serves as a prize-winning process executed based on the fulfillment of predetermined starting conditions, and mainly consists of processes related to hold storage when a game ball enters the upper starting opening 34, and processes related to pre-read judgment. Note that the Special Feature 1 Start Opening Check Process and the Special Feature 2 Start Opening Check Process are essentially the same process, differing only in whether the processing content relates to the Special Feature 1 side or the Special Feature 2 side. Therefore, to avoid redundant descriptions, this explanation will focus on the Special Feature 1 Start Opening Check Process.
[0208] In Figure 9, the CPU 201 first determines whether or not it has detected a winning ball at the upper starting port 34 (step S311).
[0209] If a win is detected in the upper start port 34 (special feature 1 side start port) (step S311: YES), it is determined whether the number of reserved balls for special feature 1 operation is 4 or more (step S312). That is, it is determined whether the number of reserved balls for special feature 1 operation is less than the maximum number of reserved balls (in this case, 4). If no win is detected in the upper start port 34 (step S311: NO), nothing is done and the special feature 1 start port check process is exited.
[0210] If the number of balls held in reserve for Special Feature 1 is 4 or more, that is, if an over-winning occurs that exceeds the maximum number of balls held in reserve (step S312: YES), an over-winning command specifying the over-winning (for example, B406H for Special Feature 1, B506H for Special Feature 2) is sent to the performance control unit 24 (step S324). On the other hand, if the number of balls held in reserve for Special Feature 1 is not 4 or more, that is, if it is less than 4 (step S312: NO), 1 is added to the number of balls held in reserve for Special Feature 1 (+1) (step S313), and the process proceeds to step S314.
[0211] When the process proceeds to step S314, various random numbers to be used in the special symbol variation display game 1 related to the special symbol 1 activation reserve ball that occurred this time are obtained (step S314). Specifically, the current values of the random number for jackpot determination, the random number for special symbol determination, and the random number for variation pattern are obtained from various random number counters, and the obtained random values are stored in the reserve storage area of the RAM within the area. This reserve storage area is an area that stores predetermined game information related to the symbol variation display game as activation reserve balls (reserve data), and in this reserve storage area, the above various random values as reserve data are stored in the order in which the starting conditions are met (in the order of winning) until they are used for the variation display operation of special symbol 1 (until the execution of special symbol variation display game 1). The above reserve storage area is provided with reserve storage areas corresponding to the special symbol 1 side and the special symbol 2 side (special symbol 1 reserve storage area corresponding to special symbol 1, and special symbol 2 reserve storage area corresponding to special symbol 2), and each can store reserve data for the maximum number of activation reserve balls.
[0212] Next, the command data (winning command 1) corresponding to the lower byte side (EVENT) of the winning command is obtained as pre-read prohibition data (EVENT: "9FH") which prohibits pre-read judgment (step S315), and then it is determined whether or not the "pre-read prohibition condition" is met (step S316). This "pre-read prohibition condition" is a condition that prohibits pre-read judgment, specifically a condition that prohibits pre-read announcements. If the special figure 1 start gate check process is in progress, it is determined whether or not the pre-read prohibition condition for the special figure 1 operation reserve ball is met, and if the special figure 2 start gate check process is in progress, it is determined whether or not the pre-read prohibition condition for the special figure 2 operation reserve ball is met. In this embodiment, if the current game state is a game state with electric support (such as a time-saving state or a probability variation state), that is, a game state in which the reserved balls for activation of Special Feature 2 are likely to occur, then 'Special Feature 1 pre-reading is prohibited'. If the game state is a game state without electric support (such as a normal state or a latent probability variation state), that is, a game state in which the reserved balls for activation of Special Feature 1 are likely to occur, then 'Special Feature 2 pre-reading is prohibited'. Therefore, in the judgment process of step S316, if the current game state is a time-saving state or a probability variation state, then the condition for prohibiting the pre-reading of Special Feature 1 is met, and the judgment result is 'YES'. Note that whether to prohibit the pre-reading of Special Feature 1 or Special Feature 2 can be determined according to the internal game state (game state judgment number YJ) and / or the variation pattern distribution designation number Tcode.
[0213] If the above condition for prohibiting the pre-reading of Special Feature 1 is met (step S316: YES), the setting error flag determination process (step S317) and the pre-reading determination process (steps S318 to S320) are skipped, and the process proceeds to step S321 described below. In this case, the pre-reading determination targeting the Special Feature 1 activated ball is not performed, and an entry command with pre-reading prohibition data (EVENT: "9FH") is created (see the random number determination process at the start gate entry described below (step S320)). As a result, the execution of the pre-reading notification for the activated ball is controlled to a prohibited state (the pre-reading notification targeting the activated ball is not performed).
[0214] If the pre-read prohibition condition for Special Feature 1 is not met (step S316: NO), then it is determined whether the setting error flag is in the ON state (5AH) (step S317). If the setting error flag is in the ON state (step S317: = 5AH), that is, if a RAM error (setting abnormality error) has occurred, the processing related to the pre-read determination (steps S318 to S320) is skipped, and the process proceeds to step S321 described below. In this case as well, the pre-read determination targeting the currently operating reserved ball is not performed, and an entry command with pre-read prohibition data (EVENT: "9FH") is created, and as a result the pre-read notification is not executed. In other words, the above pre-read prohibition data (9FH) is data that specifies that the processing related to the pre-read determination (steps S318 to S320) has not been performed.
[0215] If the setting error flag is not in the ON state (step S317: ≠ 5AH), a setting value command is sent and the random number determination process is executed (step S318). This random number determination process is performed as part of the 'pre-read determination' process, and here, a 'pre-read win / loss determination' is performed in advance to determine the "win / loss lottery at the start of variation (step S410 in Figure 10, described later)" which is executed when the currently held ball is used for the variation display operation.
[0216] (Setting command) The above-mentioned "setting value command" contains information that allows for the identification of the current setting value and is used by the performance control unit 24 to control the appearance of a pre-announcement performance (a setting suggestion performance described later) based on that setting value. This setting value command is transmitted each time an activated reserve ball is generated during the start gate check process. As a result, the performance control unit 24 is able to control the appearance of a pre-announcement performance related to the activated reserve ball (for example, a setting suggestion performance related to a pre-read pre-announcement performance) based on the correct setting value information.
[0217] In the random number determination process in step S318, first, the "winning random number determination table (not shown)" is obtained to acquire a random number value for determining a jackpot. Then, based on the acquired random number value for determining a jackpot and the winning random number determination table, a win / loss lottery (pre-read win / loss determination) is performed on the balls currently in operation, and the lottery result (pre-read win / loss result) is obtained.
[0218] The above-mentioned random number determination table includes separate random number determination tables (random number determination table for special symbol 1, random number determination table for special symbol 2) corresponding to the special symbol 1 activation reserve ball (special symbol variation display game 1) and the special symbol 2 activation reserve ball (special symbol variation display game 2). The "random number determination table for special symbol 1" is referenced during the special symbol 1 start gate check process, and the "random number determination table for special symbol 2" is referenced during the special symbol 2 start gate check process. This random number determination table is also used when conducting the win / loss lottery in the "random number determination process for special electric mechanism activation (step S410 in Figure 10)" described later.
[0219] These random number determination tables define a determination area (determination value) for determining the type of win or loss (whether it's a big win, a small win, or a loss) and a random number value for big win determination (size of the random number for big win determination: 65536), based on the probability state of big win lottery (high probability and low probability). Specifically, the type of win or loss is determined by whether or not the random number for big win determination belongs to one of the determination values.
[0220] In this embodiment, the winning random number determination table includes a winning determination table corresponding to each setting value (settings 1 to 6) (each table has at least a different probability of winning a jackpot depending on setting 1 to 6). In this embodiment, the ratio of the jackpot probability at high probability to the jackpot probability at low probability (probability increase ratio: high probability / low probability) is the same for each setting value, and this ratio is set to a value not exceeding 10. For example, setting 6 is "1 / 255 at low probability, 1 / 51 at high probability", setting 5 is "1 / 260 at low probability, 1 / 52 at high probability", ..., setting 2 is "1 / 275 at low probability, 1 / 55 at high probability", and setting 1 is "1 / 280 at low probability, 1 / 56 at high probability", all of which result in a jackpot. Note that the probability increase ratio may differ for each setting value.
[0221] After completing the random number determination process in step S318 described above, the special stop symbol data creation process is then executed (step S319). This special stop symbol data creation process is performed as part of the 'pre-read determination' process, and here, a 'pre-read symbol determination' is performed to determine in advance the "symbol lottery at the start of variation (step S411 in Figure 10, described later)" which is executed when the currently activated reserved ball is used for variation display operation.
[0222] In the above special stop symbol data creation process, a "symbol table (not shown)" is selected according to the pre-read win / loss result obtained in step S318 and the type of special symbol targeted for this process (special symbol 1 or special symbol 2). Then, a random value for special symbol determination obtained in step S314 is acquired, and based on the selected symbol table and the acquired random value for special symbol determination, a symbol lottery (pre-read symbol determination) is performed for the currently activated reserved balls, and the lottery result (pre-read symbol result) is acquired.
[0223] The "symbol table" described above includes a "jackpot symbol table," a "minor win symbol table," and a "losing symbol table" for determining the types of jackpots, minor wins, and losses, with each symbol table corresponding to a special symbol type. These symbol tables are also used in the special stop symbol creation process (step S411 in Figure 10), described later, when drawing symbols at the start of a spin. In this embodiment, since there are no minor wins, there is no "minor win symbol table."
[0224] The symbol table is defined in association with a judgment area (judgment value) for determining the winning type (symbol type) and a random value for special symbol determination (for example, the magnitude of the random value for special symbol determination: 200). Specifically, the winning type is determined according to a predetermined symbol lottery rate depending on whether or not the random value for special symbol determination belongs to any of the judgment values, and special symbol determination data and special stop symbol numbers are obtained as data indicating the lottery result. In this embodiment, in the case of a jackpot, one of the jackpot types is determined according to the symbol lottery rate in Figure 4, and in the case of a loss, one of the loss types is determined according to the symbol lottery rate shown in the remarks column of Figure 4.
[0225] The "special symbol determination data" mentioned above is data that identifies the type of win (types of wins: big win type, small win type, and losing type). Specifically, it is data used to identify whether the win was a type of win (4R probability variation big win, 10R probability variation big win, 4R time reduction big win) or a losing type (loser A to C). This special symbol determination data is used in processes that require information on the type of win (for example, the game state transition preparation process in step S412 of Figure 10 described later, the special symbol variation pattern creation process in step S413, and the processes related to the execution control of the jackpot game (the special electric mechanism management process in Figure 14). The "special stop symbol number" mentioned above is data that specifies the special stop symbol pattern to be displayed on the special symbol display device, and is used by the main control unit 20 to identify the type of special symbol to be displayed (in this embodiment, the '7-segment' display pattern). In addition, ordinary symbols are also provided with ordinary symbol determination data and ordinary stop symbol numbers in the same way as special symbols.
[0226] Note that a common symbol table may be provided for all settings, or a symbol table according to the set value may be provided. For example, it can be configured as follows in (A) and (B) below. (A) In some or all of the set values, the symbol selection rates of one or more winning types are different. For example, the symbol drawing rate for a specific sure-win big hit (for example, 10R sure-win big hit) can be determined so that the higher the set value, the relatively higher the probability. (B) In some or all of the set values, the probability of entering the sure-win state (the combined symbol drawing rate of at least a big hit (sure-win big hit and / or potential sure-win big hit) accompanied by a high-probability state) is different. In the case of this embodiment, the probability of entering the sure-win state is set to 65% common to all settings (refer to the symbol drawing probabilities of 10R sure-win big hit and 4R sure-win big hit in FIG. 4), but the probabilities of entering the sure-win state for settings 1 to 6 can be determined, for example, as "60%, 61%, 62%, 63%, 64%, 65%" so that the higher the set value, the relatively higher the probability (easier to enter the sure-win state). The same applies to the probability of entering the time-saving state (the combined symbol selection rate of the time-saving big hit). In any case, it may be determined so that as the set value increases, the performance of the balls coming out (machine cut) becomes advantageous to the player.
[0227] When the special stop symbol data creation process in step S319 described above is completed, next, the start port winning random number determination process is executed (step S320). This start port winning random number determination process is also performed as part of the 'prediction determination' process. Here, a 'prediction variation pattern determination' is performed to predict in advance the "variation pattern at the start of variation" when the current operation hold ball is used for the variation display operation. Specifically, the result of the "special symbol variation pattern creation process (step S413)" shown in FIG. 10 described later is predicted.
[0228] Specifically, using the result of the preliminary determination of the symbol (at least the winning / losing lottery result obtained in the random number determination process (step S318)) obtained in the above special stop symbol data creation process (step S319) and the random number for the variation pattern obtained in step S314 (random number value magnitude: 10,000), the "variation pattern at the start of variation" related to the current operation hold ball is preliminarily determined. Note that the preliminary pattern determination is to determine the variation pattern at the start of variation in advance. Therefore, it is performed by referring to a separately provided "preliminary determination table" that has the same basic configuration as the variation pattern distribution table used at the start of variation. However, in the case of this embodiment, in order to reduce the program capacity, the variation pattern distribution table shown in FIGS. 24 to 25 described later is provided as "shared for winning (preliminary determination) and start of variation". At both the time of winning and the start of variation, the variation pattern distribution table is referred to, and based on the random number value for the variation pattern obtained in the process of step S314, the variation pattern at the start of variation is preliminarily determined.
[0229] Then, "command data at the time of winning" is obtained as the preliminary determination result. Here, as the command data constituting the command at the time of winning, the command data on the "MODE1 (first byte (upper byte))" side that can identify whether it is a win or a loss and the command data on the "EVENT (second byte (lower byte))" side that can identify the content of the preliminary variation pattern are obtained. That is, the content of the preliminary variation pattern (excluding the information on the number of operation hold balls) is specified by the command data determined in this start port winning random number determination process.
[0230] Below, for the variation pattern distribution table shown in FIGS. 24 to 25, in order to facilitate the understanding of the present invention, not only at the time of winning (preliminary determination) but also while touching on the content at the start of variation (refer to the special symbol variation pattern creation process (step S413) in FIG. 10 described later), the above-described start port winning random number determination process (step S320) will be explained.
[0231] The random number generation process upon winning at the starting gate consists of the following processes (a) and (b) as a process to determine the "winning command" for specifying the pre-read variation pattern. (a) The “Variation Pattern Distribution Table Determination Process at the Time of Winning” determines the “Variation Pattern Distribution Table” by referring to the “Variation Pattern Distribution Table Selection Table” shown in Figure 23, (b) The system includes a “winning command data determination process (pre-reading variation pattern determination process)” which determines the winning command data corresponding to the pre-read variation pattern based on the “variation pattern distribution table (Figures 24 and 25)” determined in (a) above and the random values for the variation pattern obtained in the process of step S314.
[0232] (Variable pattern distribution table selection table (when winning a prize): Figure 23) Figure 23 shows the variable pattern distribution table selection table. The variable pattern distribution table selection table of this embodiment defines multiple types of "variable pattern distribution tables" associated with the special symbol type, winning type, and number of balls held for operation, and the variable pattern distribution designation number Tcode. Specifically, based on the special symbol type, winning type, number of balls held for operation, and variable pattern distribution designation number Tcode, one of the multiple types of variable pattern distribution tables (FH1~9, FB1~4) is determined. This variable pattern distribution table selection table is used not only when determining the "winning command" at the time of winning (pre-read judgment), but also when processing the determination of the "variable pattern designation command" at the start of variation (see the special symbol variation pattern creation process in step S413 of Figure 10 described later), and is a variable pattern distribution table selection table that is used for both winning and the start of variation. However, during the pre-read determination (the "Prize-Winning Variation Pattern Distribution Table Determination Process" described above), the number of reserved balls for operation is ignored (the number of reserved balls for operation is treated as zero), and the desired variation pattern distribution table (see Figures 24 and 25) is selected from the variation pattern distribution table selection table described above (this will be explained later). On the other hand, at the start of the variation, the value obtained by subtracting the number of reserved balls for operation to be used for the current variation display operation from the number of reserved balls for operation (number of reserved balls for operation - 1) is referenced as the information for the number of reserved balls for operation (see the "Number of Reserved Balls for Operation" column in Figure 23, and steps S403 and S413 of the special symbol variation start process in Figure 10 described later).
[0233] (Variable pattern distribution table (when winning a prize): Figures 24 and 25) Next, we will explain the above variation pattern distribution table. Figure 24 shows the variation pattern distribution table selected when a win occurs, and Figure 25 shows the variation pattern distribution table selected when a loss occurs.
[0234] Referring to Figures 24 and 25, the above "variation pattern distribution table" includes multiple types of winning variation pattern distribution tables "FB1 to 6" that can be selected when a win occurs, and multiple types of losing variation pattern distribution tables "FH1 to H9" that can be selected when a loss occurs. These variation pattern distribution tables are provided as tables that can be used for both setting 1, pre-read judgment, and variation start. Therefore, the variation pattern distribution table defines the following data set.
[0235] (i) The variation pattern distribution table defines the command data on the upper byte (1st byte) side (shown as "MODE1"), the command data on the lower byte (2nd byte) side (shown as "EVENT"), and the random value for the variation pattern (size of the random value for the variation pattern: 10000) in association with each other, in order to construct a winning command that specifies the pre-read variation pattern. "MODE1" is command data that can identify whether it is a win or a loss, and "EVENT" is command data that can identify the content of the pre-read variation pattern. When a pre-read determination is made, this variation pattern distribution table is referenced, and the command data for constructing the winning command is determined based on whether or not the random value for the variation pattern belongs to one of the determination values (a lottery using the random value for the variation pattern). As a result, a winning command is created and the content of the pre-read variation pattern is specified (see Figures 26 and 27). When this winning command is sent to the performance control unit 24, the performance control unit 24 grasps the content of the pre-read variation pattern.
[0236] (b) The variation pattern distribution table also contains data related to the "variation pattern specification command" that specifies the variation pattern at the start of the variation. Specifically, the variation pattern distribution table defines the command data on the upper byte (1st byte) side (shown as "MODE2"), the command data on the lower byte (2nd byte) side (shown as "EVENT"), and the random value for the variation pattern in association with each other. "MODE2" is command data that can identify whether it is a win or a loss, and "EVENT" is command data that can identify the content of the variation pattern. At the start of the variation (see the special symbol variation pattern creation process (step S413) in Figure 10 described later), this variation pattern distribution table is also referenced, and the command data for constructing the above variation pattern specification command is determined by a lottery using the random value for the variation pattern. As a result, the variation pattern specification command is created and the content of the variation pattern at the start of the variation is specified (see Figures 26 and 27). The "variation pattern specification command" consists of two bytes of control data, "MODE2" and "EVENT," similar to the winning command. When this variation pattern specification command is sent to the performance control unit 24, the performance control unit 24 determines the variation pattern at the start of the variation.
[0237] In Figures 24 and 25, for the sake of explanation, the notation "selection rate" is used. However, in reality, a judgment range (judgment value: range of 0 to 9999) is defined for determining the winning command data or the command specifying the variation pattern, depending on the random value used for the variation pattern. The command data is determined by whether or not the random value used for the variation pattern belongs to one of these judgment ranges.
[0238] The relationship between the random values for the variation patterns and the judgment values shown in Figures 24 and 25 is as follows. For example, taking the "FH1" losing variation pattern distribution table in Figure 25 as a representative example, if we look at the drawing from the top row downwards and refer to the first location where the judgment values are listed, we see that the judgment values are listed in the order of "10", "8990", and "1000". The content of this is that if the random value for the variation pattern (BRND=0~9999) falls within the range of judgment values 0~9 (corresponding to the "10" entry above), the command data specifying "Normal Variation 13s" is selected; if it falls within the range of judgment values 10~8999 (corresponding to the "8990" entry above), the command data specifying "Normal Variation 16s" is selected; and if it falls within the range of judgment values 9000~9999 (corresponding to the "1000" entry above), the command data specifying "N Reach 1" is selected. In this embodiment, the blank space in the figure, that is, the address where the judgment value is stored, does not mean that no judgment value data is stored there; rather, "0" is stored as the judgment value. This is to facilitate the adjustment of the selectivity rate when developing new models or during the design and development stage.
[0239] To illustrate this with a simple example, the losing variation pattern distribution table "FH1" assigns judgment values to normal variation 13s, normal variation 16s, and N reach 1. However, if normal variation 8s were to be included as a selection target, it would be necessary to change the data structure again, potentially requiring a complete redesign. Also, although not shown in the diagram, if a variation pattern distribution table is provided for each setting value, these data structures would also need to be changed. Generally, when developing a new machine, various judgment values are set, and the design is carried out while adjusting the judgment values, taking into account the balance of variation time (suppression of variation slump) and the balance of effects such as reach effects. Therefore, the design may be as assumed with the judgment values initially set, or it may require changes. To address this, the address where the judgment values of variation patterns considered to be excluded from selection are stored is provisionally set to zero as the judgment value data, and if changes occur, the value is changed accordingly to include them in the selection target variation patterns. For example, the judgment value data in the losing variation pattern distribution table "FH1" actually stores data that includes zeros (the blank spaces in the diagram), such as normal variation 4s "0", normal variation 8s "0", normal variation 13s "10", normal variation 16s "8990", normal variation 16s for pre-announcement "0", N-reach 1 for pre-announcement "0", and N-reach 1 "1000". In this embodiment, when a losing A is won during normal (normal state), as shown in the diagram, N-reach 2 and later are predetermined as variation patterns that are not to be selected, so each of tables "FH1" to "FH4" stores judgment value data that includes "0" within the address range (here, consecutive addresses) related to normal variation 4s to N-reach 1 (of course, the selection target may also be the variation patterns from N-reach 2 onwards). If the judgment value is "0", the lottery process (pre-read fluctuation pattern (winning command) determination process and fluctuation pattern (fluctuation pattern specification command) determination process) will be executed, but since fluctuation patterns with a judgment value of zero will not actually be selected, they can effectively be registered as "fluctuation patterns that will not be used".On the other hand, if adjustments are needed during the design phase, a non-zero value can be set as appropriate to change it from an "unused variation pattern" to a "selected variation pattern." In this way, by leaving the determination value of unused variation patterns at zero, and by assigning the same addresses as during the development phase when developing new models, it becomes unnecessary to change the table data structure each time, making design changes extremely easy. The same applies to other variation pattern distribution tables.
[0240] As described above, in the variation pattern distribution table, the command data that constitutes the "winning command" when a prize is won is determined by whether or not the random value for the variation pattern belongs to a specific judgment value, and the command data that constitutes the "variation pattern specification command" when a variation starts is determined.
[0241] In this embodiment, when making a look-ahead determination, the number of reserved balls is ignored (the number of reserved balls is set to zero), and the selection table for the variation pattern distribution table in Figure 23 is referred to to select the desired variation pattern distribution table (see Figures 24 and 25). The reason for this is as follows.
[0242] The above "Variation Pattern Distribution Table Selection Table" is a table used for both winning and starting variations, but the number of activated reserve balls at winning and the number of activated reserve balls at the start of variations do not necessarily match. Therefore, at the time of pre-reading determination (winning), the number of activated reserve balls is set to zero, and the desired variation pattern distribution table (Figures 24 and 25) is selected. For example, if the current game state is normal (Tcode=00H), and the activated reserve ball that is the target of this pre-reading is on the Special Feature 1 side, and the winning type is Miss A (Special Feature 1 side Miss A win), then regardless of the number of activated reserve balls at winning, variation pattern distribution table "FH1" will be selected.
[0243] However, if the number of balls held for activation at the time of pre-read determination does not match the number of balls held for activation at the start of the variation, blindly ignoring the number of balls held for activation and determining the pre-read variation pattern could result in a significant difference between the content of the pre-read variation pattern and the content of the variation pattern at the start of the variation. In detail, when a ball is won, the main control unit 20 sends a "winning command" containing pre-read variation pattern information to the performance control unit 24, and the performance control unit 24, upon receiving this, performs performance control related to the pre-read notification effect based on the ball holding addition command. On the other hand, when a variation starts, the main control unit 20 sends a "variation pattern specification command" containing variation pattern information at the start of the variation to the performance control unit 24, and the performance control unit 24, upon receiving this, performs performance control including the variation display operation effect of the decorative symbols during the decorative symbol variation display game (decorative symbol variation display effect (decorative symbol effect described later)) and the notification effect (notification effect during variation) based on the variation pattern specification command. Due to this relationship, if there is a large difference between the content of the pre-read variation pattern and the content of the variation pattern at the start of the variation, the relationship between the content of the pre-read notification and the content of the notification during the variation will break down, which may reduce the reliability and appeal of the notification effect and diminish the player's motivation to play. Therefore, in this embodiment, the pre-read determination is given the following characteristic element (first characteristic element).
[0244] (First characteristic element) Referring to the variation pattern distribution table selection table in Figure 23, for example, if the current game state is normal, the activated reserve ball that is the target of this pre-read is on the Special Feature 1 side, and the winning type is Loss A (Special Feature 1 side Loss A), then, as mentioned above, when determining the pre-read, the Loss variation pattern distribution table "FH1" is selected regardless of the number of activated reserve balls. On the other hand, at the start of the variation, one of the variation pattern distribution tables "FH1~FH4" is selected according to the number of activated reserve balls (see the "00H (Normal), Special Feature 1, Loss A" column in Figure 25).
[0245] Referring to Figure 25, the variation pattern distribution table "FH3~FH4" allows selection (determination) of "normal variation 4s, normal variation 8s, normal variation 13s," etc., which belong to the normal variation (normal variation pattern) category. However, these are defined as "non-pre-announcement variation pattern types" for which pre-announcement is not performed. Specifically, these non-pre-announcement variation patterns are pre-announcement variation patterns that are "not subject to the pre-announcement lottery" or "subject to the pre-announcement lottery, but have a winning probability of zero (pre-announcement not performed)." In this embodiment, among the normal variation types, the only one subject to pre-announcement is "pre-announcement normal variation 16s," which can be selected in the case of a miss B (see "FH5" in Figure 25).
[0246] Furthermore, the variation pattern distribution tables "FH1" and "FH2" allow selection of "Normal Variation 13s and Normal Variation 16s," which belong to the normal variation type, as well as "N Reach 1," which belongs to the N Reach type. Here, the simple "N Reach 1" is different from the N Reach 1 for pre-announcement and belongs to the variation pattern for non-pre-announcement mentioned above. Therefore, if a miss A on the Special Symbol 1 side is won during normal play, the variation pattern that is the target of the pre-announcement (pre-announcement variation pattern) will not be selected at the time of winning (when "FH1" is selected during the pre-announcement judgment). In other words, even in cases where different variation patterns are determined at the time of winning and at the start of the variation, for example, when it is determined to be N Reach 1 during the pre-announcement judgment and when it is determined to be a normal variation at the start of the variation, no pre-announcement will appear in the case of a miss A on the Special Symbol 1 side during normal play, so no particular problem arises. It is not necessary to have a configuration in which no pre-announcement notices appear at all. It is considered that there is no particular problem if a pre-announcement notice appears rarely when a normal variation 13s, normal variation 16s, or N-reach 1 is selected. For example, at least one of the variation patterns of normal variation 13s, normal variation 16s, and N-reach 1 can be designated as a variation pattern for pre-announcement notices. Preferably, it is normal variation 13s and / or N-reach, which have a relatively low selection rate, and more preferably, it is normal variation 13s, which has the lowest selection rate. However, in this case, in order to prevent pre-announcement notices from appearing excessively, it is preferable to set the appearance rate of the pre-announcement notice (the probability of winning the pre-announcement lottery) to a lower probability than that of normal variation 16s and / or N-reach 1 for pre-announcement notices.
[0247] Also, as shown in FIG. 25, during normal operation, when winning on the special drawing 1 side miss B (normal operation special drawing 1 side miss B), when winning on the special drawing 1 side miss C (normal operation special drawing 1 side miss C), or when winning on any of misses A to C on the special drawing 2 side (normal operation special drawing 2 side miss), regardless of the number of balls held in operation at the time of winning and the start of variation, the common miss variation pattern distribution tables "FH5", "FH6", "FH7 (common to all misses)" are selected respectively. Also, when winning on any of misses A to C during probability variation (probability variation state) (Tcode = 01H) or time shortening (time shortening state) (Tcode = 02H), regardless of the special drawing type and the number of balls held in operation, when in probability variation, the variation pattern distribution table "FH8" common to all misses is selected, and when in time shortening, "FH9" is selected. That is, at the time of prediction determination when winning on normal operation special drawing 1 side miss B, normal operation special drawing 1 side miss C, probability variation misses A to C, or time shortening misses A to C, since the variation pattern distribution table common to each number of balls held in operation is referred to both at the time of winning and the start of variation, it becomes possible to accurately predict the variation pattern at the start of variation by prediction determination.
[0248] Therefore, during each gaming state, the above problem that the relevance between the content of the prediction notice and the content of the notice during variation is disrupted does not occur, regardless of whether a miss on either the special drawing 1 side or the special drawing 2 side is won.
[0249] (Regarding the second characteristic element) Generally, even without electric support, the number of balls held for activation can change by one or two in a relatively short time. By utilizing this and configuring the machine to allow selection of a variation pattern according to the number of balls held for activation, it becomes possible to change the performance time (execution time of the symbol variation display game) for each symbol variation display game, thereby generating a variety of effects. In particular, if the average execution time (symbol variation time) of a single symbol variation display game during a loss is made short (for example, a few seconds), the occurrence rate of so-called "variation slump" (periods during which the symbol variation display game is not executed) will increase, making it easier for players to feel that the game is "not spinning and not fun," reducing the enjoyment of the game and decreasing the repeat rate of play. Therefore, it is thought that if the average execution time of a single symbol variation display game is made longer, the number of balls held for activation will accumulate more easily, and the occurrence rate of variation slump can be reduced.
[0250] However, if the duration of the symbol variation display game is unnecessarily long, the game's pace will slow down, the in-game effects will become uninteresting, and the tension of anticipating a big win through the pre-announcement effects will be lost, leading to boredom and dissatisfaction among players. Furthermore, if the duration of the symbol variation display game is unnecessarily long, it becomes easier for the number of activated reserve balls to overflow (starting with more balls than the maximum number of reserved balls (4)), meaning that many of the game's play rights will be lost, potentially diminishing the player's motivation to play. Therefore, it is necessary to devise a way to create a well-balanced duration for the symbol variation display game. For example, a variation pattern selection technique that takes into account the number of activated reserve balls at the start of the variation and the game state is important. In particular, a variation pattern selection technique that focuses on the losing states that players frequently encounter during gameplay is important.
[0251] In light of these challenges, this embodiment features a unique configuration in the "Loss Variation Pattern Distribution Table" shown in Figure 25. Below, we will explain in detail the "Loss Variation Pattern Distribution Table 'FH1~FH9'" which is selected when a losing outcome is achieved.
[0252] <A. Characteristics of the Variable Pattern Allocation Table for Normal Losing Wins: Figure 25> First, while referring to Figure 25, the normal losing variable pattern allocation tables "FH1 to FH7" will be described.
[0253] In this embodiment, the losing types include multiple types of losses, namely Loss A to Loss C, and their symbol drawing rates are 95% for Loss A, 4% for Loss B, and 1% for Loss C (see the remarks column in Figure 4). As shown in Figure 25 here, when winning on the special figure 1 side for Loss A, depending on the number of operation hold balls, one of the variable pattern allocation tables "FH1 to FH4" is selected. However, when winning on the special figure 1 side for Loss B, regardless of the number of operation hold balls, the common variable pattern allocation table "FH5" is selected. Similarly, when winning on the special figure 1 side for Loss C, regardless of the number of operation hold balls, the common variable pattern allocation table "FH6" is selected, just like Loss B mentioned above. Also, when winning on any of Loss A to Loss C on the special figure 2 side, regardless of the number of operation hold balls, the common variable pattern allocation table "FH7" is selected.
[0254] These variable pattern allocation tables "FH1 to FH7" for normal losing wins have the following characteristics (α) to (Δ). Hereinafter, for the convenience of explanation, the variable pattern allocation table selected regardless of the number of operation hold balls will also be referred to as the "common variable pattern allocation table".
[0255] (A-1. Variable Pattern Allocation Table (Variable Pattern Allocation Table by Hold Number) "FH1 to FH4" for Normal Losing Win on the Special Figure 1 Side) (α) Each of the losing variation pattern distribution tables "FH1~FH4" allows for the selection of at least "multiple types of normal variations". Specifically, if "FH1" is selected, there is a possibility of selecting Normal Variation 13s, Normal Variation 16s, or N Reach 1 (variation time 26s). If "FH2" is selected, there is a possibility of selecting Normal Variation 13s, Normal Variation 16s, or N Reach 1. Also, if "FH3" is selected, there is a possibility of selecting Normal Variation 8s or Normal Variation 13s. If "FH4" is selected, there is a possibility of selecting Normal Variation 4s or Normal Variation 8s. Normal Variation 16s belongs to the "longest normal variation (longest normal variation pattern) type", which has the longest variation time among the normal variation types, and Normal Variation 4s belongs to the "shortest normal variation (shortest normal variation pattern) type", which has the shortest variation time among the normal variation types. This embodiment is configured such that, depending on the number of balls held in operation (number of balls stored in reserve), a "normal variation 16s" with a variation time approximately the same as that of the "pre-announcement normal variation 16s" can be selected (determined) with different selection rates.
[0256] (Z1) The present invention may include a losing variation pattern distribution table in which the longest normal variation and / or the shortest normal variation can be selected with different selection rates depending on the number of balls held in operation. (Z2) The present invention may also include a first losing variation pattern distribution table in which either a first specific variation pattern (for example, a normal variation of 16s) or a shortened variation pattern (for example, a normal variation of 4s, a normal variation of 8s, or a normal variation of 13s) can be selected depending on the number of balls held in operation, and a second losing variation pattern distribution table in which a second specific variation pattern (for example, a normal variation of 16s for pre-announcement) can be determined regardless of the number of balls held in operation, having a variation time approximately the same as the variation time of the first specific variation pattern. (Z3) The present invention may also include a first losing variation pattern distribution table that can determine a first specific variation pattern (for example, a normal variation of 16s) with different selection rates depending on the number of balls held for activation, and a second losing variation pattern distribution table that can determine a second specific variation pattern (for example, a normal variation of 16s for pre-announcement) that has approximately the same variation time as the variation time of the first specific variation pattern, regardless of the number of balls held for activation. In this case, the selection rate of the first specific variation pattern (normal variation of 16s) can be configured to be different for each number of balls held for activation.
[0257] Therefore, focusing on the overall picture of the losing spin pattern distribution table "FH1~FH4", when a player wins a losing spin (in this embodiment, losing spin A), which is frequently encountered during gameplay, if there are a relatively large number of activated reserved balls (2-3 reserved balls), a spin pattern with a relatively short spin time is more likely to be selected, and if there are a relatively small number of activated reserved balls (0-1 reserved balls), a spin pattern with a relatively long spin time is more likely to be selected. This allows for appropriate variations in spin time, contributing to a reduction in the occurrence rate of spin slumps, and giving the player the feeling that the machine is spinning with a large number of activated reserved balls. Furthermore, in the losing spin pattern distribution table "FH1~FH4", normal spins are selected with a high probability, and the selection rate of reach spins increases as the number of activated reserved balls decreases. The reach spins selected are "N reach (reach spins with a relatively short spin time)", which belong to the low-expectation reach category. This prevents unnecessarily raising expectations of winning when a player loses. According to the losing pattern distribution table "FH1~FH4" of this embodiment, it is possible to create a well-balanced symbol variation display game that contributes to reducing the occurrence rate of variation slumps and does not unnecessarily heighten the expectation of winning when a loss occurs.
[0258] Furthermore, the present invention is not limited to the configuration in which the losing variation pattern distribution tables "FH1" and "FH2" allow the selection of "reach variation (reach variation pattern)," in other words, the configuration in which reach variation can be selected when the number of activated reserved balls is relatively small. For example, the configuration may allow reach variation to be selected only in the variation pattern distribution table "FH1," that is, the configuration in which reach variation is selected only when the number of activated reserved balls is the smallest. Alternatively, the configuration may allow only normal variation to be selected in the variation pattern distribution tables "FH1~FH4."
[0259] In this embodiment, when the types of fluctuations are normally distinguished by the length of the fluctuation time, fluctuation patterns of 10 seconds or more, such as the 16s type and the 13s type, are treated as "long fluctuation patterns" with relatively long fluctuation times. On the other hand, fluctuation patterns of less than 10 seconds, such as the 4s type and the 8s type, are treated as "short fluctuation patterns" with relatively short fluctuation times. The reason for this distinction is that in a typical pachinko game machine, it is considered that if game balls are fired continuously for about 10 seconds, there is a high probability that activated reserve balls will occur. In this embodiment, the short-variation patterns include not only normal variation 4s and normal variation 8, which can be selected during normal play, but also normal variation 2s and normal variation 8s during probability variation, which can be selected during probability variation, and normal variation 3s and normal variation 9s during time reduction, which can be selected during time reduction (see the "FH8" and "FH9" columns in the variation pattern distribution table in Figure 25). Such short-variation patterns are more likely to be selected when there are many existing activated reserve balls, or under game conditions accompanied by an "electric support state" where activated reserve balls are more likely to occur.
[0260] (β) The losing variation pattern distribution tables "FH1~FH4" are set so that the variation time of the variation pattern with the highest selection rate (high-frequency variation pattern) among the variation patterns defined for each table is different (the variation time of the high-frequency variation pattern differs depending on the number of balls held in operation). Specifically, with respect to the variation time of the high-frequency variation pattern, it is set so that the variation time becomes longer in the order of "FH4 (3 balls held), FH3 (2 balls held), FH2 (1 ball held), FH1 (0 balls held)". In other words, the fewer the number of balls held in operation, the longer the variation time of the high-frequency variation pattern becomes. In this embodiment, the high-frequency variation pattern is the "normal variation (normal variation pattern)" (high-frequency normal variation pattern), and specifically, as shown in Figure 25, in the case of variation pattern distribution table "FH1", it is "normal variation 16s", in the case of "FH2", it is "normal variation 13s", in the case of "FH3", it is "normal variation 8s", and in the case of "FH4", it is "normal variation 4s". Furthermore, when the variation pattern distribution table "FH1~FH4" is selected, the average variation time (average execution time of one symbol variation display game) is set to be longer in the following order: "FH4 (3 held), FH3 (2 held), FH2 (1 held), FH1 (0 held)". In other words, the fewer the number of balls held in operation, the longer the average variation time will be.
[0261] (A-2. Common variation pattern distribution table when special symbol 1 side misses and B is won during normal play: "FH5") (γ) The losing variation pattern distribution table "FH5" allows selection of variation pattern types with a winning probability lower than that of the "SPSP Reach Type (Highest Expected Reach Type)". In this embodiment, as shown in the figure, in addition to the N Reach Type and SP Reach Type, the "Longest Normal Variation (Longest Normal Variation Pattern) Type," which has the longest variation time among the normal variation types, can be selected (see the FH column in Figure 25). Specifically, "SPSP Reach Type (Developed SPSP Reach, Direct Hit SPSP Reach)," which has a higher winning probability (longer variation time than the SP Reach Type), is not selected. The average variation time when this losing variation pattern distribution table "FH5" is selected is relatively longer than that of the aforementioned losing variation pattern distribution tables "FH1~FH4".
[0262] (A-3. Common variation pattern distribution table when a C win occurs on the special symbol 1 side during normal play: "FH6") (δ) The losing variation pattern distribution table "FH6" allows selection of at least "SPSP reach type," that is, the reach variation type with the highest expected value. In other words, it is a table configuration in which the variation pattern with the longest variation time among the reach variation patterns is selected. In this embodiment, as shown in the figure, only SPSP reach type (development type SPSP reach, direct hit type SPSP reach) is selectable. Therefore, the average variation time when the losing variation pattern distribution table "FH6" is selected is longer (longest average variation time) than the other variation pattern distribution tables "FH1~FH5" related to normal losing wins.
[0263] (Special Feature 2 side: Common variation pattern distribution table when a normal miss occurs: "FH7") (ε) The losing variation pattern distribution table "FH7" is a variation pattern distribution table for when losing on the special figure 2 side, not when losing on the special figure 1 side. In this embodiment, as shown in the figure, only the normal variation type (here, normal variation 16s) is selected. That is, if a reach occurs during the special symbol variation display game 2 (during special figure 2 variation), a winning determination is announced at that time. During normal times, there is no electric support, and winning at the lower start port 35 is almost non-existent, and the occurrence of special figure 2 operation hold balls is rare. Therefore, there is no need to make a variety of variation patterns selectable, and randomly providing a variety of variation patterns would lead to an increase in the control burden.
[0264] <B. Characteristics of the Variation Pattern Distribution Table for Losing Wins during Certain Probability Variation or Short Time Variation> (B-1. Common Variation Pattern Distribution Table "FH8" for All Losing Wins during Certain Probability Variation, Common Variation Pattern Distribution Table "FH9" for All Losing Wins during Short Time Variation) (ζ) When losing and winning during certain probability variation or short time variation, at least regardless of the number of operation hold balls, a losing variation pattern distribution table corresponding to each game state is selected. In this embodiment, regardless of the special symbol type, the number of operation hold balls, and the losing type, the losing variation pattern distribution table "FH8" is selected during certain probability variation, and the losing variation pattern distribution table "FH9" is selected during short time variation (refer to the columns of "01H (certain probability)", "02H (short time)" in Fig. 23, and the columns of "certain probability", "short time" in Fig. 25). The reason for such a table configuration is that during certain probability variation or short time variation, it is difficult for a variation slump to occur, and during certain probability variation or short time variation, it is not a game state (production mode) that emphasizes the game playability of "enjoying the production" like during normal times, but rather a game state (production mode) that emphasizes the game playability of "increasing the average digestion speed of the game to enhance the continuous winning property (increasing the ball output speed to give a ball output feeling)", and there is no need to provide a large number of variation pattern distribution tables like during normal times.
[0265] By the above-mentioned "variation pattern distribution table for losing wins", the following effects can be achieved.
[0266] (A) The losing types include multiple types of losing types A to C, and the probability of drawing these symbols is 95% for losing type A, 4% for losing type B, and 1% for losing type C (losing type A > losing type B > losing type C) (see the remarks column in Figure 4). In this embodiment, by utilizing this relationship of symbol drawing probabilities, when losing type A is won during normal play, if there are a relatively large number of activated reserve balls, multiple short variation patterns with different variation times are more likely to be selected, and if there are a relatively small number of activated reserve balls, multiple long variation patterns with different variation times are more likely to be selected. In addition, when losing type A is won, the probability of selecting a reach variation is lower than when losing type B or losing type C is won. This results in a configuration where long-lasting symbol changes do not occur excessively frequently, meaning that the change time has a moderate variation in speed, which not only contributes to reducing the occurrence rate of change slumps but also creates a well-balanced execution time for the symbol change display game, making players feel as if the activated reserve balls are accumulating and spinning (see, for example, (α) to (δ) above). (B) Furthermore, if a losing outcome A is achieved during normal gameplay, the fewer the number of balls held in reserve, the longer the average variation time (the average execution time of one symbol variation display game). In other words, the more balls held in reserve, the shorter the average variation time (see, for example, (α) and (β) above). This results in a well-balanced execution time for the symbol variation display game, preventing the execution time of the symbol variation display game from becoming unnecessarily long, suppressing the occurrence rate of variation slumps, and also suppressing the occurrence rate of overflow of balls held in reserve. This is particularly suitable during "normal gameplay," where the duration of play can be long. (Γ) Furthermore, if a miss A is won during normal play, a normal spin is selected with a higher probability than a reach spin; if a miss B is won, a low-probability reach type (N reach or SP reach) is selected with a higher probability; and if a miss C is won, a high-probability reach type (developmental SPSP reach, direct hit SPSP reach) is selected with a higher probability (see (α)~(δ) above, for example). In other words, in most cases when a miss occurs, an animation related to a normal spin (normal spin animation) appears, and reach animations can be made to appear at an appropriate frequency. This prevents excessively raising the player's expectation of winning. In addition, the rare appearance of high-probability reach animations can greatly enhance the enjoyment of the game (the expectation of winning). (Δ) During a bonus round or a time-saving mode, a common variation pattern distribution table is selected regardless of the type of miss and the number of balls held for activation (see (ζ) above). This reduces the program capacity and significantly reduces the control burden.
[0267] (Third characteristic element) Furthermore, as already described, this embodiment includes a "pre-announcement normal variation 16s" and a "pre-announcement N-reach 1". These variation patterns are defined as pre-announcement variation patterns and have the following characteristics. (A) As shown in Figure 25, the variation time of "Pre-announcement normal variation 16s" is approximately the same as the variation time of "Normal variation 16s" which belongs to the non-pre-announcement variation pattern type, and the variation time of "Pre-announcement N-reach 1" is approximately the same as the variation time of "N-reach 1" which belongs to the non-pre-announcement variation pattern type. These variation patterns belong to the long variation patterns. In this embodiment, "Pre-announcement normal variation 16s" and "Normal variation 16s" are defined as the longest variation times among the normal variation types (belonging to the longest normal variation type). (B) As shown in Figure 25, "Pre-announcement normal variation 16s" and "Normal variation 16s" are of the same variation pattern, but the values of the winning command are different for each. Also, "Pre-announcement N-reach 1" and "N-reach 1" are of the same variation pattern, but the values of the winning command are different for each. (C) "Pre-announcement normal variation 16s" and "normal variation 16s" are variation patterns belonging to the low-expectation variation pattern (normal variation type, N-reach type), and their winning probability is approximately the same. Similarly, "Pre-announcement N-reach 1" and "N-reach 1" are variation patterns belonging to the low-expectation variation pattern, and their winning probability is approximately the same.
[0268] The functions of "Pre-announcement normal variation 16s" and "Pre-announcement N-reach 1" described above will be explained while referring to the relationship between the variation pattern distribution table selection table in Figure 23, the losing variation pattern distribution table in Figure 25, and the appearance control of the pre-announcement.
[0269] If a miss A is won during normal gameplay, at the start of the spin, one of the miss spin pattern distribution tables "FH1~FH4" (spin pattern distribution tables by number of reserved balls) is selected according to the number of balls held in reserve (see Figure 25), and either a normal spin 16s or an N-reach 1 may be selected (see "FH1" and "FH2" in Figure 25). Also, rarely, a miss B (symbol lottery rate 4%) is won, in which case the miss spin pattern distribution table "FH5" (common spin pattern distribution table) is selected, and either a "pre-announcement normal spin 16s" or a "pre-announcement N-reach 1" may be selected (see "FH5" in Figure 25). Here, during "normal gameplay," which can be a long period of time spent in the game, the game situation that players are most likely to encounter is winning a miss A (symbol lottery rate 95%).
[0270] Therefore, as the first effect, when a low-expectation fluctuation pattern is selected, pre-announcements are not displayed excessively, and the player's expectation of winning is not unnecessarily heightened. As a second effect, when the activated reserve ball related to the pre-announcement is used in the symbol variation display game, the expectation of winning due to the pre-announcement can be sustained for a longer period. More specifically, when a pre-announcement is generated in relation to a short variation pattern such as a normal variation of 4s or a normal variation of 8s, the execution time of the symbol variation display game related to the activated reserve ball that is the target of the pre-announcement is short, so it ends quickly without any significant announcement effects appearing. Also, if the execution time of the symbol variation display game is short, it ends quickly without raising the expectation of occurrence, such as when a white flashing reserve icon (suggesting a step-up reserve change announcement) is displayed or when a step-up reserve change announcement is suggested using reserve K during game execution. In such cases, players are left wondering, "What was the point of that pre-announcement?" However, in the case of this embodiment, "normal variation 16s for pre-announcement" and "N reach 1 for pre-announcement" belong to the long variation pattern (in this embodiment, the longest normal variation), so it is possible to prevent such problems from occurring.
[0271] Furthermore, while there is a difference between "Pre-announcement Normal Variation 16s" and "Normal Variation 16s" in whether or not they are subject to pre-announcement, it is preferable that both be configured to execute the same effects during the symbol variation display game (the same applies to the relationship between "Pre-announcement N-Reach 1" and "N-Reach 1"). In other words, the "Normal Variation 16s" for non-pre-announcement and the "Normal Variation 16s" for pre-announcement, which has a variation time that is approximately the same (including identical), will have the same effect during symbol variation, so that regardless of which variation pattern is selected, the player will perceive the same variation pattern as having been selected in terms of the effects. By distinguishing between variation patterns that are the same in content but have different selection rates as being for non-pre-announcement and pre-announcement, it is possible to appropriately display pre-announcement when a loss occurs, preventing excessive pre-announcement from being executed and moderately building the player's expectation of winning (it is possible to prevent the player from feeling stressed by the appearance of excessive pre-announcement). In this context, "identical performance" preferably means that the performance mode, including at least the display of the changing decorative symbols (decorative symbol performance described later) and the pre-announcement performance, is identical, but the "display of the changing decorative symbols" and / or the "pre-announcement performance" may also be identical. However, in order to make the performance appear similar, it is preferable that the display mode of the changing decorative symbols differs, but the other performances are identical. In addition, one or more types of pre-announcement normal variation that have the same function as "pre-announcement normal variation 16s" may be provided, or one or more types of pre-announcement N-reach that have the same function as "pre-announcement N-reach 1" may be provided.
[0272] As previously explained, "Normal Variation 16s" and / or "N Reach 1" may be designated as pre-announcement variation patterns. In this case, the appearance rate of the pre-announcement should be set lower than that of "Normal Variation 16s for Pre-announcement" and / or "N Reach 1 for Pre-announcement". For example, the appearance rate (execution rate) of the pre-announcement should satisfy the relationship "Normal Variation 16s < Normal Variation 16s for Pre-announcement" and "N Reach 1 < N Reach 1 for Pre-announcement".
[0273] Returning to the explanation of Figure 9, after the random number determination process at the start gate in step S320 is completed, a "winning command" is created based on the command data determined in the random number determination process at the start gate and sent to the performance control unit 24 (step S321). Figures 26 and 27 show a list of winning commands. Note that if pre-reading is disabled or if an abnormality occurs in the setting value data, the pre-reading disabled data "9FH" is maintained, and a winning command with "pre-reading disabled data" is sent to the performance control unit 24. In this case, the value on the upper byte side (MODE1) is an appropriate value, for example, "B3H", and a pre-reading disabled winning command (B39FH) is sent.
[0274] Next, a "reserve addition command" is created to specify the number of reserve balls at the time of the pre-read determination (step S322), and this is sent to the performance control unit 24 (step S323). This "reserve addition command" consists of two bytes: the upper byte (MODE) specifies whether the reserve ball that is the target of the pre-read this time is on the special figure 1 side or the special figure 2 side, and the lower byte (EVENT) specifies the number of reserve balls at the time of winning. The reserve addition command is also used by the performance control unit 24 to notify the reserve display areas 76 and 77 of the current number of reserve balls when a reserve ball is generated, and to display a pre-read notification for the reserve that is the target of the notification when a pre-read notification effect is executed.
[0275] When the above-mentioned winning command and hold-add command are transmitted from the main control unit 20, the performance control unit 24, upon receiving them, will, if the information contained in the command is anything other than "pre-reading prohibited," perform a lottery regarding whether or not to execute the pre-reading notification (pre-reading notification lottery). If it wins, it will create a performance scenario for the pre-reading notification and, based on that scenario, control the execution of the pre-reading notification targeting the currently activated hold-add ball. On the other hand, if "pre-reading prohibited" is specified, the pre-reading notification lottery will not be performed, or the pre-reading notification lottery will be performed but the result will be forcibly processed as a loss (no notification performance executed), thereby prohibiting the occurrence of the pre-reading notification. In this embodiment, the winning command specifying pre-reading prohibited is sent in both cases of pre-reading prohibited or setting error, for the following reasons.
[0276] In this embodiment, even if a setting error occurs, the game operation will not be forcibly stopped. The first reason for this is that, as already explained, setting errors can be resolved by changing the settings, but changing settings during business hours is highly likely to be prohibited from a legal standpoint as it incites gambling tendencies. Second, if the game operation is forcibly stopped immediately when a setting error occurs, players will become distrustful due to the sudden cessation of the game. For example, if a setting error occurs while a symbol variation display game is in progress and is being executed under normal operation, or during a jackpot game, and the game is immediately stopped, the player will lose the profit they would have otherwise received, leading to distrust. Considering these circumstances, when a setting error occurs, only an error notification is issued, and the game itself continues, albeit with conditions. The phrase "conditional" is used because if a setting error occurs, the pre-announcement is prohibited, or the result of the symbol variation display game is forcibly set to a loss (see the processing route in step S317 (=5AH) in Figure 9 and step S409 (=5AH) in Figure 10 described later).
[0277] Based on the above, the start port check process in Figure 1 is exited, and the start port check process in Figure 2 (step S302) is then executed.
[0278] <10. Special Symbol Variation Start Process: Figure 10> Next, we will explain the special symbol variation start process (step S306) in Figure 8. Figure 10 is a flowchart detailing the special symbol variation start process.
[0279] In Figure 10, the CPU 201 first determines whether the number of reserved balls for Special Feature 2 operation is zero (step S401). If the number of reserved balls for Special Feature 2 operation is not zero (step S401: NO), it executes the processing at the start of the variation targeting the number of reserved balls for Special Feature 2 operation (steps S403 to S416). On the other hand, if the number of reserved balls for Special Feature 2 operation is zero (step S401: YES), it then determines whether the number of reserved balls for Special Feature 1 operation is zero (step S402). If the number of reserved balls for Special Feature 1 operation is not zero (step S402: NO), it executes the processing at the start of the variation targeting the number of reserved balls for Special Feature 1 operation (steps S403 to S416). The processing in steps S401 and S402 determines the "priority variation order" of which of the reserved balls for Special Feature 1 operation or Special Feature 2 operation will be used preferentially for the variation display operation (which reserved balls will be consumed first). In this embodiment, if there are operating reserve balls in both Figure 1 and Figure 2, the operating reserve balls in Figure 2 are prioritized for consumption.
[0280] Furthermore, if the number of balls held for operation of both Special Symbol 2 and Special Symbol 1 is zero (step S401: YES, and step S402: YES), the state becomes "no balls held for operation". This "no balls held for operation" state occurs when the special symbols are in standby mode and there is no hold memory. If the state becomes "no balls held for operation", the process proceeds to step S417 to determine whether the special symbol operation status is "standby (00H)", which indicates the above "no balls held for operation" state (step S417).
[0281] If the special symbol operation status was "Standby (01H)" when the above state of "No Activated Reserved Balls" occurred (step S417: NO) (see step S472 during the special symbol confirmation time processing in Figure 13A described later), the special symbol operation status is switched to "Standby (00H)" (step S418). Then, as a performance control command, the "Waiting for Customers" command (BA04H) is sent to the performance control unit 24 (step S419), and the special symbol variation start processing is exited. When the performance control unit 24 receives the above "Waiting for Customers" command, it displays a "Waiting for Customers" performance (demo screen) that plays a demo movie for explaining and introducing (demonstrating) the game related to the gaming machine 1, based on predetermined execution conditions. Specifically, if a predetermined time (for example, 180 seconds) has elapsed after receiving the "Waiting for Customers" command without the game starting, that is, without activating reserved balls being generated (without receiving a reserved ball addition command), the Waiting for Customers performance is displayed. Until the waiting time (180 seconds) before the start of the customer waiting performance has elapsed, the display state of the decorative stopped symbols that stopped after the end of the current symbol variation display game will continue to be displayed, the decorative lamps 45 will light up in a predetermined light pattern, and the speaker 43 will be muted (although predetermined sound effects may be performed), creating a "demo start waiting performance" that will be maintained until the customer waiting performance begins. Furthermore, after the start of the customer waiting performance (demo screen), if predetermined transition conditions (power saving mode transition conditions) are met, the performance control unit 24 will end the customer waiting performance and transition to "power saving mode". In this embodiment, if no operational reserve balls are generated after the start of the customer waiting animation (demo screen) and the system does not switch to the menu screen (game setting screen), a predetermined time (for example, 120 seconds) is elapsed, the system switches the animation mode to power saving mode, displays a power saving screen on the liquid crystal display device 36 (for example, the text "Power saving in progress" is displayed on the liquid crystal screen), and controls the system to turn off some or all of the decorative lamps 45 and other animation LEDs (power saving control).
[0282] If the number of balls held for activation in Special Feature 1 or Special Feature 2 is not zero (step S401: NO or S402: NO), steps S403 to S416 are executed sequentially. Note that the processing methods for steps S403 to S416 described below are essentially the same, differing only in whether they target balls held for activation in Special Feature 1 or Special Feature 2. Therefore, to avoid redundant descriptions, unless specifically necessary, the processing will not distinguish between which type of balls is being targeted.
[0283] When the process proceeds to step S403, the number of reserved balls on the special display side used for this variable display operation is reduced by 1 (step S403), and a "reserved ball reduction command" including the information of the reduced number of reserved balls is sent to the performance control unit 24 (step S404).
[0284] Next, special symbol operation confirmation data is stored (step S405). This special symbol operation confirmation data specifies the type of special symbol on the side where the variation starts. If special symbol 1 is on the side where the variation starts, "00H" is stored in the special symbol operation confirmation data, and if special symbol 2 is on the side where the variation starts, "01H" is stored.
[0285] Next, the reserved data stored in the reserved memory area of RAM203 is shifted (step S406), and the reserved 4 memory area is cleared to zero (step S407). In the process of steps S406 to S407, the reserved data stored in the reserved memory area corresponding to the number of reserved memories n=1 (reserved 1 memory area) is read and stored in the random number memory area for determination of the RAM within the area, and the reserved data stored in the reserved memory areas corresponding to the reserved n memory areas (n=2, 3, 4) is stored in the reserved memory area corresponding to 'n-1' respectively (step S406), and the reserved 4 memory area is cleared to create an empty area (step S407). As a result, the starting order of the special symbol variation display game matches the order of the number of activated reserved balls n (n=1, 2, 3, 4), it is possible to identify which reserved memory area the activated reserved ball acquired when it enters the starting gate corresponds to, and it is possible to store new activated reserved balls.
[0286] Next, the game state information transmission process is executed (step S408). In the game state information transmission process, a "game state specification command" is sent to the performance control unit 24. The game state specification command here includes game state information that can identify the game state at the start of the game. When the performance control unit 24 receives the game state specification command, it grasps the game state based on the information contained therein and manages the performance mode in a manner consistent with the game state managed by the main control unit 20. The game state information to be included in the game state specification command only needs to be the minimum information necessary to perform the desired game processing, and can include, for example, information including "internal game state (game state determination number YJ)" and / or "variation pattern distribution specification number Tcode".
[0287] Furthermore, if necessary, a "Time Reduction Count Command" is sent to specify the remaining number of Time Reduction rounds if Time Reduction is in progress, and an "ST Count Specification Command" is sent to specify the remaining number of ST rounds if Probability Variation is in progress. Based on the information contained in these commands, the Performance Control Unit 24 determines the remaining number of Time Reduction rounds or ST rounds and displays a "Remaining Count Display Performance (Countdown Display)" to visually announce the remaining number of Time Reduction rounds or ST rounds. Note that if Probability Variation continues until the next big win (including cases where it effectively continues until the next big win), it is not necessary to send the ST Count Specification Command.
[0288] (Processing route when the setting is correct: The processing route follows S410) Next, it is determined whether the setting error flag is in the ON state (5AH) (step S409). If the setting error flag is not in the ON state (step S409: ≠ 5AH), the setting value command is sent to the performance control unit 24, and then the random number determination process for determining the operation of the special electric mechanism is executed (step S410). In this random number determination process for determining the operation of the special electric mechanism, the random value for determining the jackpot is used to perform a "winning / losing lottery at the start of variation" targeting the reserved balls used for the variation display operation in this case. The basic processing procedure of this process is the same as the random number determination process in step S318 of Figure 9 which has already been explained, so it will be explained in a way that avoids duplication.
[0289] In step S410, the random number determination process for determining the operation of the special electric mechanism, first, based on the special symbol operation confirmation data, the winning random number determination table for the target of this processing (for example, if the target is Special Symbol 1, the winning random number table for Special Symbol 1) is obtained. Next, the random value for determining the jackpot stored in the random number memory area for determination is obtained, and a win / loss lottery is performed based on the random value for determining the jackpot and the winning random number determination table. If the lottery result is a "jackpot", the jackpot determination flag is set to "5AH", and if it is not a jackpot, that is, a "miss", the jackpot determination flag is set to "00H".
[0290] Next, the special stop symbol creation process is executed (step S411). In this special stop symbol creation process, the result of the win / loss lottery in step S410 and the random value for special symbol determination are used to perform the "symbol lottery at the start of the variation". The basic processing procedure of this process is the same as the special stop symbol data creation process (step S319) shown in Figure 9, which has already been explained, so the explanation will be omitted as appropriate to avoid duplication.
[0291] In the special stop symbol creation process of step S411, a symbol table (jackpot symbol table or losing symbol table) is first selected according to the special symbol operation confirmation data (special symbol type) and the win / loss lottery result of step S410. For example, if the special symbol operation confirmation data is 00H and the jackpot judgment flag is 5AH, that is, if the starting side of this variation is 'special symbol 1 side' and the win / loss lottery result is 'jackpot', then the "jackpot symbol table for special symbol 1" is selected. Then, the random value for special symbol judgment stored in the random number storage area for judgment is obtained, a symbol lottery is performed based on the selected symbol table and the random value for special symbol judgment, and the special symbol judgment data and special stop symbol number, which are the lottery results, are stored in the corresponding areas of the RAM within the area.
[0292] After completing the special stop symbol creation process in step S411, the next step is to execute the game state transition preparation process (step S412). In this game state transition preparation process, the necessary setting processes are performed to specify the game state after a winning game, as a setting for transitioning the game state. Details of this game state transition preparation process will be described later in Figure 11.
[0293] Next, the special symbol variation pattern creation process is executed (step S413). In this special symbol variation pattern creation process, the result of the symbol lottery in the special stop symbol creation process (step S411), the random number for the variation pattern, the variation pattern distribution designation number (Tcode) (current game state), setting value information (obtained as needed), and the number of operating reserve balls (0 to 3 existing operating reserve balls, excluding the operating reserve balls used for the current variation display operation: see step S403) are used to determine the variation pattern of the special symbols targeting the operating reserve balls used for the current variation display operation. Then, in order to inform the performance control unit 24 of the contents of that variation pattern, a "variation pattern specification command" containing variation pattern information that can identify the contents of that variation pattern is created as a performance control command and sent to the performance control unit 24.
[0294] The process for creating special symbol variation patterns is basically the same as the pre-read variation pattern determination process, which is the random number determination process when the ball enters the starting slot (step S320 in Figure 9), as described earlier. The basic processing procedure for this process is the same as the random number determination process when the ball enters the starting slot (step S320 in Figure 9), so we will omit some details to avoid repetition.
[0295] The special symbol variation pattern creation process includes the following processes (A) to (F) as part of the process for determining the "variation pattern specification command" used to specify the variation pattern at the start of the variation.
[0296] (A) The "Variation Pattern Distribution Table Determination Process at the Start of Variation" determines the "Variation Pattern Distribution Table" by referring to the "Variation Pattern Distribution Table Selection Table" shown in Figure 23, (B) A "variation pattern specification command data acquisition process (variation pattern determination process)" is performed, which refers to the "variation pattern distribution table (Figures 24 and 25)" determined in (A) above and acquires command data for the variation pattern specification command corresponding to the variation pattern based on the random values for the variation pattern obtained in the process of step S314, (C) The "variation time setting process" determines the variation time (including the addition time required for pseudo-consecutive wins) corresponding to the variation pattern determined in the variation pattern determination process and sets it in the "special symbol mechanism operation timer," which is the timer management area of the RAM within the region. (D) The system includes a “command transmission process” which transmits the variable pattern specification command obtained in (B) above to the performance control unit 24.
[0297] At the start of a variation, unlike when a prize is won (during pre-read judgment), the variation pattern distribution table is selected considering the number of balls held for activation (the number of balls held for activation at the start of variation in step S403). As already explained, the variation pattern distribution table defines multiple types of variation patterns related to special symbols, associated with the special symbol type, winning type, number of balls held for activation, variation pattern distribution designation number Tcode, and random values for variation patterns. A random number for variation patterns is used to select one of the multiple variation patterns. Specifically, the command data for the upper byte (MODE2: specifies whether it is a win or a loss) and lower byte (EVENT: variation pattern information) for constructing the "variation pattern specification command" at the start of variation is determined (see Figures 24 and 25). This determines the variation pattern specification command, and the content of the variation pattern at the start of variation for this symbol variation display game is specified. As shown in Figures 26 and 27, this variation pattern specification command is a value corresponding to the variation pattern.
[0298] Once the variation pattern is determined, the variation time corresponding to that pattern is also determined, and the variation time for the current variation pattern is set. This variation time will be the game time (display time of the decorative symbols (performance time)) of the decorative symbol variation display game, which is executed in sync with the special symbol variation display game.
[0299] The information regarding the variation pattern determined in this way includes at least the results of the draw (in this embodiment, detailed symbol draw result information is included in the decorative symbol specification command), the current game state, variation time information, and information specifying the execution of a particular pre-announcement effect (such as whether or not there is a reach effect and its type, and pseudo-consecutive effect specification information). The main control unit 20 transmits a "variation pattern specification command" whose contents can be identified to the effect control unit 24, and the information included in this variation pattern specification command is used by the effect control unit 24 when determining the effect scenario related to the current symbol variation display game (such as the variation display of decorative symbols and various pre-announcement effects).
[0300] After completing the special symbol variation pattern creation process in step S413, the next step is to set the variation flag corresponding to the variation start side to the ON state (5AH) (step S414). The "variation flag" is a flag that indicates whether special symbol 1 or 2 is currently varying. When the flag is in the ON state (5AH), it indicates that the special symbol is varying, and when the flag is in the OFF state (00H), it indicates that the special symbol is stopped. In this embodiment, a "special symbol 1 variation flag" corresponding to special symbol 1 and a "special symbol 2 variation flag" corresponding to special symbol 2 are used. For example, if special symbol 1 is the target of this process (variation start side), the special symbol 1 variation flag is set to ON and the special symbol 2 variation flag is set to OFF.
[0301] Next, a decorative symbol specification command is obtained that can identify the symbol lottery result information obtained in the special stop symbol creation process in step S411, and this is transmitted to the performance control unit 24 (step S415). The decorative symbol specification command contains information about the special symbol type on the variation side and the winning type (symbol lottery result). This decorative symbol specification command is mainly used to determine the combination of decorative symbols when forming a reach state (symbol types that make up the reach symbols), the combination of decorative symbols to be displayed at the end (decorative stop symbols), and the pre-announcement effects corresponding to the winning type in the symbol variation display game. When the performance control unit 24 receives the variation pattern specification command and the decorative symbol specification command, it determines the effects to be executed during the symbol variation display game based on the information contained in these commands and starts the current decorative symbol variation display game.
[0302] Then, as a setting process at the start of the variation, the special symbol operation status is switched to "Variation in progress (02H)" (02H is stored in the special symbol operation status), and 00H is stored in the random number memory area for judgment (zero clear) (step S416).
[0303] As a result, after exiting this special symbol variation start process, the special symbol display data update process (step S309) shown in Figure 8 is performed, and thus the variation display of the special symbols begins. This allows the process to exit the special symbol management process (step S093) and proceed to the special electric mechanism management process (step S095) shown in Figure 7.
[0304] (Regarding cases where a configuration error occurs: Processing route S409 → S411) Returning to the explanation of the judgment process in step S409, in step S409, if the setting error flag is in the ON state (5AH), that is, if a setting abnormality error is occurring (step S409:=5AH), the random number judgment process for determining the operation of the special electric mechanism in step S410 (win / lose lottery) is skipped, and the special stop symbol creation process in step S411 is executed. In other words, if a setting abnormality error occurs, the win / lose lottery at the start of the variation is not performed, and the result of this win / lose lottery is always processed as a "lose" (forced lose control). In the case of a setting abnormality error, it is preferable to provide a variation pattern specifically for errors and select it, but it is also possible to configure it so that an existing specific variation pattern is selected. When selecting an existing variation pattern, considering that a serious error such as a "setting abnormality error" has occurred, it is preferable to select only normal variation pattern types and not reach variation pattern types that stimulate expectations of winning. In the event of a forced loss, the game no longer has any meaning, so it is preferable to select a long variation pattern type, and more preferably, to select only the longest normal variation pattern (normal variation 16s in this embodiment). In the event of a setting abnormality error, the system may be configured to not start the symbol variation display game itself (do not start the symbol variation) by indicating "game cannot be continued". In this case, the error notification will continue until the power of the game machine is turned off. In this embodiment, the error notification will continue even if the power is turned on again until the setting change process (step S023) shown in Figure 6 is executed and the setting abnormality error is cleared.
[0305] <11. Preparation process for transitioning to a new game state: Figure 11> Next, the game state transition preparation process (step S412) shown in Figure 12 will be explained. Figure 11 is a flowchart detailing the game state transition preparation process.
[0306] In Figure 11, the CPU 201 first obtains the jackpot determination flag and determines the state of the jackpot determination flag (step S431). If the jackpot determination flag is in the OFF state (=00H) (step S431: ≠5AH), the CPU exits the game state transition preparation process without doing anything.
[0307] (If you win the jackpot) If the jackpot determination flag is ON (step S431:=5AH), the "Game State Transition Table Selection Table" shown in Figure 21 is obtained (step S432).
[0308] (T-5. Selection table for game state transitions for big wins: Figure 21) Figure 21 shows the game state transition table selection table. In this embodiment, the game state transition table selection table defines a game state transition table for big wins associated with the game state determination number (YJ) and special symbol determination data. Specifically, a game state transition table (Figure 22) is obtained based on the game state determination number (YJ) and special symbol determination data (big win type), and the various data defined in the obtained game state transition table are stored in the corresponding state buffer (Step S434: State buffer setting process). As shown in Figure 22, this game state transition table defines various data for transitioning JTTBL-1 to "probability change" and JTTBL-2 to "time reduction".
[0309] The values stored in the buffer are read during the jackpot termination process shown in Figure 14 (step S509, step S592 in Figure 15 which shows the details) and stored in predetermined memory areas of the RAM 203 (flag memory area and counter memory area corresponding to each buffer). This specifies the game state after the jackpot game (the transition destination game state in Figure 4).
[0310] The roles of the various state buffers mentioned above are as follows: (α) "Normal Electricity Mechanism Opening Extension Transition State Buffer, Normal Symbol Time Reduction Transition State Buffer, Normal Symbol Probability Change Transition State Buffer, Special Symbol Time Reduction Transition State Buffer, Special Symbol Probability Change Transition State Buffer" These state buffers are set with ON / OFF (5AH / 00H) specification data for each function used to specify the internal game state. Specifically, the normal electric mechanism opening extension transition state buffer is set with a normal electric mechanism opening extension state flag that specifies the operating state of the opening extension function, the normal symbol time reduction transition state buffer is set with a normal symbol time reduction state flag that specifies the operating state of the normal symbol time reduction function, the normal symbol probability variation transition state buffer is set with a normal symbol probability variation state flag that specifies the operating state of the normal symbol probability variation function, the special symbol time reduction transition state buffer is set with a special symbol time reduction state flag that specifies the operating state of the special symbol time reduction function, and the special symbol probability variation transition state buffer is set with data for the special symbol probability variation state flag that specifies the operating state of the special symbol probability variation function. (β) "Special Symbol Time Reduction Count Buffer" Data for specifying the number of time-saving rounds (data for the special symbol time-saving round counter) is set (see steps S478 to S481 in Figures 13A to 13B). (γ) "Special Symbol Probability Change Count Counter Buffer" Data for specifying the number of ST rounds (data for the special symbol probability variation counter) is set (see steps S483 to S486 in Figure 13B). (δ) "Special Symbol Variation Count Counter Buffer" Data is set to specify the number of consecutive occurrences of a certain variation pattern distribution designation number Tcode (data for the special symbol variation count counter) (see steps S488 to S491 in Figure 13B). (ε) "Variable pattern distribution designation number buffer" When the predetermined update conditions are met, data specifying the variable pattern distribution designation number Tcode to be updated (data for variable pattern distribution designation number Tcode) is set. Update conditions include when a jackpot is won (step S475 in Figure 13A), when the jackpot game ends (S592 in Figure 15), and when the special symbol variation count counter becomes zero.
[0311] For example, if the current game state is "Normal State (YJ=00H)" and a "10R Probability Variation Big Win" is achieved, then "JTTBL-1" from the game state transition table for transitioning to the probability variation state is obtained based on the game state transition table selection table in Figure 21. In this case, as shown in Figure 22, "5AH (ON specification)" is set in both the normal electric mechanism opening extension transition state buffer and the special symbol probability variation transition state buffer, "65536 times (a value that effectively guarantees until the next big win)" is set in the special symbol probability variation counter buffer, and "01H (probability variation specification)" is set in the variation pattern distribution specification number buffer. As a result, the destination game state after a big win is specified as "Probability Variation State". In this embodiment, since the update timing of the variation pattern distribution specification number Tcode is the same as the update timing of the internal game state, "0 times" is set in the special symbol variation count counter buffer.
[0312] <12. Processing during special symbol variation: Figure 12> Next, we will explain the special symbol variation processing (step S307) shown in Figure 8. Figure 12 is a flowchart detailing the special symbol variation processing (step S307) shown in Figure 8.
[0313] In Figure 12, the CPU 201 first determines whether the special symbol mechanism operation timer is zero, that is, whether the special symbol variation time has elapsed (step S451). If the special symbol mechanism operation timer is not zero (step S451: NO), the special symbol variation time has not yet elapsed, that is, the special symbol is still changing, so the CPU 201 does nothing and exits this special symbol variation process.
[0314] If the special symbol mechanism operation timer reaches zero (step S451: YES), a "spin stop command" indicating that the spinning of the special symbol has ended is sent to the performance control unit 24 as a performance control command (step S452). Upon receiving this spin stop command, the performance control unit 24 recognizes that the spinning time for the special symbol has elapsed and the special symbol spinning display game has ended, and displays the currently spinning decorative symbol as stopped (confirmed). As a result, the special symbol spinning display game ends, as does the decorative symbol spinning display game.
[0315] Next, as a setting process when the special symbol stops moving, the special symbol confirmation signal output time (for example, 100ms) is stored in the special symbol confirmation timer of RAM203, the confirmation display time (for example, 500ms) is stored in the special symbol mechanism operation timer, the special symbol operation status is switched to "Checking (03H)" (03H is stored in the special symbol operation status), 00H (OFF state) is stored in the special symbol movement flag (step S453), and this special symbol movement process is exited. The above "special symbol confirmation signal output time" is a margin time to ensure the output time of the special symbol confirmation signal that notifies the hall computer HC from the frame external terminal board 21 that the special symbol has been confirmed and displayed. The "confirmation display time" is the time (stop display time) for which the stop display of the special symbol is held when the movement display of the special symbol ends and the special symbol is displayed stopped. During this confirmation display period, the decorative patterns are also confirmed (fully stopped) (for example, the confirmation display period CT in Figure 29).
[0316] After exiting the special symbol variation processing described above, the special symbol display data update processing (step S309) shown in Figure 8 is performed, and after exiting the special symbol management processing, the process proceeds to the special electric mechanism management processing in step S095 shown in Figure 7.
[0317] <13. Processing during special symbol confirmation time (processing when variation stops): Figures 13A and 13B> Next, we will explain the processing during the special symbol confirmation time (step S308). Figures 13A and 13B are flowcharts detailing the processing during the special symbol confirmation time (step S308) shown in Figure 8.
[0318] In Figures 13A and 13B, the CPU 201 first determines whether the special symbol mechanism operation timer is zero or not (step S471). The special symbol mechanism operation timer here has a "confirmation display time" set (see step S453 in Figure 12). Until the special symbol mechanism operation timer becomes zero (step S471: NO), the CPU 201 does nothing and exits this special symbol confirmation time processing.
[0319] If the special symbol mechanism operation timer reaches zero (step S471: YES), the current special symbol variation display game is considered to have ended, the special symbol operation status is switched to "standby (01H)" (01H is stored in the special symbol operation status) (step S472), and the game state number YJ is stored (step S473).
[0320] Next, the jackpot determination flag is obtained, and the state of the jack...
Claims
1. A launching means capable of launching game balls toward the game area, A recycling mechanism that allows game balls launched towards the game area to be launched again without being touched by the player, A means of operation that can be operated by the player, A display means capable of displaying a predetermined information, Sound output means capable of outputting a predetermined sound, A first equivalent noise level changing means that can change the equivalent noise level related to the sound emitted by the gaming machine by a first method, The system includes a second equivalent noise level changing means that can change the equivalent noise level by a second method, In a gaming machine that conducts a lottery upon the fulfillment of predetermined conditions and awards prizes according to the results of the lottery, Both the first equivalent noise level changing means and the second equivalent noise level changing means can change the equivalent noise level by operating the operating means. The first equivalent noise level changing means, as a first method, makes it possible to reduce the equivalent noise level by gradually decreasing the overall volume of the sound output from the sound output means. The second equivalent noise level changing means allows the equivalent noise level to be changed by changing the frequency per unit time of a specific performance accompanied by a performance sound of a predetermined volume, as a second method. When predetermined volume suppression conditions are met, neither the first equivalent noise level changing means nor the second equivalent noise level changing means can be changed by the player. A gaming machine characterized by the following features.
2. The predetermined sound level suppression condition is when the equivalent noise level in a predetermined unit time exceeds a predetermined value. The gaming machine described in feature 1.
3. Capable of storing at least predetermined difference in balls information as game result information, The predetermined volume suppression conditions can be determined using the game result information without using volume measurement means. The gaming machine according to feature 1 or 2.