Gaming machine
Patent Information
- Application Number
- JP2022072848
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2022-04-27
- Publication Date
- 2026-09-14
- Estimated Expiration
- 2042-04-27
AI Technical Summary
【0006】 本発明によれば、遊技の興趣を向上することができる。
Smart Images

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Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine capable of executing a game based on satisfaction of a predetermined condition and generating an advantageous state for a player. [Background Art]
[0002] Conventionally, a pachinko machine is a representative example of gaming machines. In this pachinko machine, when a game ball enters a starting opening provided in a game area (starting winning), a variable display game is started in which a plurality of pieces of identification information (symbols, marks, etc.) displayed on a variable display device provided in the game area are variably displayed. When the result of the variable display game is a special result, a special gaming state that opens a special variable winning device is triggered, allowing the player to obtain a profit. In such gaming machines, an effect for increasing the player's expectation can be executed (see, for example, Patent Document 1). [Prior Art Literature] [Patent Literature]
[0003] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2019-181255 [Summary of the Invention] [Problem to be Solved by the Invention]
[0004] However, for reliability, which refers to the probability that an effect will result in an outcome advantageous to the player, a unique reliability is preset for each effect. As a result, a player merely expects the appearance of an effect with high inherent reliability, and the interest of the game cannot be sufficiently improved. An object of the present invention is to improve the interest of a game. [Means for Solving the Problem]
[0005] In order to solve the above problems, the invention according to claim 1 is characterized in that: In a gaming machine that executes a game based on satisfaction of a predetermined condition and can generate an advantageous state for a player, It is equipped with a performance control means for controlling the performance of the game, The aforementioned performance control means is Ultimately, it is possible to perform a result derivation that leads to either the first result or the second result. This suggests or informs that the first result is more advantageous to the player than the second result, In the aforementioned result-deriving output, it is possible to execute a selection effect chosen from among several types. For some or all of the multiple types of selection effects, it is possible to perform an indication effect that suggests, along with a criterion, the likelihood of obtaining the first result in the result-deriving effect being executed. When the selected selection animation is shown, if the likelihood of obtaining the first result shown in the suggestion animation for that selection animation is higher than the criterion, a notification animation can be executed to that effect. The aforementioned selection animation is There is a first selection sequence, and a second selection sequence that is more likely to produce the first result than when the first selection sequence is performed. The aforementioned When the first selection sequence is being executed, Record number The presentation can be changed to option 2. If the selection process is changed from the first selection process to the second selection process, the probability of obtaining the first result is higher than if the selection process was not changed from the first to the second selection process. Ku, If the second selection sequence is executed and the first result is derived, the predetermined bonus for deriving the first result will not be granted in the next result-deriving sequence. If the first selection sequence is executed and the first result is derived, the predetermined benefit can be granted in the next result-deriving sequence. When the first selection animation described above is being performed, It is possible to perform a visual display that indicates the likelihood of the first result being derived is low, and that if the first result is derived, the predetermined benefit may be granted. It is characterized by the following: [Effects of the Invention]
[0006] According to the present invention, the enjoyment of games can be improved. [Brief explanation of the drawing]
[0007] [Figure 1] This is a front view of a gaming machine according to one embodiment of the present invention. [Figure 2] It is a perspective view of the gaming machine according to one embodiment of the present invention viewed from the front side. [Figure 3] It is a front view of the game board. [Figure 4] It is a block diagram showing a configuration example of a control system of the gaming machine. [Figure 5] It is a block diagram showing a configuration example of a control system of the gaming machine. [Figure 6] It is a diagram showing an example of the distribution ratio of results of special symbol variation display games, the distribution ratio of jackpot symbols and minor jackpot symbols, the normal symbol probability, and the number of games when reaching the ceiling. [Figure 7] It is a diagram for explaining transition of gaming states. [Figure 8] It is a flowchart for explaining main processing. [Figure 9] It is a flowchart for explaining main processing. [Figure 10] It is a flowchart for explaining timer interrupt processing. [Figure 11] It is a flowchart for explaining special symbol game processing. [Figure 12] It is a flowchart for explaining common processing for special symbol starting opening switches. [Figure 13] It is a flowchart for explaining special symbol pending information determination processing. [Figure 14] It is a flowchart for explaining special symbol normal processing. [Figure 15] It is a flowchart for explaining first special symbol variation start processing and second special symbol variation start processing. [Figure 16] It is a flowchart for explaining first special symbol stopped symbol setting processing. [Figure 17] It is a flowchart for explaining second special symbol stopped symbol setting processing. [Figure 18] It is a flowchart for explaining processing during special symbol variation. [Figure 19] It is a flowchart for explaining time-saving end setting processing. [Figure 20] It is a flowchart for explaining processing during special symbol display. [Figure 21]This is a flowchart explaining the processing during the display of special features. [Figure 22] This is a flowchart explaining the fanfare / interval processing transition setting process 1. [Figure 23] This is a flowchart explaining the support operation setting process. [Figure 24] This is a flowchart explaining the process for ending a jackpot. [Figure 25] This is a flowchart explaining the jackpot termination setting process 1 and the jackpot termination setting process 2. [Figure 26] This is a flowchart explaining the monitoring process for switches in a specific region. [Figure 27] This is a flowchart explaining how to handle remaining balls after a small win. [Figure 28] This is a flowchart explaining the process for ending a minor win. [Figure 29] This is a flowchart explaining the main processing of the performance control system. [Figure 30] This is a flowchart explaining the process of checking received commands. [Figure 31] This is a flowchart explaining the process of parsing received commands. [Figure 32] This is a diagram illustrating an example of a production technique. [Figure 33] This is a diagram illustrating an example of a production technique. [Figure 34] This is a diagram illustrating an example of a production technique. [Figure 35] This is a diagram illustrating an example of a production technique. [Figure 36] This diagram illustrates the selectable patterns and their reliability levels. [Figure 37] This is a diagram illustrating an example of a production technique. [Figure 38] This is a diagram illustrating an example of a production technique. [Figure 39] This is a diagram illustrating an example of a production technique. [Figure 40] This is a diagram illustrating an example of a production technique. [Figure 41] This diagram illustrates the selectable patterns and their reliability levels. [Modes for carrying out the invention]
[0008] <First Embodiment> Figure 1 is a front view of the gaming machine 10 of this embodiment, and Figure 2 is a front perspective view of the gaming machine 10 of this embodiment. As shown in Figures 1 and 2, the gaming machine 10 of this embodiment includes a front frame 12, which is assembled to an outer frame (support frame) 11 so as to be able to open and close and rotate. The gaming board 30 (see Figure 3) is housed in a storage compartment (not shown) formed on the front side of the front frame 12. In addition, a glass frame (transparent plate holding frame) 15 equipped with a cover glass (transparent member) 14 that covers the front of the gaming board 30 is attached to the front frame (main frame) 12.
[0009] The glass frame 15 is provided with a display panel 350 that covers the front of the game board 30, located behind the cover glass 14. The display panel 350 is transparent to the game board 30 and can display a predetermined information. In the game machine of this embodiment, it is composed of a light guide plate that makes an image appear when light is introduced from the side edge, but it may also be composed of a transparent liquid crystal display device or an EL display device. When the display panel 350 does not have a predetermined display, it is transparent and does not obstruct the view of the game board 30 behind it. When a predetermined display is placed on the display panel 350, the visibility of the game board 30 behind it is reduced in the area where the predetermined display is placed. In this state, the game board 30 behind it may be visible through the predetermined display, or it may be impossible to see the game board 30 behind it due to the predetermined display.
[0010] A display unit 16 for displaying the model name of the gaming machine 10 is provided at the top of the glass frame 15. Furthermore, the left and right sides of the glass frame 15 are equipped with frame decoration devices 18 that incorporate lamps or LEDs to provide decoration, visual effects, and notification of abnormalities (for example, if a dispensing abnormality occurs, the lamps or LEDs will light up (flash) in an abnormality notification color (for example, red)), as well as speakers (upper speakers) 19a that emit sound (for example, sound effects). In addition, speakers (lower speakers) 19b are provided at the bottom of the front frame 12 and the glass frame 15. When an abnormality occurs, the details of the abnormality are announced by voice from the speakers (upper speakers) 19a and speakers (lower speakers) 19b. Note that lamps for dispensing abnormality notification may also be provided at predetermined locations on the glass frame 15.
[0011] Furthermore, the lower part of the glass frame 15 is provided with an upper tray (storage tray) 21 for supplying game balls to a ball launching device (not shown), and an upper tray ball outlet 22 through which game balls dispensed from a payout unit located on the back side of the gaming machine 10 flow out. In addition, the upper edge of the upper tray 21 is provided with a performance button 25 that incorporates a performance button switch 25a (see Figure 5) for receiving press input from the player. The performance button 25 also incorporates a drive source that vibrates the performance button 25. In other words, the gaming machine 10 of this embodiment is equipped with a vibration function that provides a predetermined notification by vibrating the performance button 25. The performance button 25 may be configured to be convertible from a normal state (the state shown in Figures 1 and 2) to a protruding state (a state in which the upper surface (pressing surface) of the performance button 25 is higher than in the normal state).
[0012] The lower part of the front frame 12 is provided with a lower tray (receiving tray) 23 for storing game balls dispensed when the upper tray 21 is full, a handle 24 for the ball launching device, and the like. Furthermore, the lower right side of the front frame 12 is provided with a keyhole 26 for inserting a key to open and lock the front frame 12 and the glass frame 15.
[0013] To the right of the performance button 25 are a dispensing button (ball dispensing button) 27a, which the player operates when receiving balls from an adjacent ball dispensing machine; a return button (dispensing button) 27b, which the player operates to eject a prepaid card from the card unit of the ball dispensing machine; a balance indicator (balance display unit) 27c, which displays the balance of the prepaid card; an upper tray operation lever 27d, which the player operates to move the game balls in the upper tray 21 down to the lower tray 23; and a mobile device holder 28 for placing a mobile device such as a smartphone owned by the player. To the left of the performance button 25 are a volume control button 27e, a directional pad 29, and the like. In the gaming machine 10 of this embodiment, when a player rotates the handle 24, the ball launching device launches game balls supplied from the upper tray 21 toward the game area 32 on the front of the game board 30. In addition, when a player operates the effect buttons 25 or the directional pad 29, the display device 41 (see Figure 3) can perform effects and other actions that involve the player's operation in the variable display game (decorative special feature variable display game).
[0014] Next, an example of the game board 30 will be described using Figure 3. Figure 3 is a front view of the game board 30 of this embodiment. As shown in Figure 3, the game board 30 comprises a flat game board body that serves as a mounting base for various components. The game board body is made of wood or synthetic resin, and the front of the game board body is provided with a game area 32 surrounded by resin side cases 33 provided at each of the four corners of the game board 30 and an outer peripheral wall (guide rail) 31. The game machine 10 is configured to play by launching game balls from a ball launching device into the game area 32 surrounded by the outer peripheral wall 31. Windmills and obstacle nails are arranged in the game area 32 as components that change the direction of the flow of the game balls, and the launched game balls flow down the game area 32 while changing their rolling direction due to these components.
[0015] A center case 40 is attached approximately in the center of the game area 32, forming a window that will serve as the display area for the variable display game. Behind the window formed in the center case 40, a display device 41 is positioned as a performance display device (variable display device) that displays multiple identification information in a variable manner.
[0016] The display device 41 (variable display device) is composed of a device having a display screen such as an LCD (liquid crystal display) or a CRT (cathode ray tube). Still images and moving images can be displayed as performance images in the display area of the display screen. For example, information related to the game, such as multiple identification information (special symbols), characters that perform the special symbol variation display game, and background images that enhance the performance effect, can be displayed. On the display screen of the display device 41, multiple special symbols assigned as identification information are displayed in a variable manner, and a decorative special symbol variation display game corresponding to the special symbol variation display game is performed. In addition, images for performance based on the progress of the game (for example, a jackpot display image, a fanfare display image, an ending display image, etc.) are displayed on the display screen.
[0017] The center case 40 is provided with a warp channel forming member 614 that forms a warp channel for guiding game balls flowing down the game area 32 into the inside of the center case 40, and a stage section 620 on which game balls that have passed through the warp channel can roll. Since the stage section 620 of the center case 40 is located above the starting prize entry opening 36, game balls that roll on the stage section 620 are more likely to enter the starting prize entry opening 36. Furthermore, the upper and lower parts of the center case 40 are equipped with game display devices 44 that perform game effects through their operation. The lower display device 44a, located at the bottom of the center case 40, is operable between the lower part of the center case 40 and a position closer to the center of the display device 41. The upper display device 44b, located on the top of the center case 40, is capable of operating between a position on the top of the center case 40 and a position closer to the center of the display device 41. Furthermore, this upper display device 44b has a rotating operating member 44c that mimics a propeller, and it is possible to perform effects through the operation of the operating member 44c as well. In other words, the lower display device 44a constitutes a first movable mechanism having an operable first movable member, and the upper display device 44b constitutes a second movable mechanism having an operable second movable member.
[0018] A regular symbol start gate (regular symbol start gate) 34 is provided in the game area 32 to the right of the center case 40. Inside the regular symbol start gate 34, a gate switch 34a (see Figure 4) is provided for detecting game balls that have passed through the regular symbol start gate 34. When a game ball that has been launched into the game area 32 passes through the regular symbol start gate 34, the regular symbol variation display game is executed.
[0019] Three general prize slots 35 are located in the lower left game area 32 of the center case 40, and one general prize slot 35 is located in the right game area 32 of the center case 40. The entry of game balls into these general prize slots 35 is detected by a prize slot switch 35a (see Figure 4) provided in the general prize slot 35.
[0020] In the game area 32 below the center case 40, there is a starting prize entry point 36 (first starting prize entry area) that provides the conditions for starting the special feature 1 variable display game (first special feature variable display game). Game balls that enter the starting prize entry point 36 are detected by the starting point 1 switch 36a (see Figure 4).
[0021] To the right of the center case 40 is a normal variable prize winning device 37 (second start prize winning area) which provides the starting conditions for the special figure 2 variable display game (second special figure variable display game). Game balls that enter the normal variable prize winning device 37 are detected by the start port 2 switch 37a (see Figure 4). The normal variable prize winning device 37 is equipped with a movable member 37b, which normally maintains a closed state (a state unfavorable to the player) in which game balls cannot flow in. When the result of the normal variable display game reaches a predetermined result, the normal electric solenoid 37c (see Figure 4), which acts as a drive device, operates in an inverted "V" shape, changing the normal variable prize winning device 37 to an open state (a state favorable to the player) in which game balls can easily flow in. Furthermore, the standard variable prize winning device 37 may be configured such that it is possible to win prizes even when the movable member 37b is in the closed state, and in the closed state, it may be more difficult for prizes to be won than in the open state.
[0022] In the game area 32 at the lower right of the center case 40, there is a special variable prize winning device (large prize opening) 38 that can be switched between a state where it does not accept game balls and a state where it easily accepts game balls, depending on the result of the special variable display game. The special variable prize winning device 38 has an attacker-type opening / closing door 38c that can be opened by rotating the upper end in a direction that tilts towards the front, and opening it converts the upper large prize opening into a state in which game balls can flow in. The special variable prize winning device 38 converts the large prize opening from a closed state to an open state depending on the result of the special variable display game, thereby making it easier for game balls to flow into the large prize opening and awarding the player a predetermined game value (prize balls). Game balls that have entered the special variable prize winning device 38 are detected by the large prize opening switch (count switch) 38a (see Figure 4).
[0023] Inside the large prize winning area (winning area), there is a specific area into which game balls can flow, and a lever member operated by a lever solenoid 38f (see Figure 4) is provided to change the probability of game balls flowing into the specific area. The specific area is equipped with a specific area switch 38d (see Figure 4) that can detect the inflow of game balls, and based on the detection of game balls by the specific area switch 38d, a state advantageous to the player is generated (in this embodiment, a special game state is generated). Game balls that flow into the specific area are discharged to the outside of the special variable prize winning device 38.
[0024] Furthermore, a remaining ball discharge switch 38e (see Figure 4) is provided inside the large prize opening to detect game balls that are discharged to the outside of the special variable prize device 38 without flowing into a specific area. When the number of game balls detected by the large prize opening switch 38a located inside the large prize opening (the number of game balls that flowed into the large prize opening) matches the number of game balls detected by the specific area switch 38d and the remaining ball discharge switch 38e (the number of game balls discharged from the large prize opening), it can be confirmed that all the game balls in the upper large prize opening have been discharged, and basically, the large prize opening will not be opened again until this confirmation is complete.
[0025] Below the starting prize entry opening 36, in the game area 32, there is an out opening 30a for collecting game balls that did not enter the prize entry openings, etc. Also, outside the game area 32, in the lower right corner of the game board body 80, there is a single display device 50 that executes special figure variation display games (special figure 1 variation display game, special figure 2 variation display game) and general figure variation display games.
[0026] The integrated display device 50 includes a special figure 1 display unit (first special figure variation display unit) 51 for the special figure 1 variation display game and a special figure 2 display unit (second special figure variation display unit) 52 for the special figure 2 variation display game, a special figure 1 hold display unit 53 for notifying the number of start-ups stored for the special figure 1 variation display game and a special figure 2 hold display unit 54 for notifying the number of start-ups stored for the special figure 2 variation display game.
[0027] Furthermore, the integrated display device 50 includes a round display unit 55 that displays the number of rounds during a jackpot (the number of times the special variable prize winning device 38 is opened and closed), and a game state display unit 56 that displays the game state of the gaming machine 10. The game state display unit 56 includes a first game state display unit 56a that notifies the player of which playing style (playing style corresponding to the game state) is more advantageous to the player between left-handed play (normal play) and right-handed play, a second game state display unit 56b that notifies that the game is in a time-saving state (when the variable time reduction function is activated), and a third game state display unit 56c that notifies that the probability state of a jackpot is in a high probability state when the gaming machine 10 is powered on. In this embodiment of the gaming machine, the special symbol probability is always constant, so the third game state display unit 56c is not used. Furthermore, the integrated display device 50 includes a regular display indicator 57 for the regular display variation display game and a regular display hold indicator 58 for notifying the number of start memories for the regular display variation display game.
[0028] Figure 4 is a block diagram of the control system of the pachinko game machine 10 according to this embodiment. The gaming machine 10 is equipped with a gaming control device 100, which is a main control device (main board) that comprehensively controls the game, and consists of a CPU unit 110 having a gaming microcomputer (hereinafter referred to as a gaming microcomputer) 111, an input unit 120 having input ports, an output unit 130 having output ports and drivers, and a data bus 140 connecting the CPU unit 110, the input unit 120, and the output unit 130.
[0029] The CPU unit 110 includes a gaming microcontroller (CPU) 111 called an amusement chip (IC), and an oscillator circuit (crystal oscillator) 113 equipped with an oscillator such as a crystal resonator, which generates the CPU's operating clock, timer interrupts, and a clock that serves as the reference clock for the random number generation circuit. The gaming control device 100 and electronic components such as solenoids and motors driven by the gaming control device 100 are made operational by being supplied with a predetermined level of DC voltage, such as DC32V, DC12V, or DC5V, generated by the power supply device 400.
[0030] The power supply unit 400 includes a normal power supply unit 410 which has an AC-DC converter that generates a DC voltage of 32V from a 24V AC power supply and a DC-DC converter that generates lower level DC voltages such as DC12V and DC5V from a DC32V voltage, a backup power supply unit 420 which supplies power voltage to the RAM inside the gaming microcomputer 111 in the event of a power outage, and a control signal generation unit 430 which has a power outage monitoring circuit and generates and outputs control signals such as a power outage monitoring signal and a reset signal to notify the gaming control device 100 of the occurrence and recovery of a power outage.
[0031] In this embodiment, the power supply unit 400 is configured separately from the game control device 100, but the backup power supply unit 420 and the control signal generation unit 430 may be configured to be on a separate circuit board or integrated with the game control device 100, i.e., on the main circuit board. Since the game board 30 and the game control device 100 are subject to replacement when the model is changed, by providing the backup power supply unit 420 and the control signal generation unit 430 on a circuit board separate from the power supply unit 400 or the main circuit board, as in this embodiment, it is possible to reduce costs by excluding them from replacement.
[0032] The backup power supply unit 420 can be constructed with a single large-capacity capacitor, such as an electrolytic capacitor. The backup power supply is supplied to the game microcomputer 111 (especially the built-in RAM) of the game control device 100, so that data stored in the RAM is retained even during a power outage or after a power interruption. In other words, the game control device 100 is a means of storing game information that allows it to store and retain information related to the game even if a power outage occurs and the power supply to the game machine is stopped, and to resume the game based on the stored information after the power is restored. The control signal generation unit 430 monitors the 32V voltage generated by the normal power supply unit 410, for example, and detects a power outage when it drops to, for example, 17V or less, changes the power outage monitoring signal, and outputs a reset signal after a predetermined time. It also outputs a reset signal after a predetermined time has elapsed from the time the power is turned on or after a power outage is restored.
[0033] Furthermore, the game control device 100 is equipped with a RAM initialization switch 112. When this RAM initialization switch 112 is operated, an initialization switch signal is generated, and based on this, a process is performed to forcibly initialize the information stored in the RAM 111C in the game microcontroller 111 and the RAM in the payout control device 200. Although not particularly limited, the initialization switch signal is read when the power is turned on, and the power failure monitoring signal is repeatedly read in the main loop of the main program executed by the game microcontroller 111. The reset signal is a type of forced interrupt signal that resets the entire control system.
[0034] The gaming microcomputer 111 includes a CPU (Central Processing Unit: Microprocessor) 111A, a read-only ROM (Read-Only Memory) 111B, and a RAM (Random Access Memory) 111C that can be read and written at any time.
[0035] ROM111B non-volatilely stores immutable information for game control (programs, fixed data, judgment values for various random numbers, etc.), while RAM111C is used as a work area for CPU111A and as a storage area for various signals and random values during game control. Electrically rewritable non-volatile memory such as EEPROM may be used as either ROM111B or RAM111C.
[0036] Furthermore, ROM111B stores a variation pattern table for determining variation patterns (variation modes) that define, for example, the execution time of the special feature variation display game, the content of the effects, and whether or not a reach state occurs. The variation pattern table is a table for CPU111A to determine the variation pattern by referring to variation pattern random numbers 1 to 3, which are stored as start memory. The variation pattern table also includes a loss variation pattern table selected when the result is a loss, a jackpot variation pattern table selected when the result is a jackpot, and so on. In addition, these pattern tables include tables for determining the second half variation pattern, which is the variation pattern after a reach state is reached (such as the second half variation group table and the second half variation pattern selection table), and tables for determining the first half variation pattern, which is the variation pattern before a reach state is reached (such as the first half variation group table and the first half variation pattern selection table).
[0037] Here, "reach" (reach state) refers to a display state in a gaming machine 10 that has a display device whose display state can change, and in which the display device derives and displays multiple display results at different times, and when the multiple display results become a predetermined special result pattern, the game state becomes a game state (special game state) that is advantageous to the player, at a stage in which some of the multiple display results have not yet been derived and displayed, but the display results that have already been derived and displayed satisfy the conditions for becoming a special result pattern. In other words, the reach state refers to a display pattern that, even at the stage in which the variable display control of the display device has progressed and reached the stage before the display results are derived and displayed, does not deviate from the display conditions for becoming a special result pattern. For example, a state in which variable display is performed by multiple variable display areas while maintaining a state in which the special result patterns are aligned (a so-called full rotation reach) is also included in the reach state. Furthermore, "reach state" refers to a display state at the point when the display control of the display device has progressed to the stage before the display result is derived and displayed, and in which at least a portion of the display results of the multiple variable display areas determined before the display result is derived and displayed satisfies the conditions for a special result pattern.
[0038] Therefore, for example, if a decorative special feature variation display game displayed on a display device in response to a special feature variation display game displays multiple identification information for a predetermined time in each of the left, middle, and right variation display areas of the display device, and then stops the variation display in the order of left, right, and middle to display the result, then the state in which the variation display stops in the left and right variation display areas when the conditions for a special result are met (for example, the same identification information) is considered a "reach" state. Alternatively, the variation display of all variation display areas may be stopped once, and then the state in which the conditions for a special result are met in any two of the left, middle, and right variation display areas (for example, when the same identification information is displayed, excluding the special result) may be considered a "reach" state, and the remaining variation display area may be made to display variation from this "reach" state.
[0039] Furthermore, this reach state includes multiple reach animations, and the reach animations that have different probabilities of leading to special outcome patterns (different expected values) are set as Normal Reach (N Reach), Special 1 Reach (SP1 Reach), Special 2 Reach (SP2 Reach), Special 3 Reach (SP3 Reach), and Premium Reach. The expected value increases in the order of No Reach < Normal Reach < Special 1 Reach < Special 2 Reach < Special 3 Reach < Premium Reach. In addition, this reach state is included in the display patterns when a special outcome pattern is led to (when a jackpot is achieved) in the special symbol variation display game. That is, it may also be included in the display patterns when it is determined that a special outcome pattern is not led to (when a loss is achieved) in the special symbol variation display game.Therefore, the state in which a reach state occurs is a state in which the probability of a jackpot is higher than the state in which a reach state does not occur.
[0040] The CPU 111A executes the game control program in the ROM 111B to generate control signals (commands) for the payout control device 200 and the performance control device 300, and generates and outputs drive signals for solenoids and display devices to control the entire game machine 10. Although not shown in the figures, the game microcomputer 111 includes a random number generation circuit for generating jackpot random numbers to determine wins in special symbol variation display games, special symbol random numbers to determine jackpot symbols, variation pattern random numbers to determine variation patterns in special symbol variation display games (including the execution time of variation display games in various reach and non-reach variation displays, etc.), and win random numbers to determine wins in normal symbol variation display games. It also includes a clock generator that generates a timer interrupt signal for the CPU 111A with a predetermined period (e.g., 4 milliseconds) and a clock that provides the update timing for the random number generation circuit based on the oscillation signal (original clock signal) from the oscillation circuit 113.
[0041] Furthermore, in processing related to the special feature variation display game, the CPU 111A obtains one of the multiple variation pattern tables stored in the ROM 111B. Specifically, the CPU 111A selects and obtains one of the multiple variation pattern tables based on the game result of the special feature variation display game (big win, small win, or loss), the probability state of the special feature variation display game as the current game state (low probability state or high probability state), the number of start memories, etc. Here, the CPU 111A acts as a variation distribution information acquisition means that obtains one of the multiple variation pattern tables stored in the ROM 111B when executing the special feature variation display game.
[0042] The payout control device 200 is equipped with a CPU, ROM, RAM, input interface, output interface, etc., and controls the payout motor of the payout unit to dispense prize balls according to the prize ball payout command (commands or data) from the game control device 100. In addition, the payout control device 200 controls the payout motor of the payout unit to dispense the dispensed balls based on the ball request signal from the card unit.
[0043] The input section 120 of the gaming microcomputer 111 is connected to a panel radio wave sensor 62 that detects the emission of radio waves to the gaming machine, a start-up slot 1 switch 36a in the start-up slot 36, a start-up slot 2 switch 37a in the normal variable-rate-win The proximity interface 121 has an input range of 7V-11V, allowing it to detect abnormal conditions such as improper short circuits in sensor or proximity switch leads, disconnections from connectors, or severed leads causing floating, and is configured to output an abnormality detection signal.
[0044] The output of the proximity interface 121 is supplied to the second input port 123, the third input port 124, or the fourth input port 126 and read by the gaming microcontroller 111 via the data bus 140. Of the outputs of the proximity interface 121, the detection signals of the start port 1 switch 36a, start port 2 switch 37a, prize port switch 35a, big prize port switch 38a, and gate switch 34a are input to the second input port 123. Also, of the outputs of the proximity interface 121, the detection signals of the specific area switch 38d, remaining ball ejection port switch 38e, and out ball detection switch 32a are input to the fourth input port 126. Furthermore, of the outputs of the proximity interface 121, the detection signal of the panel radio wave sensor 62 and the abnormality detection signal output when an abnormality is detected in a sensor or switch are input to the third input port 124.
[0045] Furthermore, the third input port 124 also receives detection signals from a magnetic sensor 61 for detecting fraudulent activity, which is provided on the front frame 12 of the gaming machine 10; a vibration sensor 65 for detecting vibrations of the gaming machine 10; a glass frame open detection switch 63, which is provided on the glass frame 15 of the gaming machine 10; and a main frame open detection switch 64, which is provided on the front frame (main frame) 12 of the gaming machine 10.
[0046] Furthermore, the third input port 124 receives a signal from the setting key switch 152, which detects the operation of the setting key operation unit. The setting key operation unit is equipped with a keyhole into which a setting key is inserted, and is configured so that the setting key can be turned from the first position to the second position (a predetermined state) only when the corresponding setting key is inserted. The setting key switch 152 is a sensor capable of detecting when the key is turned to the second position, and is in an ON state when the key is turned to the second position, and in an OFF state when it is not turned to the second position.
[0047] The RAM initialization switch 112 and the setting key operation unit are operation units for selecting from multiple probability setting values to which a special result is assigned in the special symbol variation display game. By operating these operation units, the player can select a probability setting value to which a special result is assigned in the special symbol variation display game, and the probability value corresponding to the selected probability setting value is used in the game. Six probability setting values are available here, from "Setting 1" to "Setting 6".
[0048] To select a probability setting value, the setting key on the setting key control unit is turned to the second position, and the RAM initialization switch 112 is operated (pressed) while the gaming machine is powered on. This enters a probability setting value change mode, and the probability setting value can be changed by operating (pressing) the RAM initialization switch 112 while in probability setting value change mode. The selected probability setting value is displayed on the performance display device 153, which displays the calculated base value and the payout ratio. Specifically, the performance display device 153 displays information about the probability setting value while operations related to the probability setting value are being performed (while in probability setting value change mode or probability setting value confirmation mode), and displays the calculated base value and the payout ratio at other times.
[0049] Furthermore, by turning the setting key on the setting key control unit to the second position (without operating the RAM initialization switch 112) and then turning on the power to the gaming machine, the currently selected probability setting value is displayed on the performance display device 153, but the probability setting value cannot be changed, resulting in a probability setting value confirmation mode. Note that the RAM initialization switch 112 and the setting key control unit cannot be operated unless the front frame 12 is open. The performance display device 153 is a 7-segment display that displays the probability setting value as a number from 1 to 6. Of course, the display method is not limited to this, and any display method that allows the probability setting value to be recognized is acceptable. In addition, other types of display devices such as liquid crystal displays may be used, or the probability setting value may be indicated by the lighting pattern or light color of one or more LEDs.
[0050] Furthermore, the outputs of the proximity interface 121, specifically the outputs to the second input port 123 and the fourth input port 126 (excluding the detection signal from the out-of-bounds ball detection switch 32a), are also supplied from the main board 100 to a test firing device (not shown) via the relay board 70. In addition, the detection signals from the start port 1 switch 36a and start port 2 switch 37a of the proximity interface 121 are configured to be input to the game microcontroller 111 in addition to the second input port 123.
[0051] As described above, the proximity interface 121 has a signal level conversion function. To enable this level conversion function, the proximity interface 121 is supplied with a voltage of 12V from the power supply unit 400, in addition to the voltage, such as 5V, that is normally required for the operation of the IC.
[0052] The data held by the second input port 123 can be read by the gaming microcontroller 111 decoding the address assigned to the second input port 123, thereby asserting (changing to the enabled level) the enable signal CE2. The same applies to the third input port 124, the fourth input port 126, and the first input port 122, which will be described later.
[0053] Furthermore, the input unit 120 is provided with a first input port 122 that receives the following signals from the payout control device 200: frame radio wave malfunction signal (a signal output based on the detection of radio waves by a frame radio wave sensor provided on the front frame 12), payout busy signal (a signal indicating whether or not the payout control device 200 is in a state where it can accept commands), payout abnormal status signal (a status signal indicating a payout abnormality), shoot ball out switch signal (a signal indicating a shortage of game balls before payout), overflow switch signal (a signal output when it is detected that the lower tray 23 has more than a predetermined amount of game balls stored in it (that it is full)), and touch switch signal (a signal based on the input of a touch switch provided on the handle 24), and supplies them to the game microcomputer 111 via the data bus 140.
[0054] Furthermore, the input section 120 is provided with a Schmitt buffer 125 for inputting signals such as power outage monitoring signals and reset signals from the power supply unit 400 to the gaming microcontroller 111, and the Schmitt buffer 125 has the function of removing noise from these input signals. Power outage monitoring signals from the power supply unit 400 and initialization switch signals from the RAM initialization switch 112 are first input to the first input port 122 and then taken into the gaming microcontroller 111 via the data bus 140. In other words, they are treated as signals equivalent to the signals from the various switches mentioned above. This is because there is a limit to the number of terminals on the gaming microcontroller 111 that can receive external signals.
[0055] On the other hand, the reset signal RESET, which has been denoised by the Schmidt buffer 125, is directly input to the reset terminal provided on the game microcontroller 111 and is also supplied to each port of the output unit 130. In addition, the reset signal RESET is output directly to the relay board 70 without going through the output unit 130, so that the test firing signals held in the ports of the relay board 70 (not shown) for output to the test firing device are turned off. Alternatively, the reset signal RESET may be configured to be output to the test firing device via the relay board 70. Note that the reset signal RESET is not supplied to the ports 122, 123, 124, and 126 of the input unit 120. This is because the data set on each port of the output unit 130 by the game microcontroller 111 immediately before the reset signal RESET is received needs to be reset to prevent system malfunction, but the data read by the game microcontroller 111 from each port of the input unit 120 immediately before the reset signal RESET is received is discarded by the reset of the game microcontroller 111.
[0056] The output unit 130 is equipped with a Schmidt buffer 132 located on the communication path from the game microcomputer 111 to the performance control device 300 and on the communication path from the game microcomputer 111 to the payout control device 200. Data is transmitted from the game control device 100 to the performance control device 300 and the payout control device 200 via serial communication. This is a one-way communication system, preventing the performance control device 300 from inputting signals to the game control device 100.
[0057] Furthermore, the output unit 130 is configured to accommodate a buffer 133, which is connected to the data bus 140 and outputs data such as special symbol information for the variable display game and signals indicating the probability state of a jackpot to a test firing device of a certified organization (not shown) via the relay board 70. This buffer 133 is a component that is not implemented in the game control device (main board) of a pachinko game machine that is installed in amusement parlors as a mass-produced product. Note that detection signals for switches that do not require processing, such as the start switch output from the proximity I / F 121, are supplied to the test firing device via the relay board 70 without passing through the buffer 133.
[0058] On the other hand, detection signals that cannot be directly supplied to the test firing device, such as those from the magnetic sensor 61, the panel radio wave sensor 62, and the vibration sensor 65, are first taken up by the gaming microcontroller 111, processed into other signals or information, and then supplied to the test firing device via the data bus 140, buffer 133, and relay board 70 as, for example, an error signal indicating that the gaming machine is in a state where it cannot be controlled for gameplay. The relay board 70 is equipped with ports that take in signals output from buffer 133 and supply them to the test firing device, as well as connectors that relay and transmit signal lines of switch detection signals that do not go through the buffer. Chip enable signals CE output from the gaming microcontroller 111 are also supplied to the ports on the relay board 70, and the signals of the ports selected and controlled by this signal CE are supplied to the test firing device.
[0059] Furthermore, the output unit 130 is provided with a second output port 134 connected to the data bus 140. The second output port 134 outputs the operation data of the large prize slot solenoid (large prize slot solenoid 1) 38b, which opens the special variable prize slot device 38; the lever solenoid 38f, which operates the lever member inside the special variable prize slot device 38; and the general-purpose solenoid 37c, which opens the general variable prize slot device 37. It also outputs the display data of the performance display device 153, which displays the currently selected probability setting value. Furthermore, the output unit 130 is provided with a third output port 135 for outputting on / off data of the segment lines to which the anode terminals of the LEDs are connected, according to the content to be displayed on the batch display device 50, and a fourth output port 136 for outputting on / off data of the digit lines to which the cathode terminals of the LEDs of the batch display device 50 are connected.
[0060] Furthermore, the output unit 130 is provided with a fifth output port 137 for outputting information related to the gaming machine 10, such as jackpot information, to the external information terminal board 71. The external information terminal board 71 is equipped with a photorelay and can be connected to external devices installed in the gaming parlor (such as information collection terminals or internal management devices (hall computers)), allowing information related to the gaming machine 10 to be supplied to the external devices. In addition, a launch permission signal is also output from the fifth output port 137 to the payout control device 200 via the Schmidt buffer 132.
[0061] Furthermore, the output unit 130 is equipped with a first driver (drive circuit) 138a that receives operation data signals from the large prize solenoid 38b, lever solenoid 38f, and general-purpose solenoid 37c output from the second output port 134, generates and outputs solenoid drive signals; a second driver 138b that outputs on / off drive signals for the segment lines on the current supply side of the integrated display device 50 output from the third output port 135; a third driver 138c that outputs on / off drive signals for the digit lines on the current draw side of the integrated display device 50 output from the fourth output port 136; a fourth driver 138d that outputs external information signals to the external information terminal board 71 for supplying external devices such as a management device from the fifth output port 137; and a fifth driver 138e that receives display data signals from the performance display device 153 output from the second output port 134, generates and outputs drive signals. Data is transmitted from the second output port 134 to the fifth driver 138e via serial communication.
[0062] The first driver 138a is supplied with a DC 32V power supply voltage from the power supply unit 400 so that it can drive a solenoid that operates at 32V. The fifth driver 138e is supplied with a DC 5V power supply voltage from the power supply unit 400 so that it can drive a performance display device 153 that operates at 5V. Furthermore, DC 12V is supplied to the second driver 138b that drives the segment lines of the integrated display device 50. The third driver 138c that drives the digit lines is used to draw out the digit lines according to the display data using current, so the power supply voltage may be either 12V or 5V.
[0063] The second driver 138b, which outputs 12V, supplies current to the anode terminal of the LED via the segment wire, and the third driver 138c, which outputs ground potential, draws current from the cathode terminal via the segment wire. This allows the power supply voltage to flow to the sequentially selected LEDs in a dynamic drive method, causing them to light up. The fourth driver 138d, which outputs an external information signal to the external information terminal board 71, is supplied with 12V DC in order to give the external information signal a level of 12V. Furthermore, the buffer 133, the second output port 134, the first driver 138a, etc., may be provided on the relay board 70 side rather than on the output section 130 of the game control device 100, i.e., on the main board.
[0064] Furthermore, the output unit 130 is equipped with a photocoupler 139 for transmitting information such as the identification code and program of each gaming machine to an external inspection device 500. The photocoupler 139 is configured to communicate bidirectionally so that the gaming microcontroller 111 can send and receive data with the inspection device 500 via serial communication. Note that this data transmission and reception is performed using the serial communication terminals of the gaming microcontroller 111, just like a normal general-purpose microprocessor, so there are no input ports such as 122, 123, 124, and 126.
[0065] Although not particularly limited, the start-up slot 1 switch 36a in the start-up slot 36, the start-up slot 2 switch 37a, the slot switch 35a, the large slot switch 38a, and the gate switch 34a in the normal variable slot device 37 are equipped with a coil for magnetic detection, and non-contact magnetic proximity sensors (hereinafter referred to as proximity switches) are used to detect game balls by utilizing the phenomenon in which the magnetic field changes when metal comes into close proximity to the coil. In addition, the glass frame open detection switch 63 provided on the glass frame 15 of the game machine 10, etc., and the main frame open detection switch 64 provided on the front frame (main frame) 12, etc., can use microswitches with mechanical contacts.
[0066] Next, the configuration of the performance control device 300 will be explained using Figure 5. The performance control device 300 includes a main control microcontroller (CPU) 311 made of an amusement chip (IC) similar to the game microcontroller 111, a VDP (Video Display Processor) 312 which acts as a graphics processor to perform image processing for displaying video on the display device 41 according to commands and data from the main control microcontroller 311, and a sound source LSI 314 which controls the output of sound in order to play various melodies and sound effects from speakers 19a and 19b.
[0067] The main control microcontroller 311 is connected to a program ROM 321 consisting of a PROM (programmable read-on memory) that stores programs executed by the CPU and various data, a RAM 322 that provides a work area, an FeRAM 323 that can retain its contents even when power is not supplied during a power outage, and an RTC (real-time clock) 338 that serves as a timing means to generate information indicating the current date and time (year, month, day, day of the week, time, etc.). The main control microcontroller 311 also has RAM inside that provides a work area. In addition, a WDT (watchdog timer) circuit 324 is connected to the main control microcontroller 311. The main control microcontroller 311 analyzes commands from the game microcontroller 111, determines the content of the performance and instructs the VDP 312 on the content of the output video, instructs the sound source LSI 314 on the playback sound, lights up decorative lamps, controls the drive of motors and solenoids, and manages the performance time.
[0068] The VDP312 includes a RAM312a that provides a workspace and a scaler312b for scaling images. The VDP312 is also connected to an image ROM325 that stores character images and video data, and an ultra-high-speed VRAM (video RAM)326 used to expand and process image data such as characters read from the image ROM325.
[0069] While not strictly limited, the main control microcontroller 311 and the VDP312 are configured to transmit and receive data in parallel. Transmitting data in parallel allows for faster transmission of commands and data compared to serial transmission.
[0070] The VDP312 inputs the vertical synchronization signal VSYNC, which synchronizes the video from the display device 41 with the illumination of decorative lamps on the glass frame 15 and the game board 30, and the synchronization signal STS, which indicates the timing of data transmission. In addition, the VDP312 also inputs interrupt signals INT0~n to indicate the processing status, such as the completion of drawing to VRAM, and the wait signal WAIT to indicate that it is waiting to receive commands or data from the main control microcontroller 311.
[0071] The performance control device 300 is equipped with a signal conversion circuit 313 that generates a video signal to be transmitted to the display device 41 using the LVDS (Low Amplitude Signal Transmission) method. Video data, a horizontal synchronization signal HSYNC, and a vertical synchronization signal VSYNC are input from the VDP 312 to the signal conversion circuit 313, and the video generated by the VDP 312 is displayed on the display device 41 via the signal conversion circuit 313.
[0072] The sound source LSI 314 is connected to an audio ROM 327 that stores audio data. The main control microcontroller 311 and the sound source LSI 314 are connected via an address / data bus 340. An interrupt signal INT is input from the sound source LSI 314 to the main control microcontroller 311. The performance control device 300 is equipped with an amplifier circuit 337 consisting of an audio power amplifier that drives the upper speaker 19a located in the glass frame 15 and the lower speaker 19b located in the front frame 12. The audio generated by the sound source LSI 314 is output from the upper speaker 19a and the lower speaker 19b via the amplifier circuit 337.
[0073] Furthermore, the performance control device 300 is equipped with an interface chip (command I / F) 331 that receives commands transmitted from the game control device 100. Through this command I / F 331, the performance control device 300 receives commands such as the number of decorative symbols to be held, decorative symbols, variation commands, and stop information commands transmitted from the game control device 100 as performance control command signals (performance commands). Since the game control microcontroller 111 of the game control device 100 operates at DC 5V and the main control microcontroller 311 of the performance control device 300 operates at DC 3.3V, the command I / F 331 is equipped with a signal level conversion function.
[0074] Furthermore, the performance control device 300 includes a panel decoration LED control circuit 332 for driving and controlling a panel decoration device 46 having LEDs (light-emitting diodes) provided on the game board 30 (including the center case 40), a frame decoration LED control circuit 333 for driving and controlling a frame decoration device (for example, a frame decoration device 18 including a display board 350, etc.) having LEDs (light-emitting diodes) provided on the glass frame 15, and a panel performance movable body control circuit 334 for driving and controlling a panel performance device 44 (for example, a movable mechanism that works in cooperation with the performance display on the display device 41 to enhance the performance effect) provided on the game board 30 (including the center case 40). These control circuits 332 to 334, which drive and control lamps, motors, solenoids, etc., are connected to the main control microcontroller 311 via the address / data bus 340. Alternatively, a frame performance device equipped with a drive source such as a motor (for example, a motor that operates a performance device) may be provided on the glass frame 15, and a frame performance movable body control circuit for driving and controlling this frame performance device may also be provided.
[0075] Furthermore, the performance control device 300 is provided with a switch input circuit 336 that has the function of detecting the on / off state of the performance button switch 25a built into the performance button 25 provided on the glass frame 15, the cross key 29 provided on the glass frame 15, and the performance feature switch 47 (performance motor switch) which detects the initial position of the motor in the panel performance device 44, and inputting a detection signal to the main control microcontroller 311, as well as the function of detecting the state of the volume control switch 335 provided on the performance control device 300 and inputting a detection signal to the main control microcontroller 311.
[0076] The normal power supply unit 410 of the power supply unit 400 is configured to supply the desired level of DC voltage to the performance control device 300 and the electronic components controlled by it, by generating DC32V for driving motors and solenoids, DC12V for driving the display device 41 consisting of a liquid crystal panel, motors and LEDs, DC5V which is the power supply voltage for the command I / F 331, and DC15V for driving motors, LEDs and speakers. Furthermore, if an LSI that operates at a low voltage such as 3.3V or 1.2V is used as the main control microcontroller 311, a DC-DC converter for generating DC3.3V or DC1.2V based on DC5V is provided in the performance control device 300. The DC-DC converter may also be provided in the normal power supply unit 410.
[0077] The reset signal generated by the control signal generation unit 430 of the power supply unit 400 is supplied to the main control microcontroller 311, which resets the device. The main control microcontroller 311 also outputs the VDP312 (VDPRESET signal), the sound source LSI314, the amplifier circuit 337 that drives the speaker (SNDRESET signal), and the control circuits 332-334 (IORESET signals) that drive and control lamps, motors, etc., which reset these as well. In addition, a cooling fan 45 that cools various parts of the gaming machine 10 is connected to the performance control device 300, and the cooling fan 45 is operated when the power to the performance control device 300 is turned on.
[0078] In the following explanation, when no distinction is made between the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, they will simply be referred to as the Special Feature Variable Display Game. Similarly, when no distinction is made between the Decorative Special Feature 1 Variable Display Game and the Decorative Special Feature 2 Variable Display Game, they will simply be referred to as the Decorative Special Feature Variable Display Game. Furthermore, when no distinction is made between a Big Win (First Special Result) and a Minor Win (Second Special Result), they will simply be referred to as a Win (Special Result). Additionally, when no distinction is made between the First Special Game State, which is a special game state based on a Big Win, and the Second Special Game State, which is a special game state based on a Minor Win, they will simply be referred to as a Special Game State.
[0079] A "jackpot" is a special result (first special result) that involves the activation of a condition device, while a "minor win" is a special result (second special result) that does not involve the activation of a condition device. The condition device is activated when a jackpot occurs in the special symbol variation display game (the jackpot symbol is displayed when it stops). When the condition device is activated, it means, for example, that a jackpot state occurs and a specific flag is set to continuously operate the special variation prize entry device 38, which is a special electric prize device (the prize device continuous operation device is activated). When the condition device is not activated, it means that the aforementioned flag is not set, for example, when a minor win lottery is won. The "condition device" may be a software means such as a flag that is turned on and off in software as described above, or a hardware means such as a switch that is turned on and off electrically. Furthermore, "condition device" is a term commonly used in the field of pachinko games as a device whose operation is a necessary condition for the continuous operation of the electric prize device, and it is used in this specification with the same meaning.
[0080] In the gaming machine 10 of this embodiment, the game is played by launching game balls (pachinko balls) from a ball launching device toward the game area 32. The launched game balls flow down the game area 32, changing their direction of rolling due to direction-changing members such as obstacle nails and windmills placed at various locations within the game area 32, and either enter the general start gate 34, general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 38, or flow into the out opening 30a located at the bottom of the game area 32 and are discharged from the game area 32. When a game ball enters the general prize entry opening 35, start prize entry opening 36, normal variable prize entry device 37, or special variable prize entry device 38, a number of prize balls corresponding to the type of prize entry opening are discharged from a payout unit controlled by a payout control device 200 (see Figure 4) into the upper tray 21 or lower tray 23 of the glass frame 15.
[0081] In the gaming machine 10 of this embodiment, players can adjust the launch force to launch game balls into the left-side gaming area (so-called left-handed play) to aim for entry into the starting prize slot 36 or the general prize slot 35 located to the left of the starting prize slot 36. By launching game balls into the right-side gaming area (so-called right-handed play), players can aim for entry into the normal starting gate 34, the normal variable prize slot 37, the special variable prize slot 38, or the general prize slot 35.
[0082] Inside the regular starting gate 34, there is a gate switch 34a, which consists of a non-contact type switch for detecting game balls that have passed through the regular starting gate 34. When a game ball that has been hit into the game area 32 passes through the regular starting gate 34, it is detected by the gate switch 34a. The CPU 111A of the game microcomputer 111 of the game control device 100, based on the input of the game ball detection signal from the gate switch 34a in the regular starting gate 34, adds (+1) to the number of regular starting memories if it is less than the upper limit (for example, 4) and stores one regular starting memory in the RAM 111C. The number of regular starting winning memories is displayed on the regular holding indicator 58 of the batch display device 50. In addition, the regular starting memory stores a random value for determining the result of the regular variation display game, which is extracted based on the input of the game ball detection signal from the gate switch 34a.
[0083] Then, if there is a normal diagram start memory and the normal diagram variation display game can be started, that is, if the normal diagram variation display game is not currently running and the normal diagram variation display game is not in a winning state where it has been hit and the normal variation prize device 37 has been opened, the random value for hit determination stored in the first stored normal diagram start memory is compared with the determination value stored in ROM 111B to determine whether the normal diagram variation display game is a hit or a miss, and the normal diagram variation display game is started. If this random value for hit determination matches the determination value, the normal diagram variation display game is a hit and a specific result pattern (normal diagram specific result) is derived.
[0084] Furthermore, the game control device 100 performs a process to execute a regular pattern variation display game by displaying a regular pattern variation display on the regular pattern display 57 provided on the batch display device 50, which repeatedly displays a predetermined number of predetermined lighting patterns in a predetermined order over a predetermined variation time, and then displays a stopping lighting pattern (result form) according to the result. In addition, the regular pattern display 57 may be configured as the display device 41, and ordinary identification information such as numbers, symbols, or character patterns may be used, and after displaying this information in a variation for a predetermined time, the result may be displayed by stopping it.
[0085] If the result of the regular variation display game is a win, the regular variation display unit 57 displays a special lighting pattern indicating the result, and the regular electric solenoid 37c is activated to open the movable member of the regular variation prize winning device 37 for a predetermined time (for example, 1648 ms). In other words, the game control device 100 acts as a conversion control execution means that performs conversion control of the conversion member (movable member). If the result of the regular variation display game is a loss, the regular variation display unit 57 displays a lighting pattern indicating the loss result.
[0086] Furthermore, balls entering the starting prize slot 36 and balls entering the normal variable prize device 37 are detected by the starting slot 1 switch 36a and the starting slot 2 switch 37a, respectively, which are provided inside the game control device 100. The CPU 111A of the game microcomputer 111 of the game control device 100 stores a first starting memory (special symbol starting memory) up to a predetermined upper limit (for example, 4) based on balls entering the starting prize slot 36, and stores a second starting memory (special symbol starting memory) up to a predetermined upper limit (for example, 1) based on balls entering the normal variable prize device 37. Based on balls entering the starting prize slot 36 and the normal variable prize device 37, jackpot random values, special symbol random values, and each variable pattern random values are extracted as starting memory information, and the extracted random values are stored in the RAM 111C as the first starting memory and the second starting memory. The number of memories stored in this start memory is displayed on the special feature 1 reserve indicator 53 and special feature 2 reserve indicator 54 of the integrated display device 50 for notifying the number of start winnings, and is also displayed on the display device 41 of the center case 40 as a decorative special feature start memory display.
[0087] The game control device 100 performs the Special Feature 1 variation display game on the Special Feature 1 display 51 (first variation display device) based on the first start memory, and performs the Special Feature 2 variation display game on the Special Feature 2 display 52 (second variation display device) based on the second start memory. If both the first start memory and the second start memory are stored, the Special Feature 2 variation display game is executed with priority over the Special Feature 1 variation display game.
[0088] In other words, the game control device (game control means) 100 is an execution control means that controls the execution of the special figure 1 variable display game (first special figure variable display game) based on a first start memory stored in response to a game ball entering the start prize entry port 36 (first start prize entry area), and also controls the execution of the special figure 2 variable display game (second special figure variable display game) based on a second start memory stored in response to a game ball entering the normal variable prize entry device 37 (second start prize entry area). The execution control means is configured to execute the special figure 2 variable display game based on the second start memory with priority over the special figure 1 variable display game based on the first start memory when both the first and second start memories are stored.
[0089] In the special figure 1 display unit 51 and the special figure 2 display unit 52, after displaying the variation, a predetermined result pattern is displayed as a stop. If the result of the special figure variation display game is a jackpot, the display pattern of the special figure 1 display unit 51 or the special figure 2 display unit 52 becomes a special result pattern (jackpot result pattern) corresponding to the first special result, resulting in a jackpot and entering the first special game state (so-called jackpot state). If the result of the special figure variation display game is a minor win, the display pattern of the special figure 1 display unit 51 or the special figure 2 display unit 52 becomes a special result pattern (minor win result pattern) corresponding to the second special result, resulting in a minor win and entering the second special game state (so-called minor win state). In other words, the special figure 1 display unit 51 is a first variation display means capable of displaying the first variation display game (special figure 1 variation display game) based on the entry of a game ball into the start prize entry hole 36. Furthermore, the special display unit 2 52 constitutes a second variation display means capable of displaying a second variation display game (special display unit 2 variation display game) based on the entry of a game ball into the ordinary variation prize winning device 37.
[0090] Furthermore, the game control device (game control means) 100 is capable of generating a game state (specific game state) after the end of a jackpot game state (first special game state), which is more advantageous to the player than the normal game state (such as a higher probability of winning or the availability of regular support). In other words, the game control device (game control means) 100 constitutes the specific game state generation means.
[0091] Furthermore, in response to the execution of the Special Feature 1 Variable Display Game and the Special Feature 2 Variable Display Game, the display device 41 executes a decorative special feature variable display game in which multiple types of decorative identification information (numbers, symbols, character patterns, etc.) are displayed in a variable manner. The decorative special feature variable display game on the display device 41 includes a decorative special feature 1 variable display game that corresponds to the Special Feature 1 Variable Display Game, and a decorative special feature 2 variable display game that corresponds to the Special Feature 2 Variable Display Game. Then, the variable display is performed in accordance with the variation of the corresponding special feature variable display game, and a display corresponding to the result is performed in accordance with the derivation of the result form in the corresponding special feature variable display game.
[0092] In other words, the display device 41 is a decorative variation display means capable of displaying a decorative variation display game (decorative special feature variation display game) that displays decorative identification information in a variable manner in accordance with the first variation display game (special feature 1 variation display game) and the second variation display game (special feature 2 variation display game). It is also possible to use separate display devices for the decorative special feature 1 variation display game and the decorative special feature 2 variation display game, or to display only one of the decorative special feature variation display games. Furthermore, the game machine 10 may be configured to execute the special feature variation display game using only the display device 41, without being equipped with a special feature 1 display device 51 and a special feature 2 display device 52.
[0093] Figure 6 shows an example of the distribution rate in this embodiment. Figure 6(a) shows an example of the distribution rate of results in the special symbol variation display game. There are four types of results in the special symbol variation display game, as shown in Figure 6(a), for example: big win, small win, support win, and miss. In this embodiment, the distribution rate of big wins is the same for special symbol 1 and special symbol 2, but it may be different for special symbol 1 and special symbol 2. Also, in Figure 6(a), the distribution rate of big wins is the same when the probability setting value is "setting 1", "setting 2", and "setting 3", but it may be different. Also, in Figure 6(a), the distribution rate of big wins is the same when the probability setting value is "setting 4", "setting 5", and "setting 6", but it may be different.
[0094] Furthermore, in Figure 6(a), the distribution rates for minor wins and support wins are the same regardless of the probability setting value, but they may be different. In other words, in this embodiment, changing the probability setting value changes only the probability of winning a major win, while the probabilities of minor wins and support wins remain unchanged. Furthermore, the distribution rate for minor wins is higher in Special Feature 2 than in Special Feature 1. As a result, there is a higher probability of minor wins in Special Feature 2, and if a minor win occurs, there is a high probability of entering the first special game state (big win) through a specific area. Therefore, Special Feature 2 is a special feature variation display game that is more advantageous for the player.
[0095] Figure 6(b) shows an example of the distribution rate of different types of jackpots. As shown in Figure 6(b), for example, there are two types of jackpots: 10R Jackpot A, where the 10R Jackpot A symbol stops and is displayed, and 10R Jackpot B, where the 10R Jackpot B symbol stops and is displayed. 10R Jackpot A is a special game state with 10 rounds, and after the special game state ends, it returns to a normal power support state with a maximum of 250 games. 10R Jackpot B is a special game state with 10 rounds, and after the special game state ends, it returns to a state without normal power support. In Figure 6(b), the distribution rate of jackpot types differs between Special Feature 1 and Special Feature 2. It may also differ depending on whether the game state in which the Special Feature Variation Display Game is executed is a normal game state or a specific game state.
[0096] Figure 6(c) shows the distribution rates for the types of minor wins. For major wins that occur when a game ball flows into a specific area of the special variable prize winning device 38 in the second special game state based on a minor win, the type of major win is selected based on the type of minor win. If a game ball flows into a specific area (V prize) in the second special game state based on minor win A, the game enters a normal power support state with a maximum of 250 games after the end of the first special game state. If a game ball flows into a specific area in the second special game state based on minor win B, the game enters a state without normal power support after the end of the first special game state. Note that the distribution rates may be the same for both Special Figure 1 and Special Figure 2. In other words, 10R Big Win A and Small Win A result in a specific special outcome where the game returns to a state of normal power support (second state) after the special game state ends, while 10R Big Win B and Small Win B result in a non-specific special outcome where the game returns to a state of no normal power support (first state) after the special game state ends.
[0097] Figure 6(d) shows the probability of winning in the regular display game. The probability is low when the regular electric support state is not active, and high when the regular electric support state is active. Furthermore, it is sufficient that winning into the normal variable prize winning device 37 is easier in the state with normal variable prize winning support (second state) than in the state without normal variable prize winning support (first state), and this may involve changing one or more of the following: probability, variation time, opening time, or maximum normal count.
[0098] Furthermore, the gaming machine of this embodiment is equipped with a so-called ceiling function, as shown in Figure 6(e). That is, when the number of game executions reaches the ceiling number (959 in this case), the machine enters a normal power support state with a maximum of 250 games without generating a special game state. The number of game executions is always counted regardless of whether normal power support is enabled or disabled when in a low probability state, and counting is suspended when in a high probability state. In the gaming machine of this embodiment, the special symbol probability is always constant, so it is always counted. The number of game executions is the sum of the number of times the special symbol 1 variable display game has been executed and the number of times the special symbol 2 variable display game has been executed.
[0099] The timing for clearing the game execution count is when the normal power support state is entered, triggered by reaching the ceiling count, or when the condition device is activated (first special game state). Note that the timing for clearing the game execution count can be changed as appropriate; for example, it can be done when selecting to clear the game execution count when operating the RAM initialization switch 112, or when the power is turned on instead of when the RAM is cleared.
[0100] Furthermore, when clearing RAM, the game execution count may be cleared when the RAM clear does not involve any setting changes, but not when the RAM clear does involve setting changes. A RAM clear without setting changes is, for example, when the RAM initialization switch 112 is turned on while the power is turned on without turning on the setting key switch 152. In this way, by not clearing the game execution count when the RAM clear involves setting changes, it becomes more difficult to determine that a setting change has occurred.
[0101] [Game State Transition Diagram (Game Flow)] First, we will explain the transitions (transitions) in the game state due to the game control of the game control device 100. Figure 7 is an example of a game state transition diagram (game flow) showing the transitions in the game state in this embodiment. The game states include the normal game state ST1, the first special game state ST2 based on the first special result (jackpot), the second special game state ST3 based on the second special result (minor win), the specific game state ST4, and the remaining reserved ball consumption state ST5. In each game state, the performance control device 300 controls the performance mode which determines the performance style of the game, the main starting area which is the starting area that should be targeted in that game state, the main variable special symbol which is the type of special symbol variation display game that should be mainly executed, and the launch direction of the game ball are determined.
[0102] In the gaming machine 10 of this embodiment, players can aim to enter the starting prize entry point 36 by shooting to the left, and aim to enter the normal variation prize entry device 37 by shooting to the right. In other words, players can select the starting area to aim for according to their will. Furthermore, in each game state, the machine is designed to be played mainly with either the special figure 1 variation display game or the special figure 2 variation display game, and in order for players to play according to this design, it is configured to be advantageous for the player to play mainly with the special figure variation display game designated as the main one in the design. In this specification, the special figure variation display game designated as the main one in each game state may be referred to as the main variation, and the other special figure variation display game may be referred to as the irregular variation.
[0103] In the normal game state ST1, there is no normal electric support that improves the opening time per unit time of the normal variable prize winning device 37 to make it easier to win, nor is there a time reduction that shortens the variable time of the special symbol variable display game or the normal symbol variable display game. The main variable special symbol is the special symbol 1 variable display game, the main starting area is the starting prize winning opening 36, and the shooting direction is set to left in order to aim for this starting prize winning opening 36. In addition, the performance mode that defines the performance style is set to the normal stage.
[0104] The first special game state ST2 is a state without normal power support and no time reduction. Also, the performance mode that defines the performance style is the jackpot mode. In this first special game state ST2, the special variable prize entry device 38 is opened, so the shooting direction is to the right. In the second special game state ST3, normal power support and time reduction may or may not be available depending on the situation when a minor win is generated. Basically, the state at the time of the minor win is carried over, but when a minor win is generated that fulfills the termination conditions of the specific game state ST4, normal power support and time reduction end with the end of the special symbol variation display game that results in the minor win, so in this case, normal power support and time reduction will not be available. Also, the performance mode that defines the performance style is the minor win mode. In this second special game state ST3, the special variation prize device 38 is opened, so the shooting direction is to the right.
[0105] The specific game state ST4 is a state that remains for a specified number of games after the first special game state ST2, and is a state in which there is normal power support that makes it easier to win by improving the opening time per unit time of the normal variable prize winning device 37. If there is regular power support, there is also a time-saving feature that shortens the variation time of the special feature variation display game. In addition, the main variation special feature is the special feature 2 variation display game, and the main starting area is the regular variation prize device 37, and the firing direction is set to the right in order to aim for this regular variation prize device 37. The specific game state ST4 is advantageous for the player compared to the normal game state ST1 because it mainly executes the special feature 2 variation display game where there is regular power support and small wins occur frequently.
[0106] The remaining reserved state ST5 is a state in which a special feature 2 variation display game based on the second start memory that remains after the specific game state ST4 ends can be executed. In this remaining reserve consumption state ST5, there is no normal power support, but there is a time-saving feature that shortens the variation time of the special symbol variation display game. Because there is no normal power support, the firing direction is to shoot to the left to aim for the starting entry point 36, but since this is a short period following the specific game state ST4, it is not necessary to explicitly instruct players to shoot to the left. The remaining reserved state ST5 primarily executes the special symbol 2 variation display game based on the second start memory, which mainly occurs in the specific game state ST4. Therefore, it is a more advantageous state for the player than the normal game state ST1.
[0107] The transition between game states occurs when the first special result (jackpot) is achieved, the second special result (minor win) is achieved, a support win is achieved, the first special game state ends, the second special game state ends, a set number of games are played, or the ceiling is reached. If a jackpot is won in the normal game state ST1, the game transitions to the first special game state ST2. After the first special game state ST2 ends, if the first special result was a 10R jackpot A with normal electric support, the game will have normal electric support and a time-saving mode for the period until the conditions for ending the normal electric support state are met, and then transition to the specific game state ST4. If the first special result was a 10R jackpot B without normal electric support, the game transitions to the normal game state ST1 if there is no second start memory, and to the remaining reserve consumption state ST5 if there is a second start memory. If a jackpot is won in the specific game state ST4 or the remaining reserved ball consumption state ST5, the game will transition to the first special game state ST2, and then to the specific game state ST4. Furthermore, if you hit a support bonus or reach the ceiling, you will proceed directly to the specific game state ST4 without going through the first special game state ST2.
[0108] In the specific game state ST4, the normal power support makes it easier for game balls to enter the normal variable prize winning device 37, which enables the generation of a second start memory and makes it possible to execute the special feature 2 variable display game. If the termination condition of the normal power support state is met in this specific game state ST4, the normal power support ends, and if there are any remaining reserves which are the second start memories generated in the specific game state ST4, the game transitions to the remaining reserve consumption state ST5, and if there are no remaining reserves, the game transitions to the normal game state ST1.
[0109] The remaining reserved state ST5 can be stayed in until the special feature 2 variation display game based on the remaining reserved 2 start memory ends. In this remaining reserved state ST5, a series of effects are performed in succession with the specific game state ST4. After the end of this remaining reserved state ST5, the game transitions to the normal game state ST1.
[0110] If a minor win occurs during normal gameplay state ST1, specific gameplay state ST4, or remaining reserved ball consumption state ST5, the game transitions to the second special gameplay state ST3. In the second special game state ST3, if a game ball enters a specific area (V-win), the game transitions to the first special game state ST2. When a game ball enters the special variable prize entry device 38, there is a possibility that it will enter a specific area, and it is advantageous for the player to play many special figure 2 variable display games, which have a high probability of small wins. The high probability of entering a specific area is controlled by operating a lever member, which is provided inside the special variable prize entry device 38 and can control the inflow of game balls into the specific area, using a lever solenoid 38f to switch between a state that allows the inflow of game balls into the specific area and a state that does not.
[0111] Furthermore, if no game balls flow into a specific area during the second special game state ST3, the game will transition to the specific game state ST4, the remaining reserved ball consumption state ST5, or the normal game state ST1. If the termination conditions for the specific game state ST4 are not met, the game will transition to the specific game state ST4. If the termination conditions for the specific game state ST4 are met and there are remaining reserves, which are the second start memory generated in the specific game state ST4, the game will transition to the remaining reserve consumption state ST5. If the termination conditions for the specific game state ST4 are met and there are no remaining reserves, the game will transition to the normal game state ST1.
[0112] The following describes the control of a gaming machine that performs this type of game. First, the control performed by the gaming microcomputer (gaming microcontroller) 111 of the gaming control device 100 will be described. The control processing by the gaming microcontroller 111 mainly consists of the main processing shown in Figures 8 and 9 and the timer interrupt processing shown in Figure 10, which is performed at a predetermined time interval (for example, 4 milliseconds).
[0113] [Main process] First, let's explain the main process. The main process starts when the power is turned on. In this main process, as shown in Figures 8 and 9, first, a process to disable interrupts (step X1) is performed, and then a stack pointer setting process (step X2) is performed to set the stack pointer, which is the starting address of the area where values such as registers are saved when an interrupt occurs. Next, register bank 0 is specified (step X3), and the upper address of the RAM starting address is set in a predetermined register (for example, register D) (step X4). In this embodiment, the address range of RAM is 0000h to 01FFh, and the upper address is either 00h or 01h, and in step X4, the starting 00h is set. Next, a launch stop signal is output and the launch permission signal is set to the disabled state (step X5). The launch permission signal is set to the disabled state when at least one of the game control device 100 and the payout control device 200 outputs a launch stop signal, and the launch of game balls is prohibited.
[0114] Subsequently, the state of the RAM initialization switch 112 and the setting key switch 152 is read (step X6), and a process to set the power-on delay timer is performed (step X7). In the process of step X7, by setting a predetermined initial value, a waiting time (e.g., 3 seconds) is set to wait for the programs of the subordinate control means (e.g., payout control device 200 and performance control device 300), which perform various controls according to instructions from the game control device 100, which constitutes the main control means, to start up normally. This prevents the game control device 100 from starting up first when the power is turned on and sending commands to the subordinate control devices (e.g., payout control device 200 and performance control device 300) before they start up, thus preventing the subordinate control devices from missing commands. In other words, the game control device 100 acts as a waiting means to set a predetermined waiting time to delay the start of the main control means (game control device 100) and wait for the start of the subordinate control devices (payout control device 200, performance control device 300, etc.) when the power is turned on.
[0115] Furthermore, the power-on delay timer is timed using a memory area (such as a RAM area or register that is not subject to the RAM validity check (checksum calculation)). This prevents the power-on control from becoming complicated because it eliminates the need to exclude certain RAM areas when calculating check data such as the checksum of the RAM area.
[0116] After performing the process of setting the power-on delay timer (step X7), it is determined whether a power outage has occurred (step X8), and if a power outage has occurred (step X8; Y), the system waits for the power to the gaming machine to be cut off. Specifically, in step X8, for example, the number of times (e.g., 2 times) to read and check the power outage monitoring signal input from the power supply unit 400 via the port and data bus is set, and a determination is made as to whether the power outage monitoring signal is on. If the power outage monitoring signal is on, it is determined whether the on state of the power outage monitoring signal has continued for the set number of checks. If the on state of the power outage monitoring signal has not continued for the number of checks, the process returns to determining whether the power outage monitoring signal is on. If the on state of the power outage monitoring signal has continued for the number of checks, it is determined that a power outage has occurred. The same applies to steps X34 and X54 described later. In this way, by determining that a power outage has occurred when the power outage monitoring signal has been continuously received for a predetermined period, it is possible to prevent false detection of power outages due to noise, etc., and to appropriately address malfunctions at the time of power-up.
[0117] In other words, the game control device 100 acts as a power outage monitoring means, which monitors for power outages during a predetermined standby period. This makes it possible to respond to power outages that occur during the period when the startup of the game control device 100, which acts as the main control means, is delayed, and to appropriately deal with malfunctions at the time of power-on. Furthermore, since access to RAM is not permitted until the end of the standby period, and the contents of the memory from the previous power outage are retained, there is no need to perform backup processing in the event of a power outage at this time. Therefore, even if a power outage occurs during the standby period, there is no need to back up the RAM, which reduces the burden on the control system.
[0118] On the other hand, if no power outage has occurred (step X8; N), the power-on delay timer is updated by -1 (step X9), and it is determined whether the timer value is 0 (step X10). If the timer value is not 0 (step X10; N), i.e., if the waiting time has not ended, the process returns to determining whether a power outage has occurred (step X8). Also, if the timer value is 0 (step X10; Y), i.e., if the waiting time has ended, read / write access is granted to read / write RWM (read / write memory) such as RAM and EEPROM (step X11), and off data is output to all output ports (set to a state with no output) (step X12).
[0119] Next, the serial port (a port pre-installed on the gaming microcontroller 111, used in this embodiment for communication with the performance control device 300 and the payout control device 200) is set (step X13), and the process of starting the CTC (Counter / Timer Circuit) circuit that generates a timer interrupt signal and a random number update trigger signal (CTC) in the gaming microcontroller 111 (clock generator) is performed (step X14). The CTC circuit is provided in the clock generator of the gaming microcontroller 111. The clock generator includes a frequency divider circuit that divides the oscillation signal (original clock signal) from the oscillation circuit 113, and a CTC circuit that generates a timer interrupt signal with a predetermined period (for example, 4 milliseconds) and a signal CTC that gives a trigger for random number updates to be supplied to the random number generation circuit based on the divided signal. Next, the RAM error flag is set (step X15). Here, regardless of whether there is actually an error in the RAM or not, it is assumed that there is an error in the RAM, and the RAM error flag is set in a predetermined register.
[0120] Next, it is determined whether the value of power outage test area 1 in the RWM is normal power outage test area check data 1 (e.g., 5Ah) (step X16). If it is normal (step X16; Y), it is determined whether the value of power outage test area 2 in the RWM is normal power outage test area check data 2 (e.g., A5h) (step X17). If the value of power outage test area 2 is normal (step X17; Y), a checksum calculation process is performed to calculate the checksum of a predetermined area in the RWM (step X18), and it is determined whether the calculated checksum matches the checksum at the time of power outage (step X19). If the checksums match (step X19; Y), there is no abnormality in the RAM, so the RAM abnormality flag is cleared (step X20), and the process proceeds to step X21.
[0121] Furthermore, if the check data in the power outage inspection area is determined to be abnormal (step X16;N or step X17;N), or if the checksum is determined to be incorrect (step X19;N), it is determined whether both the setting key switch 152 and the RAM initialization switch 112 are ON based on the state read in step X6 (step X21). If at least one of the setting key switch 152 and the RAM initialization switch 112 is OFF (step X21;N), it is determined whether the RAM abnormality flag is set (step X22). If the RAM abnormality flag is set (step X22;Y), a main abnormality error notification command is sent to the performance control board (performance control device 300) to notify that there is an abnormality in the RAM and the game control device 100 is abnormal (step X24).
[0122] On the other hand, if the RAM abnormality flag is not set (step X22; N), it is determined whether the probability setting change flag is set (step X23). If the probability setting change flag is set (step X23; Y), a command for main abnormality error notification is sent to the performance control board (performance control device 300) (step X24). The probability setting flag set here is the probability setting flag that was set before the power outage occurred. In other words, if the power to the gaming machine is cut off and restarted while the probability setting value is being changed, the operation of the gaming control device 100 stops, and the process in step X24 is performed. Next, the 7-segment display data at the time of game stoppage is output to the fifth driver 138e via the second output port 134 (step X25). After that, the ON data for the security signal is output, and the OFF data for all signals except the security signal is output (step X26), and the process returns to step X25.
[0123] Furthermore, if both the setting key switch 152 and the RAM initialization switch 112 are ON (step X21; Y), it is determined whether the RAM abnormality flag is set (step X27). If the RAM abnormality flag is not set (step X27; N), the probability setting change flag is set (step X29). This transitions to the probability setting value change mode. After that, the probability setting change command is sent to the performance control board (performance control device 300) (step X30), and the process proceeds to step X31. Based on receiving the probability setting change command, the performance control device 300 provides notification that the probability setting value is being changed by displaying on the display device 41, illuminating the LEDs of the frame decoration device 18 and the panel decoration device 46, operating the panel performance device 44, and outputting sound from speakers 19a and 19b. On the other hand, if the RAM error flag is set (step X27; Y), the probability setting value is cleared (step X28). This sets the area for the probability setting value in the RWM to 0, and the probability setting value becomes "setting 1". After that, the processes in steps X29 and X30 are performed, and the process moves to step X31.
[0124] Furthermore, if at least one of the setting key switch 152 and the RAM initialization switch 112 is in the OFF state (step X21;N), and neither the RAM abnormality flag nor the probability setting change flag is set (steps X22;N and X23;N), then it is determined whether the setting key switch 152 is in the ON state based on the state read in step X6 (step X35). If the setting key switch 152 is not in the ON state (step X35;N), then it is determined whether the RAM initialization switch 112 is in the ON state based on the state read in step X6 (step X43).
[0125] If it is determined that the RAM initialization switch 112 is not in the ON state (step X43; N), that is, if both the setting key switch 152 and the RAM initialization switch 112 are in the OFF state, the process proceeds to step X41 to perform the procedure for when power is restored normally after a power outage. On the other hand, if it is determined that the RAM initialization switch 112 is in the ON state (step X43; Y), the process proceeds to step X44 to perform the initialization. In other words, the RAM initialization switch 112 is an initialization operation unit that can be operated from the outside, and the game control device 100 is an initialization means that initializes the data stored in the RAM based on the fact that the initialization operation unit has been operated.
[0126] Furthermore, if the setting key switch 152 is ON (step X35; Y), the probability setting confirmation flag is set (step X36). This transitions to the probability setting value confirmation mode. Subsequently, the probability setting confirmation command is sent to the performance control board (performance control device 300) (step X37). Based on receiving the probability setting confirmation command, the performance control device 300 notifies that the probability setting value is being confirmed by displaying on the display device 41, illuminating the LEDs of the frame decoration device 18 and the panel decoration device 46, operating the panel performance device 44, and outputting sound from speakers 19a and 19b.
[0127] Then, to ensure the output of the security signal for 50 milliseconds or more, a value corresponding to 128 milliseconds is saved in the security signal control timer area (step X31). The security signal is output in the probability setting change / confirmation process of the timer interrupt processing (step X122) when in probability setting change mode or probability setting confirmation mode, and in the external information editing process of the timer interrupt processing (step X120) otherwise. Therefore, if the probability setting change mode or probability setting confirmation mode ends in less than 128 milliseconds, the security signal will continue to be output by the external information editing process of the timer interrupt processing (step X120). In other words, even if the probability setting change mode or probability setting confirmation mode ends in less than 128 milliseconds, the security signal will be output for 128 milliseconds after transitioning to the probability setting change mode or probability setting confirmation mode. Note that the value saved in the security signal control timer area in step X31 is not limited to the value corresponding to 128 milliseconds. However, since a security signal must be output for at least 50 milliseconds after switching to the probability setting change mode or probability setting confirmation mode, it is necessary to save a value corresponding to 50 milliseconds or more.
[0128] Then, interrupts are enabled (step X32), and it is determined whether the setting key switch 152 is in the off state (step X33). In step X33, the determination is not based on the state read in step X6 (the state when the power is turned on), but on the state read in the input processing of the timer interrupt processing (Figure 10) (step X103) (the current state). If it is determined in step X33 that the setting key switch 152 is in the off state, the probability setting value is determined. If the setting key switch 152 is not in the off state (step X33; N), it is determined whether a power outage has occurred (step X34). If no power outage has occurred (step X34; N), the process returns to step X33. If a power outage has occurred (step X34; Y), the process proceeds to step X55. If the probability setting change flag is set and it is determined in step X34 that a power outage has occurred, it is determined in step X23 of the main processing after the power outage has been restored (Figures 8 and 9) that the probability setting change flag is set.
[0129] On the other hand, if the setting key switch 152 is in the off state (step X33; Y), the process to disable interrupts (step X38) is performed. Between the process to enable interrupts (step X32) and the process to disable interrupts (steps X38, X55), the timer interrupt process (Figure 10) is performed at predetermined time intervals (e.g., 4 milliseconds). In this timer interrupt process, the probability setting change / confirmation process (step X122), which is a process related to the probability setting value, is performed. In other words, the main process remains in standby until the change or confirmation of the probability setting value is completed (or until a power outage occurs). Next, a notification termination command is sent to the performance control board (performance control device 300) (step X39). Upon receiving the notification termination command, the performance control device 300 terminates any ongoing notifications (notifications indicating that the probability setting value is being changed or notifications indicating that the probability setting value is being checked).
[0130] Next, it is determined whether the probability setting change flag is set (step X40). If the probability setting change flag is not set (step X40; N), i.e., if the probability setting confirmation flag is set, a power outage recovery process (step X41) is performed, which includes saving the initial values at the time of power restoration in the areas to be initialized (for example, the power outage inspection area, the checksum area, and the area related to error and fraud monitoring). The probability setting confirmation flag is cleared in this step X41. Subsequently, a command for power outage recovery corresponding to the special feature game processing number is sent to the performance control board (performance control device 300) (step X42), and the process proceeds to step X47. In this embodiment, step X42 sends several commands, including a machine specification command, a probability setting information command, a special feature 1 reserve count command, a special feature 2 reserve count command, a probability information command, a performance count information command, and a screen specification command. For the screen specification command, if both special feature 1 and special feature 2 are in the normal processing stage described later, that is, neither in the execution of the special feature variation display game nor in a special game state, and are in a customer waiting state, a customer waiting demo screen command is sent; otherwise, a recovery screen command is sent. Depending on the machine, in addition to these commands, a high probability count information command and the like are also sent.
[0131] On the other hand, if the probability setting change flag is set (step X40; Y), the RAM area other than the probability setting value is cleared to 0 (step X44). In step X44, the RAM area for the probability setting value (work area (1-byte area for the probability setting value)) and the RAM area for performance display (display of base value and prize ratio) (work area and stack area) are not cleared, but the RAM area for game control (work area and stack area) is cleared to 0. Therefore, the probability setting change flag is cleared in step X44. Note that in step X44, the stack area and unused areas may or may not be cleared.
[0132] Then, the initial values for RAM initialization are saved in the area to be initialized (step X45). The area to be initialized here is the customer waiting demo area and the area related to the setting of the performance mode. Then, the command for RAM initialization is sent to the performance control board (performance control device 300) (step X46). In this embodiment, step X46 sends several commands, including a machine specification command, a probability setting information command, a special feature 1 reserve count command, a special feature 2 reserve count command, a probability information command, a performance count information command, and a RAM initialization command (a command to display the customer waiting demo screen and to notify of RAM initialization with light and sound for a predetermined time (for example, 30 seconds)). Depending on the machine, in addition to these commands, a performance count information command and a support count information command, which is information on the number of times the special feature variation display game with normal power support has been executed, are also sent.
[0133] Next, the random number generation circuit is activated (step X47). Specifically, the CPU 111A sets a code (specified value) to activate the random number generation circuit in a predetermined register (CTC update enable register) within the random number generation circuit. The bit transposition pattern of the hardware random numbers (in this case, jackpot random numbers) generated by the random number generation circuit hardware is also set. The bit transposition pattern is a pattern that defines how the bit arrangement of the extracted random numbers (the arrangement before bit transposition in the upper row) is swapped in a predetermined order and stored as a different bit arrangement (the arrangement after bit transposition in the lower row). By swapping the bits of the random numbers according to this bit transposition pattern, the regularity of the random numbers can be broken, and the confidentiality of the random numbers can be increased. The bit transposition pattern may be a fixed single pattern, or it may be selected from multiple pre-prepared patterns. It may also be set arbitrarily by the user.
[0134] Subsequently, the values of predetermined registers (soft random number registers 1 to n) in the random number generation circuit at the time of power-up are extracted and saved in a predetermined area of the RWM as the initial values (start values) of the corresponding various initial random numbers (in this embodiment, the special symbol random number that determines the winning symbol for the special symbol, and the random number that determines the win for the regular symbol (winning random number)) (step X48), and then interrupts are enabled (step X49). In the random number generation circuit in the CPU 111A used in this embodiment, the initial value of the soft random number register changes each time the power is turned on. By using this value as the initial value (start value) of the various initial random numbers, the regularity of the random numbers generated by the software can be disrupted, making it difficult for players to obtain fraudulent random numbers.
[0135] Next, an initial random number update process (step X50) is performed to update the values of various initial random numbers and break the regularity of the random numbers. Although not particularly limited, in this embodiment, the jackpot random numbers, special symbol random numbers, and winning random numbers are configured to be generated using random numbers generated by a random number generation circuit. However, the jackpot random numbers are so-called "high-speed counters" that are updated based on a clock with a speed equal to or greater than the CPU's operating clock, while the special symbol random numbers and winning random numbers are "low-speed counters" that are updated based on a CTC output (a different CTC (CTC2) from the timer interrupt processing CTC (CTC0) of the timer interrupt processing) with the same period as the timer interrupt processing, which is the processing unit of the program. Furthermore, for the special symbol random numbers and winning random numbers, a so-called "initial value change method" is adopted in which the starting value is changed using each initial random number (generated by software) each time the random numbers complete one cycle. Note that each of the above random numbers may be updated using a counter-type update of +1 or -1, or it may be updated using a random-type update in which all values within the range appear separately without repetition until one cycle is completed. In other words, the jackpot random number is updated solely by the hardware, while the special symbol random numbers and the winning random numbers are updated by both hardware and software. In this embodiment, since there is no random number generator (winning symbol random number generator) to determine the winning symbol in the regular display, there is only one type of winning symbol in the regular display. However, it is also possible to provide a winning symbol random number generator so that the winning symbol in the regular display can be selected from multiple types.
[0136] After the initial random number update process in step X50, the process to disable interrupts (step X51) is performed, followed by the performance display editing process (step X52). Then, after enabling interrupts (step X53), it is determined whether a power outage has occurred (step X54). If no power outage has occurred (step X54; N), the process returns to the initial random number update process (step X50). In other words, if no power outage has occurred, the initial random number update process, performance display editing process, and power outage monitoring are repeated. By enabling interrupts before the initial random number update process (step X50) (step X49), if a timer interrupt occurs during the initial random number update process, the interrupt processing will take priority, preventing interrupt processing from being overloaded by the timer interrupt being delayed by the initial random number update process.
[0137] In addition to the main process, there is also a method to update the initial random number in step X50 within the timer interrupt process. If such a method is adopted, in order to avoid the initial random number update process being executed in both, it is necessary to disable interrupts before updating and then release the interrupts when performing the initial random number update process in the main process. However, as in this embodiment, if the initial random number update process is not performed within the timer interrupt process and is only performed within the main process, there is no problem in releasing the interrupt before the initial random number update process, which has the advantage of simplifying the main process.
[0138] On the other hand, if a power outage occurs (step X54; Y), the system temporarily disables interrupts (step X55) and outputs off-data to all output ports (step X56). Subsequently, power outage inspection area check data 1 is saved to power outage inspection area 1 (step X57), and power outage inspection area check data 2 is saved to power outage inspection area 2 (step X58). Furthermore, a checksum calculation process is performed to calculate the checksum at the time of RWM power cut-off (step X59), and the calculated checksum is saved (step X60). After that, a process to prohibit access to RWM is performed (step X61), and then the system waits for the gaming machine's power to be cut off. In this way, by saving check data to the power outage inspection area and calculating the checksum at the time of power cut-off, it is possible to determine whether the information stored in RWM before the power cut-off has been properly backed up when the power is restored.
[0139] Based on the above, in a gaming machine comprising a main control means (gaming control device 100) that comprehensively controls the game, and subordinate control means (payout control device 200, performance control device 300, etc.) that perform various controls according to instructions from the main control means, the main control means includes a standby means (gaming control device 100) that sets a predetermined waiting time to delay the startup of the main control means and wait for the startup of the subordinate control devices when the power is turned on, and a power outage monitoring means (gaming control device 100) that monitors for the occurrence of a power outage during the predetermined waiting time. Furthermore, the system includes a power supply unit 400 that supplies power to various devices. The power supply unit 400 is configured to output a power outage monitoring signal when it detects the occurrence of a power outage, and the power outage monitoring means (game control device 100) determines that a power outage has occurred if it continues to receive the power outage monitoring signal for a predetermined period of time.
[0140] Furthermore, the main control means (game control device 100) includes a RAM 111C capable of storing data, an initialization operation unit (RAM initialization switch 112) that can be operated from the outside, and an initialization means (game control device 100) that initializes the data stored in the RAM 111C based on the operation of the initialization operation unit, and the operation status of the initialization means is read before the start of the standby time. Furthermore, the main control means (game control device 100) is configured to allow access to RAM 111C after the waiting period has elapsed.
[0141] [Timer interrupt handling] Next, we will explain the timer interrupt processing. Timer interrupt processing is initiated when a periodic timer interrupt signal generated by the CTC circuit in the clock generator is input to the CPU 111A. In other words, it is an interrupt routine that starts at a predetermined period. When a timer interrupt occurs in the gaming microcontroller 111, it automatically enters an interrupt-disabled state, and the timer interrupt processing shown in Figure 10 begins.
[0142] When timer interrupt processing begins, first, register bank 1 is specified (step X101). Switching to register bank 1 is equivalent to performing a register save operation, which moves the values held in a predetermined register (for example, a register used in the main process) to the RWM. Next, the upper address of the RAM start address is set in a predetermined register (for example, register D) (step X102). Step X102 performs the same operation as step X4 in the main process, but the register bank is different. Next, input processing is performed to read inputs and signals from various sensors and switches, that is, to read the state of each input port (step X103).
[0143] Next, it is determined whether the probability setting change flag or the probability setting confirmation flag is set (step X104). If the probability setting change flag or the probability setting confirmation flag is set (step X104; Y), the probability setting change / confirmation process (step X122) is performed, and the timer interrupt process is terminated. On the other hand, if neither the probability setting change flag nor the probability setting confirmation flag is set (step X104; N), output processing (step X105) is performed to control the drive of actuators such as solenoids (large prize solenoid 38b, lever solenoid 38f, general-purpose solenoid 37c) based on the output data set in various processes. When a launch stop signal is output in step X5 of the main process, this output processing outputs a launch permission signal, making it possible to set the launch permission signal to the permission state. This launch permission signal is output to the launch control device via the payout control device. No processing of the signal is performed at this time. Furthermore, this launch permission signal is a first signal indicating the launch permission state as seen by the game control device, and a second signal (launch permission signal) indicating the launch permission state as seen by the payout control device is also generated within the payout control device and output to the launch control device. In other words, two launch permission signals are output to the launch control device, and the game ball is configured to be ready to be launched when both signals indicate launch permission.
[0144] Next, the payout command transmission process (step X106), random number update process 1 (step X107), and random number update process 2 (step X108) are performed, which output commands set in the transmission buffer during various processes to the payout control device 200. In random number update process 1 (step X107), the initial values (start values) of the special symbol random numbers and winning random numbers that are subject to the initial value random number update process are updated. After that, the prize slot switch / status monitoring process (step X109) is performed, which monitors whether there is a normal signal input from the start slot 1 switch 36a, start slot 2 switch 37a, prize slot switch 35a, and large prize slot switch 38a, and also monitors for errors such as setting prize balls, opening the front frame and glass frame, and fraudulent entries into the normal variable prize slot device 37 and special variable prize slot device 38.
[0145] Next, it is determined whether an abnormal discharge is occurring (step X110). An abnormal discharge occurs when the number of game balls discharged from the special variable prize winning device 38 (number of game balls detected by the specific area switch 38d and the remaining ball discharge switch 38e) exceeds the number of game balls that flowed into the special variable prize winning device 38 (number of game balls detected by the large prize winning switch 38a). If an abnormal discharge is occurring, the abnormal discharge flag is set. If an abnormal discharge is occurring (step X110; Y), the process proceeds to step X116. In other words, the game is prevented from progressing.
[0146] On the other hand, if no abnormal discharge is occurring (step X110; N), special feature game processing (step X112) which processes related to the special feature variation display game, and general feature game processing (step X114) which processes related to the general feature variation display game are performed, and segment LED editing processing (step X115) which drives the segment LEDs provided in the gaming machine 10, which display the special feature variation display game and various information related to the game, to display desired content.
[0147] Next, the following processes are performed: magnet tampering monitoring process (step X116), which checks the detection signal from the magnetic sensor 61 to determine if there is an abnormality; panel radio wave tampering monitoring process (step X117), which checks the detection signal from the panel radio wave sensor 62 to determine if there is an abnormality; vibration tampering monitoring process (step X118), which checks the detection signal from the vibration sensor 65 to determine if there is an abnormality; and abnormal discharge monitoring process (step X119), which determines if an abnormal discharge has occurred. Furthermore, external information editing process (step X120), which sets signals to be output to various external devices into the output buffer, and performance display monitor control process (step X121), which controls the performance display device 153, are performed, and the timer interrupt processing is terminated.
[0148] In this embodiment, the process of restoring the interrupt-disabled state (i.e., the process of enabling interrupts) and the process of restoring the register bank specification (i.e., the process of specifying register bank 0) are performed automatically when the interrupt returns (at the end of the timer interrupt processing). Note that depending on the CPU used, some gaming machines may require instructions to execute the process of restoring the interrupt-disabled state and the process of restoring the register bank specification.
[0149] [Special Picture Game Processing] Next, we will explain the details of the special feature game processing (step X112) in the timer interrupt processing described above. In the special feature game processing, the inputs of the start port 1 switch 36a and the start port 2 switch 37a are monitored, the entire process related to the special feature variation display game is controlled, and the display of the special feature is set.
[0150] As shown in Figure 11, in the special feature game processing, first, a start-out switch monitoring process (step A1) is performed to monitor the entry of a ball into the start-out switch 1 36a and the start-out switch 2 37a. In the start-out switch monitoring process, when a game ball enters the start-out entry 36 and the normal variable entry device 37 which constitute the second start-out entry, various random numbers (such as a jackpot random number) are extracted, and a pre-determination of the game result based on the entry is performed to determine the game result in advance before the start of the special feature variable display game based on the entry.
[0151] Next, the large prize slot switch monitoring process (step A2) is performed. This large prize slot switch monitoring process monitors the detection of game balls at the large prize slot switch 38a located within the special variable prize device 38. Then, the specific area switch monitoring process is performed to monitor the detection of game balls in the specific area 38h (step A3).
[0152] Next, if the special feature game processing timer is not "0", it is updated by -1 (step A4). Note that the minimum value of the special feature game processing timer is set to "0". Then, it is determined whether the value of the special feature game processing timer is "0" (step A5). If the value of the special feature game processing timer is "0" (step A5; Y), that is, if time has run out or has already run out, the special feature game sequence branch table, which is referenced to branch to the processing corresponding to the special feature game processing number, is set in a register (step A6), and the branch destination address of the processing corresponding to the special feature game processing number is obtained using the said table (step A7). Then, a subroutine call is made according to the special feature game processing number (step A8).
[0153] In step A8, if the special feature game processing number is "0", the system monitors the start of the special feature variation display game and performs the special feature normal processing (step A9), which includes setting the start of the special feature variation display game, setting the effects, and setting the information necessary for processing during the special feature variation. In step A8, if the special feature game processing number is "1", the special feature variation processing (step A10) is performed, which includes setting the stop display time for the special feature and setting the information necessary to perform processing while the special feature is displayed.
[0154] In step A8, if the special feature game processing number is "2", and the result of the special feature variation display game is a jackpot, the special feature display processing (step A11) is performed, which includes setting the fanfare command according to the type of jackpot, setting the fanfare time according to the opening pattern of the big prize slot for each jackpot, and setting the information necessary for processing during the fanfare / interval.
[0155] In step A8, if the special game processing number is "3", the fanfare / interval processing (step A12) is performed, which includes setting the opening time of the big prize slot, updating the number of openings, and setting the information necessary to perform the big prize slot opening process. In step A8, if the special game processing number is "4", the process of opening the big prize slot (step A13) is performed, which involves setting an interval command if the big win round is not the final round, setting an ending command if it is the final round, and setting information necessary for processing the remaining balls in the big prize slot.
[0156] In step A8, if the special game processing number is "5", the process of processing remaining balls in the big prize pocket (step A14) is performed, which includes setting the time for the remaining balls in the big prize pocket to be discharged if it is the final round, and setting the information necessary to perform the big win termination process. In step A8, if the special feature game processing number is "6", the jackpot termination processing (step A15) is performed, which involves setting the information necessary for the regular special feature processing.
[0157] In step A8, if the special game processing number is "7", the minor win fanfare processing (step A16) is performed, which involves setting the opening time and opening pattern of the big prize slot when a minor win occurs, setting the fanfare command, and setting the information necessary to perform the minor win processing. In step A8, if the special game processing number is "8", the minor win processing (step A17) is performed, which involves setting the ending command and information necessary for processing remaining minor win balls. In step A8, if the special game processing number is "9", the minor win remaining ball processing (step A18) is performed, which involves setting the time required for remaining balls that entered the big prize pocket during minor win processing to be ejected, and setting the information necessary for minor win termination processing. In step A8, if the special feature game processing number is "10", a minor win termination process (step A19) is performed, which involves setting the necessary information for performing the regular special feature processing.
[0158] After that, a table for controlling the fluctuations of the special symbol 1 display 51 is prepared (step A20), and then a symbol fluctuation control process related to controlling the fluctuations of the special symbol by the special symbol 1 display 51 is performed (step A21). Then, a table for controlling the fluctuations of the special symbol 2 display 52 is prepared (step A22), and then a symbol fluctuation control process related to controlling the fluctuations of the special symbol by the special symbol 2 display 52 is performed (step A23). After that, a lever solenoid control process (step A24) is performed to control the operation of the lever solenoid 38f, and the special symbol game process is terminated. On the other hand, if the value of the special symbol game processing timer is not "0" in step A5 (step A5; N), that is, if time has not expired, the process proceeds to step A20 and the subsequent processing is performed.
[0159] [Common processing for start port switches in special drawings] Next, we will explain the details of the common processing for the start port switches in the start port switch monitoring process described above. The common processing for the start port switches is a process that is performed in common for each input when there is input from start port 1 switch 36a or start port 2 switch 37a.
[0160] As shown in Figure 12, in the special start-up switch common processing, first, the start-up signal output count, which is the number of times information regarding the number of times a prize is won into the monitored start-up switch among start-up switch 1 36a and start-up switch 2 37a is output to the management device outside the game machine 10, is loaded (step A131), the loaded value is updated by +1 (step A132), and it is determined whether the output count overflows (step A133). If the output count does not overflow (step A133; N), the updated value is saved in the RWM start-up signal output count area (step A134), and the process proceeds to step A135. On the other hand, if the output count overflows (step A133; Y), the process proceeds to step A135. In this embodiment, values from "0" to "255" can be stored in the start-up signal output count area. When the loaded value is "255", the updated value becomes "0" after the +1 update, and it is determined that the output count has overflowed.
[0161] Next, it is determined whether the number of special symbol hold (start memory) to be updated corresponding to the monitored start port switch among start port 1 switch 36a and start port 2 switch 37a is less than the upper limit (step A135). If the number of special symbol hold to be updated is not less than the upper limit (step A135; N), the common processing for special symbol start port switches is terminated.
[0162] Furthermore, if the number of special symbol reserves to be updated is less than the upper limit (Step A135; Y), the number of special symbol reserves to be updated (number of special symbol 1 reserves or number of special symbol 2 reserves) is updated by +1 (Step A136), and the target start gate winning flag is saved (Step A137). Subsequently, the address of the random number storage area corresponding to the start gate switch and the number of special symbol reserves to be monitored is calculated (Step A138), and the jackpot random number prepared by the hardware random number acquisition process is saved to the RWM jackpot random number storage area (Step A139).
[0163] Next, the special symbol random numbers for the monitored start switch are extracted and prepared (step A140), and saved to the RWM's special symbol random number storage area (step A141). Next, the variable pattern random numbers 1 to 3 are saved to the corresponding RWM variable pattern random number storage area (step A145), and the special feature hold information determination process (step A146) is performed. Next, a special feature hold count command corresponding to the monitored start switch and special feature hold count is prepared (step A147), the performance command setting process (step A148) is performed, and the common processing for the special feature start switch is completed.
[0164] Here, the game control device 100 (RAM 111C) is a start memory means that extracts a predetermined random number based on the detection of a game ball in the start area of the start prize entry 36 and the normal variable prize entry device 37, and stores it up to a predetermined number as a start memory that grants the right to execute the variable display game. Furthermore, the start memory means (game control device 100) stores various random values extracted based on the entry of a game ball into the first start prize entry 36 as a first start memory up to a predetermined number, and stores various random values extracted based on the entry of a game ball into the second start prize entry 37 as a second start memory up to a predetermined number.
[0165] [Special Feature Hold Information Determination Processing] Next, we will explain in detail the special symbol hold information determination process (step A146) in the common processing of the start switch described above. The special symbol hold information determination process is a pre-reading process that determines the result-related information corresponding to the start memory before the start timing of the special symbol variation display game based on the corresponding start memory.
[0166] As shown in Figure 13, first, a jackpot determination process (step A154) is performed to determine whether or not it is a jackpot based on whether or not the jackpot random value matches the jackpot determination value. If the determination result is a jackpot (step A155; Y), a jackpot special symbol random number check table corresponding to the target start switch is set (step A156), the stop symbol information corresponding to the special symbol random number prepared in step A140 of the special symbol start switch common processing is obtained (step A157), and the process proceeds to step A168.
[0167] On the other hand, if the result of the judgment is not a jackpot (step A155; N), a minor win judgment process (step A159) is performed to determine whether or not it is a minor win based on whether or not the jackpot random value matches the minor win judgment value. If the result of the judgment is a minor win (step A160; Y), a special symbol random number check table for minor wins is set (step A161), stop symbol information corresponding to the special symbol random number prepared in step A140 of the special symbol start switch common processing is obtained (step A162), and the process proceeds to step A168.
[0168] On the other hand, if the result of the judgment is not a minor win (step A160; N), a support win judgment process (step A163) is performed to determine whether or not it is a support win based on whether or not the jackpot random value matches the support win judgment value. If the result of the judgment is not a support win (step A164; N), the information of the losing stop symbols is set (step A167), and the process proceeds to step A168. Furthermore, if the judgment result is a support win (step A164; Y), a special symbol random number check table for support wins is set (step A165), stop symbol information corresponding to the special symbol random number prepared in step A140 of the special symbol start switch common processing is obtained (step A166), and the process proceeds to step A168.
[0169] Next, a pre-read stop symbol command corresponding to the target start switch and stop symbol information is prepared (step A168), and the performance command setting process is performed (step A169). Then, a special symbol information setting process is performed to set the special symbol information, which is a parameter for setting the variation pattern (step A170), and a variation pattern setting process is performed to set the variation mode of the special symbol variation display game (step A171). Subsequently, pre-read variation pattern commands corresponding to the first-half variation number indicating the first-half variation pattern and the second-half variation number indicating the second-half variation pattern in the variation mode of the special feature variation display game are prepared (step A172), the performance command setting process is performed (step A173), and the special feature hold information determination process is terminated. Note that the special feature information setting process in step A170 and the variation pattern setting process in step A171 are the same as the processes executed at the start of the special feature variation display game in the special feature normal processing.
[0170] Through the above process, a pre-read symbol command containing the result of the special symbol variation display game based on the start memory of the pre-read target, and a pre-read variation pattern command containing information on the variation pattern in the special symbol variation display game based on the start memory are prepared and transmitted to the performance control device 300. This makes it possible to inform the performance control device 300 of the judgment result (pre-read result) of result-related information (whether or not it is a jackpot and the type of variation pattern) corresponding to the start memory before the start timing of the special symbol variation display game based on the corresponding start memory. In particular, it becomes possible to inform the player of the result-related information before the start timing of the special symbol variation display game by changing the decorative special symbol start memory display shown on the display device 41.
[0171] In other words, the game control device 100 acts as a pre-determination means that determines the random number stored as a start memory in the start memory means (game control device 100) before the execution of the variable display game based on the start memory (for example, whether or not a special result will occur). Note that the timing for pre-determining the random value stored in correspondence with the start memory is not limited to the start of the win when the start memory is generated, but can be anytime before the variable display game based on the start memory is played.
[0172] [Special Illustrated Normal Processing] Next, we will explain the details of the normal special feature processing (step A9) in the special feature game processing described above. As shown in Figure 14, in the normal special feature processing, first, it is determined whether the number of special feature 2 reserved (second start memory) is "0" (step A301). If it is determined that the number of special feature 2 reserved (step A301; Y), it is determined whether the number of special feature 1 reserved (first start memory) is "0" (step A305). If it is determined that the number of special feature 1 reserved (step A305; Y), it is determined whether the customer waiting demo has started (step A309), and if the customer waiting demo has not started (step A309; N), the customer waiting demo in progress flag is set in the customer waiting demo flag area (step A310).
[0173] Next, a customer waiting demo command is prepared (step A311), and the performance command setting process (step A312) is performed. Then, "0" related to the special feature normal processing is set as the processing number (step A313), and the said processing number is saved in the special feature game processing number area (step A314). Then, the variable symbol discrimination flag area is cleared (step A315), the fraud monitoring period flag is saved in the big prize jackpot fraud monitoring period flag area (step A316), and the special feature normal processing is terminated. In other words, when the special feature variable display game is in a state where it can be started but the start conditions are not met, a customer waiting demo command that constitutes waiting information is sent to the performance control device 300. On the other hand, if the customer waiting demo has already started in step A309 (step A309; Y), the process will proceed to step A313 without performing steps A310 to A312.
[0174] Furthermore, in step A301, if the number of reserved symbols for Special Symbol 2 is not "0" (step A301; N), a decorative Special Symbol reserved symbol command corresponding to the number of reserved symbols for Special Symbol 2 is prepared (step A302). Next, the performance command setting process (step A303) is performed, the Special Symbol 2 variation start process (step A304) is performed, and the Special Symbol normal processing is completed. Furthermore, in step A305, if the number of reserved symbols for Special Symbol 1 is not "0" (step A305; N), a command for the number of reserved symbols for decorative symbols corresponding to the number of reserved symbols for Special Symbol 1 is prepared (step A306). Next, the performance command setting process (step A307) is performed, the Special Symbol 1 variation start process (step A308) is performed, and the Special Symbol normal processing is completed.
[0175] [Special Figure 1: Start of Variation Process] Next, we will explain in detail the Special Feature 1 variation start process (step A308) in the Special Feature normal processing described above. The Special Feature 1 variation start process is performed at the start of the first Special Feature variation display game. As shown in Figure 15(a), first, the Special Feature 1 variation flag, which indicates the type of Special Feature variation display game to be executed (in this case, Special Feature 1), is saved in the variation symbol discrimination flag area (step A321). Next, the Big Win Flag 1 setting process (step A322) is performed, which sets loss information and big win information in the Big Win Flag 1, which determines whether the first Special Feature variation display game is a big win by determining the big win random number, as well as setting loss information and small win information in the small win flag, which determines whether the first Special Feature variation display game is a small win, and setting loss information and support win information in the support win flag, which determines whether the first Special Feature variation display game is a support win.
[0176] Next, after performing the Special Feature 1 Stop Symbol Setting Process (Step A323) related to the setting of the Special Feature 1 Stop Symbol (symbol information), the Special Feature Information Setting Process (Step A324) is performed to set the Special Feature information, which is a parameter for setting the variation pattern. Parameters used include the game state, the number of reserved symbols, the stop symbol pattern number, and the remaining number of normal electric support rounds. Next, the Special Feature 1 Variation Pattern Setting Information Table is prepared (Step A325), which is a table containing information for referencing various information related to setting the variation pattern of the first Special Feature Variation Display Game. After that, the Variation Pattern Setting Process (Step A326) is performed to set the variation pattern, which is the variation mode in the first Special Feature Variation Display Game, and the Variation Start Information Setting Process (Step A327) is performed to set the variation start information for the first Special Feature Variation Display Game.
[0177] Next, the processing number is set to "1" which corresponds to the processing during special feature variation (step A328), and this processing number is saved in the special feature game processing number area (step A329). Then, the customer waiting demo flag area is cleared (step A330), and a signal related to the start of the variation of Special Symbol 1 (for example, turning on the Special Symbol 1 variation signal) is saved to the test signal output data area (step A331). After that, the variation in progress flag is saved to the Special Symbol 1 variation control flag area (step A332), and the initial value (here, 100ms) of the blink control timer (timer for the blinking period of Special Symbol 1 display 51) is set to the Special Symbol 1 blink control timer area (step A333). Next, the initial value (here, "0") is saved to the Special Symbol 1 variation symbol number area (step A334), and the Special Symbol 1 variation start process is terminated.
[0178] [Special Figure 2: Start of Variation Process] Next, we will explain the details of the Special Feature 2 variation start process (step A304) in the Special Feature normal processing described above. The Special Feature 2 variation start process is performed at the start of the second Special Feature variation display game, and is the same process as the Special Feature 1 variation start process shown in Figure 15(a), but applied to the second start memory.
[0179] As shown in Figure 15(b), first, a special symbol 2 variation flag indicating the type of special symbol variation display game to be executed (special symbol 2 in this case) is saved in the variation symbol discrimination flag area (step A341). Next, a jackpot flag 2 setting process (step A342) is performed, which involves setting loss information and jackpot information in the jackpot flag 2 to determine whether the second special symbol variation display game is a jackpot by determining the jackpot random number, setting loss information and jackpot information in the minor win flag to determine whether the second special symbol variation display game is a minor win, and setting loss information and support win information in the support win flag to determine whether the second special symbol variation display game is a support win.
[0180] Next, after performing the Special Feature 2 Stop Symbol Setting Process (Step A343) related to the setting of the Special Feature 2 Stop Symbol (symbol information), the Special Feature Information Setting Process (Step A344) is performed to set the Special Feature information, which is a parameter for setting the variation pattern. Parameters used include the game state, the number of reserved symbols, the stop symbol pattern number, and the remaining number of normal electric support rounds. Next, the Special Feature 2 Variation Pattern Setting Information Table is prepared (Step A345), which is a table containing information for referencing various information related to setting the variation pattern of the second Special Feature Variation Display Game. After that, the Variation Pattern Setting Process (Step A346) is performed to set the variation pattern, which is the variation mode in the second Special Feature Variation Display Game, and the Variation Start Information Setting Process (Step A347) is performed to set the variation start information for the second Special Feature Variation Display Game.
[0181] Next, the processing number is set to "1" which corresponds to the processing during special feature variation (step A348), and this processing number is saved in the special feature game processing number area (step A349). Then, the customer waiting demo flag area is cleared (step A350), and a signal related to the start of the variation of Special Symbol 2 (for example, turning on the Special Symbol 2 variation signal) is saved to the test signal output data area (step A351). After that, the variation in progress flag is saved to the Special Symbol 2 variation control flag area (step A352), and the initial value (here, 100ms) of the blink control timer (timer for the blinking period of Special Symbol 2 display 52) is set to the Special Symbol 2 blink control timer area (step A353). Next, the initial value (here, "0") is saved to the Special Symbol 2 variation symbol number area (step A354), and the Special Symbol 2 variation start process is terminated.
[0182] In other words, the game control device 100 constitutes a special feature variation display game execution control means that executes a special feature variation display game based on the start memory stored in the start memory means. Furthermore, the special feature variation display game execution control means executes the first special feature variation display game as a special feature variation display game based on the first start memory, and executes the second special feature variation display game as a special feature variation display game based on the second start memory.
[0183] [Special Feature 1 Stop Symbol Setting Process] Figure 16 shows the process of setting the stop symbol for Special Figure 1 in the Special Figure 1 variation start process of this embodiment (step A323). In this special symbol 1 stop symbol setting process, first, it is determined whether the jackpot flag 1 is a jackpot (step A431). If it is a jackpot (step A431; Y), the special symbol random number is loaded from the special symbol random number storage area (for reserve number 1) (step A432). Next, the special symbol 1 jackpot symbol table is set (step A433), and the stop symbol number corresponding to the loaded special symbol random number is obtained and saved in the special symbol 1 stop symbol number area (step A434). The type of jackpot is selected through this process.
[0184] Next, the special feature 1 jackpot stop symbol information table is set (step A435), and the stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (step A436). The stop symbol pattern is used to set the stop symbols on the special feature display (special feature 1 display 51 in this case) and the stop symbols on the display device 41. Then, the round number upper limit information corresponding to the stop symbol number is obtained and saved in the round number upper limit information area (step A437), the time reduction judgment data corresponding to the stop symbol number is obtained and saved in the time reduction judgment data area (step A438), and the performance mode transition information corresponding to the stop symbol pattern and probability state is saved (step A439). This information is used to set the variation pattern scenario, which is information regarding the execution method of the special game state, the performance mode after the special game state ends, and the transition of the variation selection table group after the special game state ends. Finally, the decorative special feature command corresponding to the stop symbol pattern is prepared (step A455).
[0185] On the other hand, if the big win flag 1 is not a big win (step A431; N), the small win flag 1 is checked to determine if it is a small win (step A440). If it is a small win (step A440; Y), the special symbol random number is loaded from the special symbol random number storage area (for reserve number 1) (step A441). Next, the special symbol 1 small win symbol table is set (step A442), the stop symbol number corresponding to the loaded special symbol random number is obtained and saved in the special symbol 1 stop symbol number area (step A443). This process selects the type of small win. After that, the stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (step A444), the performance mode transition information corresponding to the stop symbol pattern is saved (step A445), and the decorative special symbol command corresponding to the stop symbol pattern is prepared (step A455).
[0186] Furthermore, if minor win flag 1 is not a minor win (step A440; N), it is determined whether support win flag 1 is a support win (step A446). If it is a support win (step A446; Y), the special symbol random number is loaded from the special symbol random number storage area (for reserve number 1) (step A447). Next, the special symbol 1 support win symbol table is set (step A448), and the stop symbol number corresponding to the loaded special symbol random number is obtained and saved in the special symbol 1 stop symbol number area (step A449). This process selects the type of support win.
[0187] Subsequently, the stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (step A450), time reduction judgment data corresponding to the stop symbol number is obtained and saved in the time reduction judgment data area (step A451), performance mode transition information corresponding to the stop symbol pattern is saved (step A452), and decorative special symbol command corresponding to the stop symbol pattern is prepared (step A455). Furthermore, if Support Hit Flag 1 is not a Support Hit (Step A446; N), the stop symbol number at the time of the miss is saved in the Special Symbol 1 stop symbol number area (Step A453), the miss stop symbol pattern is saved in the stop symbol pattern area (Step A454), and a decorative special symbol command corresponding to the stop symbol pattern is prepared (Step A455). Through the above process, the stop symbols corresponding to the result of the special symbol variation display game are set.
[0188] After that, the decorative special symbol command is saved to the decorative special symbol command area (step A456), and the performance command setting process (step A457) is performed. This decorative special symbol command is later transmitted to the performance control device 300. Then, the symbol data corresponding to the stop symbol number is saved to the test signal output data area (step A458), the special symbol 1 special symbol random number storage area (for 1 reserved) is cleared to 0 (step A459), and the special symbol 1 stop symbol setting process is completed.
[0189] [Special Feature 2 Stop Symbol Setting Process] Figure 17 shows the process for setting the stop symbol for Special Figure 2 in the Special Figure 2 variation start process of this embodiment (step A343). Note that the process for setting the stop symbol for Special Figure 2 is the same process as the process for setting the stop symbol for Special Figure 1, but applied to Special Figure 2. In this special symbol 2 stop symbol setting process, first, it is determined whether the jackpot flag 2 is a jackpot (step A471). If it is a jackpot (step A471; Y), the special symbol random number is loaded from the special symbol random number storage area (for reserve number 1) of special symbol 2 (step A472). Next, the special symbol 2 jackpot symbol table is set (step A473), and the stop symbol number corresponding to the loaded special symbol random number is obtained and saved in the special symbol 2 stop symbol number area (step A474). The type of jackpot is selected through this process.
[0190] Next, the Special Feature 2 jackpot stop symbol information table is set (step A475), and the stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (step A476). The stop symbol pattern is used to set the stop symbols on the Special Feature display (in this case, the Special Feature 2 display 52) and the stop symbols on the display device 41. Then, the upper limit of the number of rounds corresponding to the stop symbol number is obtained and saved in the upper limit of the number of rounds information area (step A477), the time reduction judgment data corresponding to the stop symbol number is obtained and saved in the time reduction judgment data area (step A478), and the performance mode transition information corresponding to the stop symbol pattern and probability state is saved (step A479). This information is used to set the variation pattern scenario, which is information regarding the execution method of the special game state, the performance mode after the special game state ends, and the transition of the variation selection table group after the special game state ends. Finally, the decorative special feature command corresponding to the stop symbol pattern is prepared (step A495).
[0191] On the other hand, if the big win flag 2 is not a big win (step A471; N), then it is determined whether the small win flag 2 is a small win (step A480). If it is a small win (step A480; Y), then the special symbol random number is loaded from the special symbol random number storage area (for 1 reserved) of special symbol 2 (step A481). Next, the special symbol 2 small win symbol table is set (step A482), the stop symbol number corresponding to the loaded special symbol random number is obtained and saved in the special symbol 2 stop symbol number area (step A483). This process selects the type of small win. After that, the stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (step A484), the performance mode transition information corresponding to the stop symbol pattern is saved (step A485), and the decorative special symbol command corresponding to the stop symbol pattern is prepared (step A495).
[0192] Furthermore, if minor win flag 2 is not a minor win (step A480; N), it is determined whether support win flag 2 is a support win (step A486). If it is a support win (step A486; Y), the special symbol random number is loaded from the special symbol random number storage area (for reserve number 1) (step A487). Next, the special symbol 2 support win symbol table is set (step A488), and the stop symbol number corresponding to the loaded special symbol random number is obtained and saved in the special symbol 2 stop symbol number area (step A489). This process selects the type of support win.
[0193] Subsequently, the stop symbol pattern corresponding to the stop symbol number is obtained and saved in the stop symbol pattern area (step A490), time reduction judgment data corresponding to the stop symbol number is obtained and saved in the time reduction judgment data area (step A491), performance mode transition information corresponding to the stop symbol pattern is saved (step A492), and decorative special symbol command corresponding to the stop symbol pattern is prepared (step A495). Furthermore, if the support win flag 2 is not a support win (step A486; N), the stop symbol number at the time of the loss is saved in the special symbol 2 stop symbol number area (step A493), the loss stop symbol pattern is saved in the stop symbol pattern area (step A494), and a decorative special symbol command corresponding to the stop symbol pattern is prepared (step A495). Through the above process, the stop symbols corresponding to the result of the special symbol variation display game are set.
[0194] After that, the decorative special symbol command is saved to the decorative special symbol command area (step A496), and the performance command setting process (step A497) is performed. This decorative special symbol command is later transmitted to the performance control device 300. Then, the symbol data corresponding to the stop symbol number is saved to the test signal output data area (step A498), the special symbol 2 special symbol random number storage area (for 1 reserved) is cleared to 0 (step A499), and the special symbol 2 stop symbol setting process is completed. By using a common special symbol random number regardless of the result when setting the stop symbols for each outcome, the number of types of random numbers required can be reduced, simplifying the specifications and programs of the gaming machine and reducing the burden on control.
[0195] [Special Feature Fluctuation Processing] Figure 18 shows the special feature variation processing (step A10) in the special feature game processing of this embodiment. In this special feature variation processing, first, a symbol stop command corresponding to the variation symbol discrimination flag is prepared (step A601), and then the performance command setting process (step A602) is performed. Next, the display time corresponding to the stopped symbol pattern is set (step A603), and the set display time is saved in the special feature game processing timer area (step A604). In other words, the game control device 100 acts as a stop display time setting means for setting the stop display time to display the stop result form of the variation display game.
[0196] Next, it is determined whether regular power support is in operation (step A605). If regular power support is not in operation (step A605; N), the process proceeds to step A612. If regular power support is in operation (step A605; Y), the number of time reduction fluctuations in the time reduction fluctuation count range is updated by -1 (step A609), and it is determined whether the number of time reduction fluctuations has become 0 (step A610). If the number of time reduction fluctuations is 0 (step A610; Y), the time reduction termination setting process to end the regular power support is performed (step A611), and the process proceeds to step A612. If the number of time reduction fluctuations is not 0 (step A610; N), the process proceeds to step A612.
[0197] After performing the performance mode information check process (step A612), it is determined whether the remaining reserved ball consumption state has ended (step A613). Here, "the remaining reserved ball consumption state has ended" includes not only when the termination conditions for the remaining reserved ball consumption state ST5 are met, but also when there were no remaining reserved balls at the end of the specific game state ST4. If the remaining reserved balls have not been used up (step A613; N), proceed to step A616. If the remaining reserved balls have been used up (step A613; Y), determine whether the result is a miss (step A614). If the result is not incorrect (step A614; N), proceed to step A616. If the result is a loss (step A614; Y), a signal related to the end of the time-saving feature (for example, turning off the jackpot 2 signal) is saved to the external information output data area (step A615), and the process proceeds to step A616.
[0198] In step A616, the processing number is set to "2" which corresponds to the processing during special symbol display (step A616), and this processing number is saved in the special symbol game processing number area (step A617). Furthermore, a signal related to the end of variation of special symbol 1 (for example, turning off the special symbol 1 variation signal) is saved in the test signal output data area (step A618), a signal related to the end of variation of special symbol 2 (for example, turning off the special symbol 2 variation signal) is saved in the test signal output data area (step A619), and the initial value of the control timer (for example, 256 msec) related to the number of executions of the special symbol variation display game for output to the external information terminal is saved in the symbol confirmation count signal control timer area (step A620). Subsequently, as information for controlling the Special Figure 1 variable display game on the Special Figure 1 display 51, the stop flag related to the stopping of the variable display on the Special Figure 1 display 51 is saved in the Special Figure 1 variable control flag area (step A621), and as information for controlling the Special Figure 2 variable display game on the Special Figure 2 display 52, the stop flag related to the stopping of the variable display on the Special Figure 2 display 52 is saved in the Special Figure 2 variable control flag area (step A622), and the Special Figure variable processing ends.
[0199] [Time-saving termination setting process] Figure 19 shows the time-saving termination setting process (step A611) during special symbol variation processing. In this time-saving termination setting process, first, signals related to the termination of time-saving (for example, the signal for special symbol 1 variation time reduction state is OFF, the signal for special symbol 2 variation time reduction state is OFF, the signal for normal symbol 1 high probability state is OFF, the signal for normal symbol 1 variation time reduction state is OFF, and the signal for normal electric mechanism 1 opening extension state is OFF) are saved to the test signal output data area (step A632).
[0200] Next, the number for no time-saving feature is saved in the game state display number area (step A633), the flag for low probability and no time-saving feature for the normal feature is saved in the normal feature game mode flag area (step A634), and the flag for low probability and no time-saving feature for the special feature is saved in the special feature game mode flag area (step A635). Then, the time reduction variation count area is cleared (step A636), a signal related to the left-hand shot instruction (for example, turning off launch position specification signal 1) is saved to the test signal output data area (step A638), the number for the left-hand shot state is saved to the game state display number 2 area in order to turn off the display LED during right-hand shots (for example, the first game state display unit 56a) (step A639), the normal base state information is saved to the normal base state determination area (step A640), and the time reduction variation count update process is terminated.
[0201] [Processing during special display] Figures 20 and 21 show the special feature display processing (step A11) in the special feature game processing of this embodiment. In this special display processing, first, the support win flag 1 set in the big win flag 1 setting process and the support win flag 2 set in the big win flag 2 setting process are loaded (step A701), and the support win flag 1 area and support win flag 2 area of the RWM are cleared (step A702). Next, the minor win flag 1 set in the major win flag 1 setting process and the minor win flag 2 set in the major win flag 2 setting process are loaded (step A703), and the minor win flag 1 area and minor win flag 2 area of the RWM are cleared (step A704).
[0202] Next, the jackpot flag 1 set in the jackpot flag 1 setting process and the jackpot flag 2 set in the jackpot flag 2 setting process are loaded (step A705), and the jackpot flag 1 area and jackpot flag 2 area of the RWM are cleared (step A706). Then, it is determined whether the loaded jackpot flag 2 is a jackpot (step A707), and if it is a jackpot (step A707; Y), a test signal related to the start of the jackpot of the second special symbol variation display game (special symbol 2 jackpot) (for example, the condition device operation signal is ON, the continuous mechanism operation device operation signal is ON, the special symbol 2 jackpot signal is ON) is saved to the RWM test signal output data area (step A710), and the round number upper limit table is set (step A711).
[0203] On the other hand, if the jackpot flag 2 is not a jackpot (step A707; N), it is determined whether the loaded jackpot flag 1 is a jackpot (step A708). If it is a jackpot (step A708; Y), test signals related to the start of the jackpot of the first special symbol variation display game (special symbol 1 jackpot) (for example, the condition device operation signal is ON, the continuous mechanism operation device operation signal is ON, and the special symbol 1 jackpot signal is ON) are saved to the RWM test signal output data area (step A709), and the round number upper limit table is set (step A711).
[0204] Next, the round number limit corresponding to the round number limit information is obtained and saved in the round number limit area of the RWM (step A712). Subsequently, the round LED pointer corresponding to the round number limit information is obtained and saved in the round LED pointer area of the RWM (step A713).
[0205] Next, the decorative special symbol command is loaded from the RWM's decorative special symbol command area and prepared (step A714), and the performance command setting process (step A715) is performed. After that, a probability information command related to the information that sets the probability of a winning result in the normal symbol variation display game and the special symbol variation display game to the normal probability state (low probability state) is prepared (step A716), and the performance command setting process (step A717) is performed. Subsequently, a fanfare command corresponding to the symbol information (stop symbol number or stop symbol pattern) set in the special symbol 1 or special symbol 2 stop symbol setting process is prepared (step A718), and the performance command setting process (step A719) is performed. This fanfare command constitutes the special game state start information that is transmitted to the performance control device 300 at the start of the special game state.
[0206] Next, the information on the opening of the big prize slot and the signals corresponding to the probability state resulting in a win in the regular symbol variation display game and the special symbol variation display game are saved to the RWM's external information output data area (step A720). In this embodiment, in step A720, the Big Win 2 signal and the Big Win 3 signal are saved as signals corresponding to the information on the opening of the big prize slot and the probability state. Note that the ON / OFF status of each is determined by the information on the opening of the big prize slot and the probability state. For example, the Big Win 2 signal is ON if it is a big win with payout (the information on the opening of the big prize slot is anything other than Big Win 1), and if it is a big win without payout (a so-called sudden probability big win, etc., where the information on the opening of the big prize slot is Big Win 1), it is ON if it is a big win during a time-saving state, and OFF otherwise. Furthermore, the jackpot signal 3 is ON when there is a jackpot with payouts, and OFF when there is no jackpot with payouts. In this embodiment of the gaming machine, all jackpots are those with payouts.
[0207] Subsequently, the system sets the jackpot fanfare time corresponding to the probability state of the winning result in the regular and special feature display games, along with the information on the opening of the big prize slot (step A721), and saves the set jackpot fanfare time to the special feature game processing timer area (step A722). Then, it loads the special feature game mode flag and saves the loaded flag to the special feature game mode flag storage area (step A723). This stores information about the probability state and time-saving state of the special feature when a special result occurs. Later, the performance mode after the special game state ends is determined based on the stored information.
[0208] Then, the area for the number of fraudulent wins in the big prize slot corresponding to the big prize slot opening information is cleared (step A724), and the fraud monitoring period outside flag is saved in the big prize slot fraud monitoring period flag area corresponding to the big prize slot opening information (step A725). After that, the fanfare / interval processing transition setting process 1 (step A726) is performed to transition to the fanfare / interval processing, and the special symbol display processing is terminated. In other words, the game control device 100 is a special game state generating means that generates a special game state in which the special variable prize device 38 is converted to an open state based on the result being a special result in either the first special symbol variation display game or the second special symbol variation display game.
[0209] On the other hand, if the jackpot flag 1 is not a jackpot (step A708;N), it is determined whether the probability state of the special symbol variation display game is a high probability state (step A727). In the gaming machine of this embodiment, since the special symbol probability is always constant, it is determined that it is not always a high probability state (step A727;N), and it is determined whether there is a flag indicating that the ceiling has been reached (step A728). If the "ceiling reached" flag is present (step A728; Y), the process for starting normal power support based on reaching the ceiling is not performed, and the process proceeds to step A732. The "ceiling reached" flag is set based on reaching the ceiling and cleared based on the occurrence of a jackpot. This ensures that if normal power support is started based on reaching the ceiling, normal power support based on reaching a new ceiling will not be started until after a jackpot has occurred.
[0210] If the "ceiling reached" flag is not present (step A728; N), the value in the ceiling counter area is updated by +1 (step A729), and it is determined whether the ceiling has been reached (step A730). If the ceiling has not been reached (step A730; N), the process proceeds to step A732. If the ceiling has been reached (step A730; Y), the "ceiling time reduction activation flag" and the "ceiling reached" flag are set (step A731), and the process proceeds to step A732.
[0211] In step A732, it is determined whether the loaded minor win flag 2 is a minor win (step A732). If it is a minor win (step A732; Y), a test signal related to the start of the minor win of the second special symbol variation display game (special symbol 2 minor win) (for example, turning on the special symbol 2 minor win signal) is saved to the RWM's test signal output data area (step A735), and the process proceeds to step A736. Furthermore, if minor win flag 2 is not a minor win (step A732; N), it is determined whether the loaded minor win flag 1 is a minor win (step A733). If it is a minor win (step A733; Y), a test signal related to the start of a minor win in the first special symbol variation display game (special symbol 1 minor win) (for example, turning on the special symbol 1 minor win signal) is saved to the RWM test signal output data area (step A734), and the process proceeds to step A736.
[0212] Next, it is determined whether the probability state of the special symbol variation display game is a high probability state (step A736). In the gaming machine of this embodiment, the special symbol probability is always constant, so it is determined that it is not always a high probability state (step A736; N), and the decorative special symbol command is loaded from the decorative special symbol command area and prepared (step A737), and the performance command setting process (step A738) is performed. Next, the small win fanfare command is prepared (step A739), and the performance command setting process (step A740) is performed. This small win fanfare command also constitutes the special game state start information that is transmitted to the performance control device 300 at the start of the special game state. Then, the process to transition to the mini-win fanfare process (step A741) is performed to move to the mini-win fanfare process, and the special symbol display process is terminated.
[0213] On the other hand, if minor win flag 1 is not a minor win (step A733; N), it is determined whether there is a ceiling time reduction activation flag (step A751). If there is a ceiling time reduction activation flag (step A751; Y), the initial value of the ceiling time reduction count is saved in the time reduction variation count area (step A752), and the process proceeds to the support activation setting process (step A756). Here, 250 is saved in the time reduction variation count area as an termination condition based on the total number of executions of the Special Feature 1 variation display game and the Special Feature 2 variation display game.
[0214] Furthermore, if there is no ceiling time reduction activation flag (step A751;N), it is determined whether the loaded support win flag 2 is a support win (step A753). If it is not a support win (step A753;N), it is determined whether the loaded support win flag 1 is a support win (step A754). If it is not a support win (step A754;N), the special feature normal processing transition setting process (step A757) is performed to transition to the special feature normal processing, and the special feature display processing is terminated.
[0215] On the other hand, if support flag 2 is a support hit (step A753; Y) or if support flag 1 is a support hit (step A754; Y), the initial value corresponding to the time reduction judgment data is saved in the time reduction variation count area (step A755), and the process proceeds to the support operation setting process (step A756). Here, 250 is saved in the time reduction variation count area as an termination condition based on the total number of executions of the Special Feature 1 variation display game and the Special Feature 2 variation display game. After performing the support operation setting process (step A756), the special drawing normal processing transition setting process (step A757) is performed to transition to the special drawing normal processing, and then the special drawing display processing is terminated.
[0216] In the above process, the determination of whether or not the ceiling has been reached is made at the end of the special symbol variation display game (steps A727~A731). If the win of the support bonus and the reaching of the ceiling occur in the same special symbol variation display game, the termination conditions for the specific game state ST4 based on reaching the ceiling are set (steps A751~A756).
[0217] It is rare for reaching the ceiling and winning a support bonus to occur in the same special feature display game, and checking this at the start of each special feature display game would be a waste of control. Therefore, by using the method described in this embodiment, such unnecessary processing becomes unnecessary, and the control at the start of the special feature display game can be simplified.
[0218] Furthermore, if specific variation patterns and result types are set based on whether a support win or the ceiling is reached, and both the support win and the ceiling are reached in the same special feature variation display game, then at the start of that special feature variation display game, the variation pattern and result type based on the support win will be selected. However, the termination condition for the special game state ST4 granted at the end of the special feature variation display game will be the termination condition based on reaching the ceiling, not the termination condition based on the support win. While the fluctuation patterns and outcome characteristics are selected to correspond to each support, a contradiction arises in that the termination condition for the granted specific game state ST4 is based on reaching the ceiling. However, since the player still transitions to the specific game state ST4, they will not be dissatisfied. In particular, if the termination condition based on reaching the ceiling is set to be more advantageous to the player, the player will not be dissatisfied.
[0219] If there is sufficient control capacity at the start of the special symbol variation display game, it is possible to determine at the start of the special symbol variation display game whether reaching the ceiling and winning a support bonus occur in the same special symbol variation display game. If reaching the ceiling and winning a support bonus occur in the same special symbol variation display game, inconsistencies can be avoided by setting the variation pattern and result form of the special symbol variation display game to correspond to a losing result or reaching the ceiling. In the gaming machine of this embodiment, no specific variation pattern or result form is set based on a support bonus or reaching the ceiling, so such inconsistencies do not occur.
[0220] [Fanfare / Interval Processing Transition Setting Process 1] Figure 22 shows the Fanfare / Interval Processing Transition Setting Process 1 (Step A726) in the Special Feature Display Processing described above. In this Fanfare / Interval Processing Transition Setting Process 1, first, the processing number "3" related to the Fanfare / Interval Processing is set (Step A791), and the processing number is saved in the Special Feature Game Processing Number Area (Step A792).
[0221] Next, signals related to the start of a big win (special game state) (for example, the Big Win 1 signal is turned ON (output for big win + small win), and the Big Win 4 signal is turned ON (output for big win)) are saved to the external information output data area (step A793), and signals related to the end of high probability & time reduction (for example, the Special Symbol 1 high probability state signal is turned OFF, the Special Symbol 2 high probability state signal is turned OFF, the Special Symbol 1 variation time reduction state signal is turned OFF, the Special Symbol 2 variation time reduction state signal is turned OFF, the Normal Symbol 1 high probability state signal is turned OFF, the Normal Symbol 1 variation time reduction state signal is turned OFF, and the Normal Electric Mechanism 1 opening extension state signal is turned OFF) are saved to the test signal output data area (step A794). After that, the round number area for managing the number of rounds executed in the special game state is cleared (step A795), the number for no time reduction is saved to the game state display number area (step A796), and the Normal Symbol low probability & no time reduction flag is saved to the Normal Symbol game mode flag area (step A797).
[0222] Next, the variable symbol discrimination flag area is cleared (step A798), the high probability notification flag area is cleared to turn off the game state display LED (for example, the third game state display unit 56c) on the game board 30 related to the display of the high probability state (step A799), and the special symbol low probability & no time reduction flag is saved in the special symbol game mode flag area (step A800). Then, the probability information command (low probability) is saved in the power outage restoration transmission command area, which saves the command to be output to the performance control device 300 when the power is restored (step A801), and the time reduction variation count area for managing the number of special symbol variable display games that can be executed in the time reduction state is cleared (step A803). This ends the normal power support and time reduction state. Furthermore, the ceiling counter area is cleared (step A804), the ceiling time reduction activation flag area is cleared (step A805), and the ceiling reached flag area is cleared (step A806).
[0223] Thereafter, the number of effect mode 1 is saved in the effect mode number area (step A807), the effect remaining rotation number area is cleared (step A808), and a no-update code is saved in the next mode transition information area (step A809). Then, a signal related to a right-hand hitting instruction (for example, turning on a firing position designation signal 1) is saved in the test signal output data area (step A810), and in order to light up an LED during right-hand hitting (for example, the first gaming state display section 56a), the number indicating a right-hand hitting state is saved in the gaming state display number 2 area (step A811), and the process transition setting process 1 during fanfare / interval is ended.
[0224] [Support operation processing] FIG. 23 shows the support operation processing (step A756) in the aforementioned special symbol display processing. In this support operation setting processing, first, a signal related to the start of time-saving (for example, turning on a big win 2 signal and a big win 3 signal) is saved in an external information output data area (step A821). Next, an initial timer value is saved in a time-saving signal control timer area (step A822). Here, 128 ms is saved as the initial timer value. This allows the big win 3 signal, among the signals related to the start of time-saving, to be output only for a short period of time.
[0225] Next, a signal related to the start of time-saving (for example, turning on a special symbol 1 variation time reduction state signal, turning on a special symbol 2 variation time reduction state signal, turning on a normal symbol 1 high probability state signal, turning on a normal symbol 1 variation time reduction state signal, turning on a normal electric accessory 1 opening extension state signal) is saved in the test signal output data area (step A823).
[0226] Further, a number indicating that time-saving is enabled is saved in the gaming state display number area (step A824), a normal symbol high probability & time-saving enabled flag is saved in the normal symbol gate mode flag area (step A825), and in order to maintain the probability state and enable time-saving, a special symbol time-saving enabled flag is combined in the special symbol game mode flag area (step A826). Next, a signal related to the instruction to shoot to the right (for example, turning on launch position specification signal 1) is saved in the test signal output data area (step A827), and in order to light up the indicator LED during right-hand shooting (for example, the first game state display unit 56a), the number indicating that the player is in the right-hand shooting state is saved in the game state display number 2 area (step A828). Then, the performance mode information address table is set (step A829), and the address of the table corresponding to the performance mode transition information set at the start of the variation (when the stop symbols are set) is obtained (step A830). By obtaining the address of the corresponding table based on the performance mode transition information, the variation pattern scenario, which is information regarding the transition of the variation selection table group, is also obtained.
[0227] Next, as a process to save information necessary for managing the performance mode in the game control device 100, first, the performance mode number of the performance mode set after the end of the special symbol variation display game that resulted in a support win is obtained and saved in the performance mode number area (step A831). Furthermore, the remaining number of performance spins for the performance mode set after the end of the special symbol variation display game that resulted in a support win is obtained and saved in the remaining performance spins area (step A832), and the next mode transition information for the performance mode set after the end of the special symbol variation display game that resulted in a support win is obtained and saved in the next mode transition information area (step A833). Based on the information saved here, the performance mode and the variation selection table group will transition based on the execution of a predetermined number of special symbol variation display games after the end of the special symbol variation display game that resulted in a support win.
[0228] Next, a probability information command corresponding to the performance mode number is prepared (step A834), the command is saved to the command area to be sent when the power is restored (step A835), and the performance command setting process (step A836) is performed. Then, a performance spin count command corresponding to the newly set remaining performance spin count is prepared (step A837), the performance command setting process (step A838) is performed, a time reduction variation count command corresponding to the number of time reduction variations is prepared (step A839), and the performance command setting process (step A840) is performed. Then, the time reduction judgment data area is cleared (step A841), the performance mode transition information area is cleared (step A842), and the support operation setting process is terminated.
[0229] [Big win termination process] Figure 24 shows the jackpot termination process (step A15) in the special feature game processing of this embodiment. In this jackpot termination process, first, it is determined whether the time reduction judgment data, which is set based on the type of special result that triggered the execution of this special game state, is time reduction data, which is set when the game enters a time reduction state (a state with normal power support) after the special game state ends (step A901). If the data does not include a time-saving feature (Step A901; N), the jackpot termination setting process 1 is performed (Step A902). If the data includes a time-saving feature (Step A901; Y), the jackpot termination setting process 2 is performed (Step A903). Then, the performance mode information address table is set (Step A904), and the address of the table corresponding to the performance mode transition information set at the start of the variation (when the stop symbols are set) is obtained (Step A905). The performance mode transition information also includes the variation pattern scenario, which is information regarding the transition of the variation selection table group.
[0230] Next, as a process to save information necessary for managing the performance mode and the variable selection table group in the game control device 100, first, the performance mode number of the performance mode set after the end of the special game state is obtained and saved in the performance mode number area (step A906). Furthermore, the remaining number of performance spins for the performance mode set after the end of the special game state is obtained and saved in the remaining number of performance spins area (step A907), and the next mode transition information for the performance mode set after the end of the special game state is obtained and saved in the next mode transition information area (step A908). Based on the information saved here, the performance mode and variable selection table group will transition based on the execution of a predetermined number of special symbol variation display games after the end of the special game state.
[0231] Next, a probability information command corresponding to the performance mode number is prepared (step A909), the command is saved to the command area to be sent when the power outage is restored (step A910), and the performance command setting process (step A911) is performed. Here, as probability information commands, there are multiple commands that include performance mode information in addition to either "with time reduction" or "without time reduction". Next, a performance spin count command corresponding to the newly set remaining performance spin count is prepared (step A912), and the performance command setting process (step A913) is performed. Next, a time reduction variation count command corresponding to the number of time reduction variations is prepared (step A914), and the performance command setting process (step A915) is performed.
[0232] Next, "0" is set as the processing number for the special feature normal processing (step A916), and the processing number is saved in the special feature game processing number area (step A917). Subsequently, signals related to the end of a jackpot (for example, turning off the jackpot 1 signal, the jackpot 3 signal, and the jackpot 4 signal) are saved to the external information output data area (step A918), and signals related to the end of a jackpot (for example, turning off the condition device operation signal, the continuous mechanism operation device operation signal, the special symbol 1 jackpot signal, and the special symbol 2 jackpot signal) are saved to the test signal output data area (step A919). Next, the information in the time reduction judgment data area is cleared (step A920), the information in the round LED pointer area indicating the number of jackpot rounds is cleared (step A921), and the information in the performance mode transition information area is cleared (step A922). Then, the information in the special symbol game mode flag save area is cleared (step A923), the fraud monitoring period flag is saved to the jackpot entry fraud monitoring period flag area (step A924), and the jackpot termination process is finished.
[0233] [Big Win Ending Setting Process 1] Figure 25(a) shows the jackpot termination setting process 1 (step A902) in the jackpot termination process described above. In this jackpot termination setting process 1, first, a signal related to the termination of the time-saving mode (for example, turning off the jackpot 2 signal) is saved to the external information output data area (step A931). Next, a signal related to the termination of the time-saving mode (for example, turning off the special symbol 1 variation time reduction state signal, turning off the special symbol 2 variation time reduction state signal, turning off the normal symbol 1 high probability state signal, turning off the normal symbol 1 variation time reduction state signal, and turning off the normal electric mechanism 1 opening extension state signal) is saved to the test signal output data area (step A932).
[0234] Next, the number for "no time reduction" is saved in the game state display number area (step A933), the flag for "low probability and no time reduction" for the normal game mode flag area is saved (step A934), and the flag for "no time reduction" is saved in the special game mode flag area (step A935). After that, the time reduction variation count area is cleared (step A936), and the jackpot termination setting process 1 is terminated. As a result of the above process, after the special game state ends, the game will return to a state without time-saving features (no normal power support).
[0235] [Big Win Ending Setting Process 2] Figure 25(b) shows the jackpot termination setting process 2 (step A903) in the jackpot termination process described above. In this jackpot termination setting process 2, first, a signal related to the start of the time reduction (for example, turning on the jackpot 2 signal) is saved to the external information output data area (step A941). The signal related to the start of the high probability is output from during the jackpot, so it is saved to the external information output data area in a continuous manner. Next, a signal related to the start of the time reduction (for example, turning on the special symbol 1 variation time reduction state signal, turning on the special symbol 2 variation time reduction state signal, turning on the normal symbol 1 high probability state signal, turning on the normal symbol 1 variation time reduction state signal, and turning on the normal electric mechanism 1 opening extension state signal) is saved to the test signal output data area (step A942).
[0236] Next, the number indicating that time-saving mode is available is saved in the game state display number area (step A943), the flag indicating high probability and time-saving mode is available for the normal game mode flag area is saved (step A944), and the flag indicating time-saving mode is available is saved in the special game mode flag area (step A945). After that, the initial value of the time-saving variation count (250 in this case) is saved in the time-saving variation count area (step A946), and the jackpot termination setting process 2 is terminated.
[0237] Through the above process, the game enters a time-saving state (with normal power support) after the special game state ends. Additionally, by setting the initial value of the time-saving variation count (250 in this case) in the time-saving variation count area, the time-saving state will end after a predetermined number of special symbol variation display games (250 in this case). In other words, the game control device 100 is a specific game state generation control means that, after the end of a special game state, generates a specific game state (time-saving state, normal power support state) that makes it easier to win prizes in the normal variable prize winning device 37 for a predetermined period of time.
[0238] [Specific area switch monitoring process] Figure 26 shows the specific area switch monitoring process (step A3) in the special feature game processing. In this specific area switch monitoring process, it is first determined whether a minor win is occurring (step A41). Here, "minor win" refers to the period during which minor win processing and minor win remaining ball processing are being performed. If a minor win is not occurring (step A41; N), the specific area switch monitoring process is terminated. In other words, the specific area switch 38d is only valid during the period during which minor win processing and minor win remaining ball processing are being performed. If a minor win is occurring (step A41; Y), it is determined whether the condition device is operating (step A42).
[0239] If the condition device is active (step A42; Y), the specific area switch monitoring process is terminated. If the condition device is not active (step A42; N), it is determined whether there is input to the specific area switch (step A43). If there is no input to the specific area switch (step A43; N), the specific area switch monitoring process is terminated. If there is input to the specific area switch (step A43; Y), the specific area passage flag is set (step A44), and the specific area switch monitoring process is terminated. Later, based on the presence of this specific area passage flag, a process is performed to generate the first special game state.
[0240] [Handling of remaining balls after a small win] Figure 27 shows the processing of remaining balls after a minor win in the special feature game (step A18). In this remaining ball processing, it is first determined whether a remaining ball error is occurring (step A861). If a remaining ball error is occurring (step A861; Y), the process proceeds to step A863. If a remaining ball error is not occurring (step A861; N), it is determined whether the remaining ball counter is 0 (step A862). If the remaining ball counter is not 0 (step A862; N), the remaining ball processing for minor wins is terminated. If the remaining ball counter is 0 (step A862; Y), the processing to terminate the minor win from step A863 onwards is performed.
[0241] In other words, the process to end the minor win is performed only after all remaining balls in the special variable prize winning device 38 have been ejected. However, in the case of a remaining ball error, where ejection is not confirmed even after a predetermined amount of time has passed since the last game ball entered the special variable prize winning device 38, the process to end the minor win is performed, assuming that sufficient time for ejection has elapsed. Of course, the process to end the minor win is not performed in the case of a remaining ball error. Therefore, the process in step A861 may be omitted.
[0242] In the process for ending a small winning, first, it is determined whether a game ball has passed through the specific area (step A863). When a game ball flows into and passes through the specific area 38h, it is detected by the specific area switch 38d, and a specific area passage flag is set. Here, it is determined whether the game ball has passed through the specific area based on the presence or absence of this specific area passage flag. When the game ball has passed through the specific area (step A863; Y), the process proceeds to step A870 to perform processing for generating a special game state. Further, when the game ball has not passed through the specific area (step A863; N), the process proceeds to step A864 to perform processing for ending the second special game state and enabling the execution of the special symbol variable display game.
[0243] In the processing for ending the second special game state after step A864 and enabling the execution of the special symbol variable display game, 10, which corresponds to the small winning end processing, is set as the process number (step A864), and the process number is saved in the special symbol game process number area (step A865). Next, the small winning ending time is saved in the special symbol game process timer area (step A866), and the fraud monitoring period flag is saved in the upper big winning opening fraud monitoring period flag area (step A867). Then, the big winning opening count area is cleared (step A868), the small winning in-progress control pointer area is cleared (step A869), and the small winning remaining ball processing is ended.
[0244] On the other hand, when the game ball has passed through the specific area (step A863; Y) and the processing for generating the first special game state after step A870 is to be performed, a command is loaded from the decorative special symbol command area and prepared (step A870), and effect command setting processing is performed (step A871). Next, a V jackpot fanfare command is prepared (step A872), and effect command setting processing is performed (step A873).
[0245] Thereafter, data related to the start of a jackpot (V jackpot) is saved in the external information output data area (step A874), and a test signal related to the start of a jackpot (V jackpot) (for example, turning on the condition device operating signal, turning on the accessory continuous operating device operating signal, turning on the special symbol 2 hit signal) is saved in the test signal output data area (step A875).
[0246] Then, the number during a jackpot is saved in the game state display number area (step A876), the round number upper limit table is set (step A877), the round number upper limit corresponding to the round number upper limit information is obtained and saved in the round number upper limit area (step A878). Furthermore, the round LED pointer corresponding to the round number upper limit information is obtained and saved in the round LED pointer area (step A879), and the initial value (1 in this case) is saved in the round number area (step A880). The upper limit for the number of rounds is set to 10 rounds, but since the minor win operation corresponds to the first round, setting the initial round number value to 1 ensures that 9 rounds are released in the special game state.
[0247] Next, the processing number is set to 3, which is required for the fanfare / interval processing (step A881), and saved in the special feature game processing number area (step A882). Furthermore, the V jackpot fanfare time is saved in the special feature game processing timer area (step A883), the fanfare / interval processing transition setting process is performed (step A884), and the process proceeds to step A868.
[0248] [Minor win termination process] Figure 28 shows the minor win termination process (step A19) in the special feature game processing of this embodiment. In this minor win termination process, first, it is determined whether normal power support is active (step A931). If normal power support is active (step A931; Y), the process proceeds to step A937. If normal power support is not active (step A931; N), a signal related to left-hand shooting instruction (for example, turning off launch position specification signal 1) is saved in the test signal output data area (step A932), and in order to turn off the indicator LED for right-hand shooting (for example, the first game state display unit 56a), the number for left-hand shooting is saved in the game state display number 2 area (step A933), and the process proceeds to step A937.
[0249] Next, it is determined whether the ceiling time reduction activation flag exists (step A937). If the ceiling time reduction activation flag does not exist (step A937; N), the process proceeds to step A940. If the ceiling time reduction activation flag exists (step A937; Y), the initial value of the ceiling time reduction count is saved in the time reduction variation count 1 area and the time reduction variation count 2 area (step A938). Here, 250 is set in the time reduction variation count area. Then, the support operation setting process is performed (step A939), and the process proceeds to step A940.
[0250] Subsequently, "0" is set as the processing number for the special feature normal processing (step A940), and the processing number is saved in the special feature game processing number area (step A941). Furthermore, a signal indicating the end of a minor win (for example, turning off the Big Win 1 signal) is saved to the external information output data area (step A942), and signals indicating the end of a minor win (for example, turning off the Special Symbol 1 minor win signal and the Special Symbol 2 minor win signal) are saved to the test signal output data area (step A943). Next, the variable symbol discrimination flag area is cleared (step A944), the performance mode transition information area is cleared (step A945), the fraud monitoring period flag is saved in the large prize entry fraud monitoring period flag area (step A946), and the minor win termination process is finished.
[0251] Next, we will explain the control in the performance control device 300. The main control microcontroller (CPU) 311 of the performance control device 300 performs the main processing shown in Figure 29 and timer interrupt processing (not shown).
[0252] [Main process] As shown in Figure 29, the main process first performs the program startup process. In this program startup process, interrupts are first disabled (step C1), and the CPU is initialized (step C2). Next, the VDP312 is initialized (step C3), and interrupts are enabled (step C4). Then, the generation of display data is enabled (step C5), a random number seed is set (step C6), and the initial values at power-on are saved in the area to be initialized (step C7). This clears the power outage detection flag, etc.
[0253] After performing the program startup processes from steps C1 to C7, the main loop process is executed. In this loop process, the WDT (watchdog timer) is first cleared (step C8). Next, the performance button input process (step C9) is performed to create input information from the input signals (rising edges) based on the operation of the performance button 25 and the directional pad 29. The input from the performance button 25 and the directional pad 29 is read within the timer interrupt process, and in this performance button input process, when input is received from the performance button 25 or the directional pad 29, processing is performed to change the performance content, etc.
[0254] Next, a hall / player setting mode process is performed to set the adjustable range for LED and LCD brightness and volume, and to accept operations by the player to change the LED and LCD brightness and volume (step C10). Then, a random number update process is performed (step C11) to update the random numbers that determine the details of the variation pattern of the decorative special feature variation display game.
[0255] Next, a received command check process (step C12) is performed to analyze and respond to commands from the game control device 100, followed by a performance display editing process (step C13) to configure settings for controlling the progress of the performance and edit drawing commands, and finally, the completion of preparation for the drawing commands (step C14). These processes update various data according to the content to be drawn, and ultimately set the drawing data in the frame buffer. If the drawing data for the screen to be drawn is prepared within 1 / 30 second (approximately 33.3 milliseconds), the image can be updated without any problems.
[0256] Next, it is determined whether or not it is a frame switching timing (step C15). In this embodiment, in order to create a system cycle (1 frame = 1 / 30 second), it is determined that it is a frame switching timing when two V-blank interrupts (1 / 60 second) occur. Note that the frame switching timing can be changed as appropriate; for example, the image may be updated (frame switching) at 1 / 60 second, or the image may be updated (frame switching) at a timing slower than 1 / 60 second. If it is determined in step C15 that it is not a frame switching timing (step C15; N), the process in step C15 is repeated. On the other hand, if it is determined in step C15 that it is a frame switching timing (step C15; Y), the screen drawing is instructed (step C16).
[0257] Subsequently, sound control processing (step C17) is performed to control the output of sound from the speakers (upper speaker 19a, lower speaker 19b), decoration control processing (step C18) is performed to control the LEDs of the panel decoration device 46 and the frame decoration device 18 including the display board 350, movable body control processing (step C19) is performed to control the motors and solenoids of the panel performance device 44, panel performance setting processing (step C20) is performed to control the performance, and then the process returns to clearing the WDT (step C8).
[0258] [Received command check process] Figure 30 shows the received command check process in the main process described above. In this received command check process, first, the value of the command reception counter, which counts how many commands were received in one frame (1 / 30 second), is loaded as the number of received commands (step C201), and it is determined whether the number of received commands is not 0 or not (step C202). If it is determined that the number of received commands is 0 (step C202; N), the received command check process is terminated. If it is determined that the number of received commands is not 0 (step C202; Y), the contents of the command reception counter area are subtracted by the number of received commands (step C203).
[0259] Next, the contents of the received command buffer are copied to the command area (step C204), the command read index is updated by +1 in the range of 0 to 31 (step C205), and it is determined whether the copying of the number of received commands has been completed (step C206). Thus, in this embodiment, command analysis is not performed directly within the received command buffer, but the contents of the received command buffer are copied to the command area (RAM area for analysis), and the command analysis is performed in the command area. This makes it possible to move commands (data) to make space in case a command is sent from the game control device 100 while the command is being analyzed. In addition, command analysis can be performed in batches for each main processing cycle.
[0260] If it is determined in step C206 that the copying of commands for the number of received commands has not been completed (step C206; N), the process returns to step C204. If it is determined that the copying of commands for the number of received commands has been completed (step C206; Y), the contents of the command area are loaded (step C207), and the received command parsing process (step C208) is performed.
[0261] Next, the address of the command area is updated (step C209), and it is determined whether the analysis of the received commands has been completed (step C210). If it is determined that the analysis of the received commands has not been completed (step C210; N), the process returns to step C207. If it is determined that the analysis of the received commands has been completed (step C210; Y), the received command check process is terminated. In this way, the received command check process analyzes all commands received during one frame (1 / 30 second) at once. In this embodiment, the system is configured to store up to 32 commands.
[0262] [Received command parsing process] Figure 31 shows the received command analysis process in the received command check process described above. In this received command analysis process, first, the upper byte of the command is separated as MODE and the lower byte as ACT (ACTION) (step C231), and it is determined whether MODE and ACT are within the normal range (steps C232, C233). If it is determined that MODE and ACT are within the normal range (steps C232; Y, C233; Y), it is determined whether the ACT for MODE is a correct combination (step C234).
[0263] Furthermore, if it is determined in steps C232 or C233 that MODE or ACT is not within the normal range (steps C232;N, C233;N), or if it is determined in step C234 that ACT is not a correct combination for MODE (step C234;N), the received command analysis process is terminated.
[0264] If step C234 determines that ACT is a correct combination for MODE (step C234; Y), then it is determined whether MODE is within the range of variable commands (step C235). Variable commands are commands that instruct the variable pattern of the special display. If it is determined that MODE is within the range of variable commands (step C235; Y), then variable command processing (step C236) is performed, and the received command analysis process is terminated.
[0265] Furthermore, if it is determined in step C235 that MODE is not within the range of variable commands (step C235; N), it is determined whether MODE is within the range of jackpot commands (step C237). Jackpot commands are commands that instruct actions related to the jackpot animation (such as displaying the fanfare screen or round screen) or actions related to the minor jackpot animation (such as displaying the fanfare screen or ending screen). If it is determined that MODE is within the range of jackpot commands (step C237; Y), the jackpot command processing (step C238) is performed and the received command analysis process is terminated.
[0266] Furthermore, if step C237 determines that MODE is not within the range of jackpot-related commands (step C237; N), then it is determined whether MODE is within the range of symbol-related commands (step C239). Symbol-related commands are commands that instruct information about the symbols of the special symbols (for example, what symbol to set as the stopping symbol for the special symbols). If it is determined that MODE is within the range of symbol-related commands (step C239; Y), then symbol-related command processing (step C240) is performed, and the received command analysis process is terminated.
[0267] Furthermore, if step C239 determines that MODE is not within the range of symbol-related commands (step C239; N), then it is determined whether MODE is within the range of single-use commands such as hold count commands or error commands (step C241). Unlike commands that only make sense when combined, such as symbol commands and variable commands, single-use commands are commands that function independently. These single-use commands include customer waiting demo commands, hold count commands, symbol stop commands, probability information commands, error / fraud commands, and machine-specific commands. If it is determined that MODE is within the range of single-use commands (step C241; Y), then single-use command processing (step C242) is performed, and the received command analysis process is terminated.
[0268] Furthermore, if step C241 determines that MODE is not within the range of single-shot commands (step C241; N), then it is determined whether MODE is within the range of pre-read symbol commands (step C243). If it is determined that MODE is within the range of pre-read symbol commands (step C243; Y), then pre-read symbol command processing (step C244) is performed, and the received command analysis process is terminated.
[0269] Furthermore, if step C243 determines that MODE is not within the range of pre-read symbol commands (step C243; N), then it is determined whether MODE is within the range of pre-read variable commands (step C245). If it is determined that MODE is within the range of pre-read variable commands (step C245; Y), then pre-read variable command processing (step C246) is performed, and the received command analysis process is terminated. Furthermore, if step C245 determines that MODE is not within the range of pre-read variable commands (step C245; N), the received command analysis process is terminated.
[0270] The pre-read variable command and pre-read symbol command are commands that contain the information necessary to execute the pre-read effect. The pre-read effect (also called a pre-read notification or pre-read notification effect) is an effect that informs the player in advance, with a predetermined degree of confidence, whether or not a jackpot will occur (or what kind of variation pattern will occur) when the special symbol variation display game corresponding to an unexecuted start memory (hold) is subsequently executed. This is done by displaying decorative special symbol start memory displays on the display device 41 in a manner different from the usual, or by displaying an effect on the display device 41. The pre-read command (pre-read variable command and pre-read symbol command) is a command that informs the player in advance of the variation pattern or stop symbols corresponding to the start memory that is the target of the pre-read effect, and is transmitted from the game control device 100 to the effect control device 300 when a start win occurs. The normal variable command and symbol command that are not pre-read commands are transmitted from the game control device 100 to the effect control device 300 when the special symbol variation display game starts.
[0271] Next, we will explain the game's presentation and other features. Figure 32 shows an example of the presentation during the normal stage in the normal game state ST1. While the display content is basically the same in other game states, it is possible to hide some of the display content depending on the game state.
[0272] As shown in Figure 32(a), a first decorative game display unit 81 is provided in the center of the display area of the display device 41 to display the first decorative game among the decorative special feature variation display games. The first decorative game display unit 81 displays the decorative special feature variation display game by displaying identification information in each of the variation display areas: the left variation display area 81a, the middle variation display area 81b, and the right variation display area 81c, and then stopping the display.
[0273] A second decorative game display unit 82 is provided in the upper right of the display area of the display device 41, which displays the second decorative game among the decorative special symbol variation display games. The second decorative game displayed in the second decorative game display unit 82 displays identification information in the left area, middle area, and right area, just like the first decorative game displayed in the first decorative game display unit 81, and then stops and displays the result. The second decorative game display unit 82 displays identification information (small symbols) that is relatively smaller than the identification information (large symbols) displayed in the first decorative game display unit 81.
[0274] Furthermore, the lower left portion of the display area of the display device 41 is provided with a first display section 91a, a second display section 91b, a third display section 91c, and a fourth display section 91d, which are areas for displaying special effects. In addition, the lower right portion of the display area of the display device 41 is provided with a fifth display section 92, which is an area for displaying special effects.
[0275] Furthermore, a standby memory display unit 83 is provided in the lower right corner of the display area of the display device 41, which displays a decorative special feature start memory display corresponding to the start memory. The standby memory display unit 83 displays the decorative special symbol start memory display corresponding to the first start memory and the second start memory. In the normal game state ST1, the game mainly progresses with the special symbol variation display game based on the first start memory, so the standby memory display unit 83 displays the decorative special symbol start memory display corresponding to the first start memory. The decorative special feature start memory displays displayed in the standby memory display unit 83 correspond one-to-one with the start memories, and are displayed in order of memory so that the decorative special feature start memory display on the far left corresponds to the first stored start memory, and move to the left each time one is consumed. In addition, the standby memory display unit 83 may display both the decorative special feature start memory display corresponding to the start memory (first start memory) that grants the right to execute the special feature 1 variable display game, and the decorative special feature start memory display corresponding to the start memory (second start memory) that grants the right to execute the special feature 2 variable display game. Furthermore, the standby memory display unit 83 can indicate the results of the special feature variation display game and the variation patterns based on the start memory by indicating the display mode of the decorative special feature start memory display corresponding to the start memory.
[0276] To the left of the standby memory display unit 83 is an active memory display unit 84 that displays information related to the start memory corresponding to the currently running special feature variation display game. The decorative special feature start memory display at the left end of the standby memory display unit 83 is switched to the active memory display unit 84 when the special feature variation display game starts. Furthermore, the active memory display unit 84 can suggest the results and variation patterns of the currently running special feature variation display game through the display mode of the active memory display shown on the active memory display unit 84. The upper left of the display area of the display device 41 is provided with a first start memory number display unit 85a that displays the first start memory number (special figure 1 reserve number) and a second start memory number display unit 85b that displays the second start memory number (special figure 2 reserve number). Furthermore, a game state indicator 86 showing the game state is displayed at the top center of the display area of the display device 41, and it is indicated that the game state is normal game state ST1.
[0277] When a new special feature variation display game is started, as shown in Figure 32(b), the decorative special feature start memory display at the left end of the standby memory display unit 83 moves to the execution memory display unit 84, and the decorative special feature start memory displays other than the left end of the standby memory display unit 83 move to the left within the standby memory display unit 83. Furthermore, the value of the first start memory count display unit 85a changes. In addition, the first decorative game display unit 81 and the second decorative game display unit 82 begin displaying changes in identification information.
[0278] Depending on the selected variation pattern, as the special variation display game progresses, the same identification information may temporarily stop in the left variation display area 81a and the right variation display area 81c, as shown in Figure 32(c), resulting in a reach state. Furthermore, the performance may develop into an SP reach.
[0279] When the predetermined variation time expires, the result mode is stopped and displayed as shown in FIG. 32(d). Here, the result is a loss, and the losing result mode is displayed as the result mode. If the result is a jackpot or a minor jackpot, the corresponding result mode is displayed respectively. Further, if the result is a support win, the losing result mode is displayed, but a result mode corresponding to the support win may also be displayed. When the predetermined stop display time for displaying the result mode elapses, the special symbol variation display game ends, and the in-execution storage display displayed on the in-execution storage display section 84 is erased.
[0280] Further, as shown in FIG. 32(e), it is also possible to derive a result as shown in FIG. 32(h) by executing pseudo-continuous variation in which, from the state of performing variation display, identification information is temporarily stopped as shown in FIG. 32(f), and re-variation display in which variation display is performed again as shown in FIG. 32(g) is performed one or more times.
[0281] Next, the specific effect will be described. The specific effect is an effect including a plurality of effects, and as shown in FIG. 33, it includes an effect of displaying the character "Chou" on the first display section 91a, an effect of displaying the character "Batsu" on the second display section 91b, an effect of displaying the character "Zen" on the third display section 91c, and an effect of displaying the character "Kai" on the fourth display section 91d. The effect of displaying a character on each display section constitutes a ranking effect in which ranks are respectively set, the first-rank effect of displaying the character "Chou" on the first display section 91a has the highest rank, and the second-rank effect of displaying the character "Batsu" on the second display section 91b has the second highest rank. Further, the third-rank effect of displaying the character "Zen" on the third display section 91c has the third highest rank, and the fourth-rank effect of displaying the character "Kai" on the fourth display section 91d has the lowest rank. That is, the ranks are in the order of the first-rank effect, the second-rank effect, the third-rank effect, and the fourth-rank effect.
[0282] The arrangement order of the corresponding display sections follows the rank order, and when all ranking effects are executed, the character string "Chou Batsu Zen Kai" is formed. This character string is one of the lines used in the story that is the theme of the gaming machine, and constitutes a unique character string.
[0283] In a specific performance, it is suggested or notified that the higher the rank of the rank performance executed, the higher the possibility that an event advantageous to a player will occur, such as a higher possibility of obtaining a special result, or a higher possibility that a performance with a higher possibility of obtaining a special result will be executed. Further, when a rank performance of a certain rank is executed, all rank performances lower in rank than said rank performance are to be executed. Therefore, it can be said that the greater the number of rank performances that have been executed, the more it is suggested or notified that there is a higher possibility of obtaining a special result, or a higher possibility that a performance with a higher possibility of obtaining a special result will be executed.
[0284] In a state where variable display is performed as shown in FIG. 33(a), a notification display 87, which is a performance notifying that a rank performance will be executed as shown in FIG. 33(b), is displayed. The notification display 87 herein notifies that a fourth-rank performance will be executed, and the character "Open", which corresponds to the fourth-rank performance, is displayed together with an effect image. Then, as shown in FIG. 33(c), the fourth-rank performance is executed, and the character "Open" is displayed on the fourth display section 91d. Thereafter, as shown in FIG. 33(d), as the notification display 87 that notifies that a third-rank performance will be executed, the character "All", which corresponds to the third-rank performance, is displayed together with an effect image, and as shown in FIG. 33(e), the third-rank performance is executed, and the character "All" is displayed on the third display section 91c.
[0285] Next, as shown in FIG. 33(f), as the notification display 87 that notifies that a second-rank performance will be executed, the character "Draw", which corresponds to the second-rank performance, is displayed together with an effect image, and as shown in FIG. 33(g), the second-rank performance is executed, and the character "Draw" is displayed on the second display section 91b. Then, as shown in FIG. 33(h), as a notification display 87 for notifying that the first-rank effect will be executed, the character "Super", which is the character corresponding to the first-rank effect, is displayed together with an effect image, and as shown in FIG. 33(i), the first-rank effect is executed and the character "Super" is displayed on the first display section 91a.
[0286] Furthermore, when all of the first to fourth-rank effects have been executed, an additional effect as shown in FIG. 33(j) is executed. If only some of the ranked effects are executed, the additional effect is not executed, and the execution of this additional effect clearly notifies that all of the first to fourth-rank effects have been executed.
[0287] In the example shown in FIG. 33, an example is shown in which effects are executed in order starting from lower-ranked effects; however, for the first to third-rank effects, execution is possible even in a state where lower-ranked effects than own rank have not yet been executed. In a state where variable display is performed as shown in FIG. 34(a), a notification display 87, which is an effect for notifying that a ranked effect will be executed, is displayed as shown in FIG. 34(b). The notification display 87 herein is for notifying that a third-rank effect will be executed, and the character "All", which is the character corresponding to the third-rank effect, is displayed together with an effect image. Then, as shown in FIG. 34(c), the third-rank effect is executed and the character "All" is displayed on the third display section 91c.
[0288] At this time, the fourth-rank effect, which has a lower rank than the third-rank effect, has not yet been executed, and an image 88 for notifying that the fourth-rank effect will be executed is displayed on the fourth display section 91d corresponding to the fourth-rank effect. Since the first to fourth display sections 91a to 91d are arranged according to the rank of the ranked effects, it can be seen at a glance that the ranked effect has been executed starting from an intermediate rank, which can make the player strongly feel an unusual sense of incongruity, and can increase the fun of the game.
[0289] Thereafter, as shown in FIG. 34(d), as a notification display 87 for notifying that a 4th-ranked effect will be executed, the character "Open", which is a character corresponding to the 4th-ranked effect, is displayed together with an effect image, and as shown in FIG. 34(e), the 4th-ranked effect is executed, and the character "Open" is displayed on the 4th display section 91d. Further, in this example, as shown in FIG. 34(f), as a notification display 87 for notifying that a 2nd-ranked effect will be executed, the character "Pull", which is a character corresponding to the 2nd-ranked effect, is displayed together with an effect image, and as shown in FIG. 34(g), the 2nd-ranked effect is executed, and the character "Pull" is displayed on the 2nd display section 91b. Also, as shown in FIGS. 34(h) and (i), there are cases where a plurality of ranked effects are executed at one time.
[0290] It should be noted that it is also possible to execute a 1st-ranked effect or a 2nd-ranked effect from a state where no ranked effect is being executed. Also in this case, an image 88 notifying that a ranked effect will be executed is displayed on a display section corresponding to a ranked effect with a lower rank than the executed ranked effect, and these ranked effects are executed later. Further, when a 2nd-ranked effect or a 3rd-ranked effect is executed from a state where no ranked effect is being executed, a higher-ranked effect than the executed ranked effect is executed after all lower-ranked effects than the executed ranked effect have been executed, or together with all lower-ranked effects than the executed ranked effect.
[0291] Further, although the image 88 for notifying that a ranked effect will be executed as shown in FIG. 34(c) is displayed, it may be configured not to display said image. Further, as shown in FIG. 34(d), although the notification display 87, which is an effect for notifying that a ranked effect will be executed, is provided also for a lower-ranked effect that is executed after a higher-ranked effect has been executed, it may be configured to execute only the ranked effect without performing said notification display 87. Further, after performing the notification display 87 for a higher-ranked effect as shown in FIG. 34(b), in addition to said higher-ranked effect, a lower-ranked effect may also be executed simultaneously for the ranked effects.
[0292] FIG. 35 shows another example of an execution mode of the ranking effect. As shown in FIG. 35(a), an effect of rotating reels is performed on the fifth display section 92, and when the display of "STOCK" notifying that the ranking effect is to be executed is stopped and displayed as shown in FIG. 35(b), the ranking effect is executed as shown in FIG. 35(c). Here, the fourth ranking effect is executed, and the character "OPEN" is displayed on the fourth display section 91d. Of course, the first to third ranking effects may be executed in some cases. In addition, the execution mode shown in FIG. 35 and the execution modes shown in FIGS. 33 and 34 may be combined, so that in a series of specific effects, after the notification display 87 notifying that the ranking effect as shown in FIGS. 33 and 34 is to be executed, the ranking effect may be executed in one round, and after the display of "STOCK" on the fifth display section 92 as shown in FIG. 35 is stopped and displayed, the ranking effect may be executed in another round, and these rounds may coexist.
[0293] It should be noted that, in addition to the display of "STOCK" notifying that the ranking effect is to be executed, the result stopped and displayed on the fifth display section 92 includes various other displays. For example, when the display of "CHANGE" is stopped and displayed, a pre-reading effect that suggests or notifies a pre-reading result by changing the display mode of the decorative special figure start memory display on the standby memory display section 83, or an effect that suggests or notifies the ongoing special figure variable display game by changing the ongoing memory display on the ongoing memory display section 84 may be executed. In addition, a plurality of types of "STOCK" and "CHANGE" displays with different fonts and colors may be provided to suggest or notify the number of ranking effects to be executed, the stage of change of the start memory display, and the like. For example, three types of "STOCK" may be provided: black, red, and gold; black suggests that one ranking effect is executed, red suggests that two or more ranking effects are executed, and gold notifies that four ranking effects are executed.
[0294] FIG. 36(a) shows an execution pattern of the ranking effect. Pattern 1 is a pattern in which the lowest-ranked (4th place) performance is executed in the order of 3rd place, 2nd place, and 1st place. This Pattern 1 includes four patterns that proceed to one of the 1st to 4th rounds and then end. Pattern 2 is a pattern that starts with the 3rd rank performance. In this Pattern 2, the execution of the 4th rank performance, which is lower in rank than the 3rd rank performance, is confirmed after the first performance, so it includes three patterns that proceed to one of the 2nd to 4th performances and then end.
[0295] Pattern 3 is a pattern that starts with the second-ranked performance. In this pattern 3, after the first performance, the execution of the third-ranked and fourth-ranked performances, which are ranked lower than the second-ranked performance, is confirmed, so it includes two patterns that proceed to either the third or fourth performance and then end. Pattern 4 is a pattern that starts with the first-ranking performance. In this pattern 4, after the first performance, the execution of the second-ranking, third-ranking, and fourth-ranking performances, which are ranked lower than the first-ranking performance, is confirmed, so it only includes patterns that proceed up to the fourth performance and end there.
[0296] Patterns 1-4 involved executing one ranking animation per round, but there are also patterns, such as patterns 5-20, that execute multiple ranking animations at once. In patterns 5-20, the ranking animations to be executed in each round are determined based on the execution order shown in patterns 1-4. In this embodiment, the reliability of obtaining a special result increases with the number of executions of the ranking animation. However, even with the same number of executions, the reliability of obtaining a special result may be set so that patterns in which many ranking animations are executed simultaneously are more reliable.
[0297] Figure 36(b) shows an example of the content suggested or communicated based on the number of ranking events performed. The types of reach include the low-reliability N reach, which has the highest probability of resulting in a special outcome; the SP1 reach, which has a higher reliability than the N reach; the SP2 reach, which has a higher reliability than the SP1 reach; the SP3 reach, which has a higher reliability than the SP2 reach; and the premium reach, which has a higher reliability than the SP3 reach. The minimum number of reach types that will be performed is indicated by the number of ranking animations that have been executed. The more ranking animations that are performed, the more likely a reach will be to occur, and the higher the probability of a special result.
[0298] Basically, the content of the subsequent reach animation will differ depending on whether all of the 1st to 4th rank animations are performed or only some of the rank animations are performed (the type of reach animation that follows and the distribution rate will differ depending on the number of animations performed), but it is also possible to transition to the same reach animation. Even when the same reach animation is triggered, if all of the 1st to 4th ranking animations are performed, an additional animation will be played before the reach animation begins. However, if only some of the ranking animations are performed, the reach animation will proceed without any additional animations. Therefore, even when the same reach animation is triggered, the duration of the special symbol display game will also differ. This results in different impressions for players even when the same reach animation is performed, allowing them to feel a higher level of confidence and thus enhancing the enjoyment of the game.
[0299] Furthermore, for each of the patterns shown in Figure 36(a), there may or may not be cases in which additional effects are performed. For example, as shown in Figure 36(c), even if the number of rank-based effects is the same, the reliability may be higher when additional effects are performed. Additionally, the probability of triggering an additional animation may be increased as the number of ranking animations performed increases. Furthermore, if an additional animation is performed, it may be set to be a reach animation with a higher reliability than a predetermined level (for example, SP2 reach or higher). Furthermore, if all of the 1st to 4th ranking sequences are executed (resulting in a total of 4 executions), an additional sequence will always be executed. If only some of the ranking sequences are executed, it may be possible to execute additional sequences at a predetermined rate. Additionally, the system may allow the execution of additional effects if the number of executions exceeds a predetermined number (for example, 3 or more).
[0300] Furthermore, the ranking sequence can be executed at any time during the special symbol variation display game, for example, at the start of the variation, during the period until an N-reach occurs, during an N-reach, during an SP1-reach, and during an SP2-reach. In the case of a pseudo-consecutive win, the ranking sequence may also be executed for each re-variation sequence.
[0301] With the specific staging described above, the ranking sequence will not simply be executed from the lowest rank upwards, but will also be executed from intermediate stages, resulting in a more engaging and entertaining presentation. Simply executing the ranking sequences from lowest to highest rank would not generate any sense of anticipation for players in the early stages of the sequences, when the rank is low and the reliability is not very high. Players would simply wait for the sequences to progress to higher ranks. However, by including the option to execute the sequences from intermediate stages, as in this embodiment, players can develop a sense of anticipation for each ranking sequence, thereby enhancing the enjoyment of the game.
[0302] Note that patterns other than those shown in Figure 36(a) can also be set. For example, a pattern in which the effects are executed in the order of 3rd rank effect, 4th rank effect, 1st rank effect, and 2nd rank effect may be included. In this pattern, the execution of the 4th rank effect is confirmed when the 3rd rank effect is executed, and then the execution of the 2nd rank effect is confirmed when the 1st rank effect is executed.
[0303] Furthermore, while it was stated that a specific effect would be performed in one special symbol variation display game, it is also possible to perform the specific effect across multiple special symbol variation display games. For example, a special symbol variation display game to be targeted for notification could be set based on the pre-read result, and the specific effect could be started from a special symbol variation display game prior to that game.
[0304] Alternatively, the characters displayed in the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d may be displayed faintly, and then made clearly visible based on the execution of the corresponding ranking sequence. Furthermore, ranking effects are not limited to those that display text. Any type of effect that involves multiple types of effects with defined rankings is acceptable.
[0305] Furthermore, while it is stated that ranking sequences corresponding to ranks lower than the predetermined rank sequence can be executed after executing all ranking sequences corresponding to ranks lower than the predetermined rank sequence, or together with all ranking sequences lower than the predetermined rank sequence, it is also possible to execute ranking sequences corresponding to ranks higher than the predetermined rank sequence before executing all ranking sequences lower than the predetermined rank sequence. For ranking events that are ranked lower than the ranking event that has already been executed and have not yet been performed, they should be executed before the completion of the specific event currently being performed.
[0306] Furthermore, in the example above, only the first string "Super Full Power" is displayed, but it is also possible to display a second string of four characters in addition to this one. Furthermore, it may be suggested or communicated that the display of the second string is more likely to result in a special outcome than the display of the first string. Furthermore, specific effects may be performed in a special game state, and information regarding special results may be suggested or announced. For example, the more ranking effects are performed, the higher the probability of entering the specific game state ST4 after the special game state ends, which may be suggested or announced.
[0307] Furthermore, while it was stated that arranging all the characters of the ranking animation according to the rank level would create a unique string, it is also acceptable to arrange even just some of the characters of the ranking animation to create a unique string, and for additional characters to be arranged to create other unique strings. For example, in the above example, the string "Full Open" is a unique string, and furthermore, when it becomes "Super Full Open," it can be said to form another unique string. Furthermore, while all ranking animations are currently rendered as text displays, it would also be possible to have both ranking animations that display text and those that use animations other than text displays.
[0308] Furthermore, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d are arranged along the left-right direction, with the first display unit 91a on the far left corresponding to the highest-ranking first-rank performance, and the ranking of the corresponding performance decreasing in the order of the second display unit 91b, the third display unit 91c, and the fourth display unit 91d, but this is not the only arrangement. For example, the fourth display unit 91d on the far right may correspond to the highest-ranking first-ranking animation, and the rankings of the corresponding animations may decrease in the order of the third display unit 91c, the second display unit 91b, and the first display unit 91a. Furthermore, the direction in which they are arranged is not limited to left-right; they may also be arranged vertically or in other directions. Additionally, they do not have to be arranged in a straight line; they may be arranged along curves or circles. Alternatively, the display units may be arranged without alignment, such as placing one unit at each of the four corners of the display area.
[0309] Furthermore, while the first display unit 91a, second display unit 91b, third display unit 91c, and fourth display unit 91d, which are the display areas on the display means, are set to be arranged according to the rank for the entire ranking display, the display areas on the display means may be set to be arranged according to the rank for only a part of the ranking display. For example, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d, which correspond to the second to fourth ranking displays, are arranged in order of ranking, but the first display unit 91a, which corresponds to the first ranking display, may be displayed in a position unrelated to the arrangement of the second display unit 91b, the third display unit 91c, and the fourth display unit 91d.
[0310] Furthermore, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d are not limited to being positioned at fixed display locations within the display area, but may also be of varying display positions and sizes. For example, the display position could be adjusted depending on the progress of a specific or other effect. Furthermore, the characters may move while a specific animation is being performed. In this case, they may move in a single line while maintaining their arrangement according to the order of the corresponding animation, or they may move randomly regardless of the order of the corresponding animation. When moving in a single line while maintaining the order according to the corresponding ranking sequence, the movement path may be a predetermined path (for example, a circular path) or a random path.
[0311] Furthermore, the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d are not limited to displaying characters, but may display anything as long as it indicates that the corresponding ranking performance has been executed. Moreover, instead of providing the first display unit 91a, the second display unit 91b, the third display unit 91c, and the fourth display unit 91d on the display device 41, these display units may be configured by a separate display means from the display device 41. They may also be configured by lamps or LEDs.
[0312] Based on the above, in a gaming machine that executes a game based on the fulfillment of predetermined conditions and can create a state advantageous to the player, the machine is equipped with a performance control means (performance control device 300) that controls the performance of the game, the performance control means is capable of executing specific performances, including multiple types of ranking performances, each with a predetermined rank, each ranking performance can be executed even if ranking performances with a lower rank than the current ranking performance have not yet been executed, and if there are ranking performances with a lower rank than the executed ranking performance that have not yet been executed, all of those unexecuted ranking performances will be executed before the end of the currently executed specific performance. Therefore, unlike simply performing the animations in order from lowest to highest rank, this approach creates variations in specific animations, thereby enhancing the enjoyment of the game.
[0313] Furthermore, the performance control means is configured to enable the execution of rank performances corresponding to ranks higher than the predetermined rank performance after executing all rank performances corresponding to ranks lower than the predetermined rank performance, or together with all rank performances corresponding to ranks lower than the predetermined rank performance. Therefore, the lower-ranked animations that are promised to be performed are executed first, followed by the higher-ranked animations. This provides players with a sense of security, makes it easier to understand which ranks have had their animations performed, and enhances the enjoyment of the game.
[0314] Furthermore, the system includes a display means (display device 41) that is controlled by a performance control means and capable of displaying the performance of the game. The performance control means is configured to set the display areas (first display unit 91a, second display unit 91b, third display unit 91c, fourth display unit 91d) on the display means to be arranged in order of rank for some or all of the ranking performances. Therefore, it becomes easier to understand which rank of the performance is being executed, which can enhance the enjoyment of the game.
[0315] Furthermore, the performance control means is capable of executing a performance that displays characters on the display means as a ranking performance, and by arranging the characters for the corresponding ranking performance according to the rank, a unique string of characters is formed. Therefore, it becomes easier to understand which rank the animation has been performed for. Also, if the characters of the rank animation are arranged to form a unique string, it becomes easy to understand that the rank animations for all ranks have been performed, which enhances the enjoyment of the game.
[0316] Furthermore, the performance control means can suggest or notify that if there are any ranking performances that have not yet been performed but are ranked lower than the ranking performance that has been performed, those ranking performances that have not yet been performed will be performed. Therefore, it becomes clear that execution is promised, which can enhance the enjoyment of the game.
[0317] Furthermore, the performance control means will enable the execution of additional performances when a predetermined number of sequential performances have been performed. Therefore, players will begin to expect the ranking sequence to be performed a predetermined number of times or more, thereby enhancing the enjoyment of the game.
[0318] Next, we will explain result-deriving indicators that ultimately lead to either the first or second result. Result-deriving indicators suggest or inform the player that deriving the first result is more advantageous to them than deriving the second result. In the gaming machine of this embodiment, in the first special game state ST2, a race is held between the ally character character X and the enemy characters characters A to D. If character X wins, the result is reported as the first outcome, indicating that the player will enter the specific game state ST4 after the end of the first special game state ST2. If character X loses, the result is reported as the second outcome, indicating that the player will not enter the specific game state ST4 after the end of the first specific game state ST2.
[0319] Furthermore, in the result display, when showing the race results, a selection animation is performed in which the ally character character X and one of the enemy characters A-D compete for first or second place. A selection animation is prepared for each enemy character, and one of these is selected and executed. Each selection sequence has a confidence level assigned to it, which represents the probability of the first outcome being reached. In other words, each selection sequence has its own unique confidence level, known as the first confidence level. The first confidence level is determined by the proportion of times the first outcome is reached in each selection sequence. This first confidence level is set so that the selection sequence corresponding to character A has the lowest confidence level, and increases in the order of character B, character C, and character D. In other words, the selection sequence corresponding to character A has the highest probability of character X losing, and the probability of character X winning increases in the order of character B, character C, and character D.
[0320] Figure 37 shows an example of the results derived. In this example, as shown in Figure 37(a), the special display game for the first special figure is executed in the normal game state ST1, and as shown in Figure 37(b), the first special result (jackpot) is derived, after which the first special game state ST2 is started. With the start of the first specific game state ST2, the result output is initiated, and first, for some or all of the multiple types of selection effects, an indication effect is performed that suggests the second reliability level, which is the probability that the first result will be derived if selected in the result output.
[0321] In this suggestive presentation, as shown in Figure 37(c), the characters participating in the race are displayed as a race card, and it is indicated that a selection presentation corresponding to the enemy character shown here is available. Note that here, all enemy characters are shown to be participating in the race, making all selection animations selectable. However, it would also be acceptable to show only some of the selection animations as being selectable only if some of the enemy characters are participating in the race.
[0322] The order in which the characters are listed on the race card indicates the second level of confidence, which represents the likelihood that the first outcome, in which ally character X wins, will be achieved if the corresponding selection animation is executed in the race currently being played. The race card shows the second level of confidence as the result of a hypothetical vote predicting which character will win the race. Here, character C has the most votes and is the most popular, suggesting that it has the highest probability of winning the race, while characters A, X, B, and D have an increasing probability of winning. In other words, if the selection animation corresponding to character C is selected, it suggests that the probability of the first outcome where character X wins is the lowest, and the second reliability is the lowest. The probability of the first outcome where character X wins increases in the order of selection animations corresponding to character A, character B, and character D, and the second reliability increases in this order.
[0323] The second confidence level is determined by setting a percentage for each of the selectable race card patterns in the suggestive presentation shown in Figure 41, and arranging them in order of popularity based on the percentage of each selection presentation that yields the first result. The confidence level of each selection presentation is determined by combining the selection percentage of each race card pattern and the percentage of each selection presentation within each race card pattern that yields the first result, so that the confidence level of each selection presentation becomes the first confidence level specific to that selection presentation.
[0324] Furthermore, the race card includes Character X, an ally character, making it easier to understand the second level of confidence based on Character X's popularity ranking. In other words, the more popular an enemy character is than Character X, the more likely Character X is to lose in the corresponding selection sequence, suggesting a lower probability of the first outcome being reached. Conversely, the less popular an enemy character is than Character X, the more likely Character X is to win in the corresponding selection sequence, suggesting a higher probability of the first outcome being reached. Furthermore, if character X is highly popular, it is more likely that character X will win, suggesting that the first result is more likely to occur.
[0325] Furthermore, if a selection animation is performed for a character with lower popularity than the standard character X, an announcement animation can be performed to inform the player of this fact. Examples of notification effects include effects that vibrate the effect button 25, effects that output specific sounds, effects that display specific images, effects that change the LED to a specific lighting pattern, and effects that activate the control panel display device 44. Furthermore, if a selection animation is performed for a character that is more popular than the standard character X's popularity ranking, a notification animation to that effect may also be performed. Additionally, when displaying the selected selection animation, the popularity ranking from the race card may be shown to suggest or indicate the high level of confidence in the second selection.
[0326] In this way, by setting a first confidence level unique to each character and a second confidence level for the outcome being derived during the race, the gameplay involves considering both confidence levels to estimate the likelihood of the first outcome being derived in that race. In the result-deriving process of this embodiment, the most common outcome is the execution of a selection sequence corresponding to the most popular character, and it can be inferred that the probability of the first result being derived is based on the first reliability of the most popular character. Furthermore, if a character ranked second or lower in popularity is selected, the second level of confidence increases, suggesting a higher probability of the first result being achieved. The likelihood of this outcome can then be further estimated based on the first level of confidence of the selected character.
[0327] After the suggestive presentation, the race begins as shown in Figure 37(d), and as the race progresses as shown in Figure 37(e), the selection presentation begins as shown in Figure 37(f). Here, the selection presentation corresponding to character C is selected, and a notification that the selection presentation corresponding to character C has been selected, along with the first confidence level specific to that selection presentation corresponding to character C, is notified. In this case, since character C is more popular than the reference character X in the race card shown in Figure 37(c), no notification animation is performed. However, if a selection animation corresponding to a character with lower popularity than the reference character X is selected, a notification animation will be performed to inform the public of this. Then, as shown in Figure 37(g), a scene is shown in which the friendly character Character X and the enemy character Character C compete, and as shown in Figure 37(h), a scene is shown in which the result is announced. Here, it is shown that Character X has won by reaching the goal first, and as shown in Figure 37(i), it is announced that the first result, in which Character X wins, has been obtained. When the first result is derived and the result is displayed, and the first special game state ST2 ends, the game enters the specific game state ST4 as shown in Figure 37(j).
[0328] Furthermore, if the second result is derived, it is indicated that the enemy character lost by reaching the goal first at stage 37(h), and at stage 37(i), it is reported that the second result, in which character X lost, has been derived. After that, the game transitions to the normal game state ST1 or the remaining reserved ball consumption state ST5.
[0329] Furthermore, while the race card for the suggestive presentation was initially designed to display the ally character X as the reference point, it would also be acceptable to display only enemy characters without indicating a reference point. Furthermore, while the standard is set as character X, an ally character, it could be any other character, or a character with a specific ranking (for example, the third most popular) could be used as the standard.
[0330] Figures 38 and 39 also show an example of the result derivation process. In this example, as shown in Figure 38(a), the second special result (minor win) is derived in the special symbol variation display game executed in the specific game state ST4. Furthermore, in this embodiment of the gaming machine, the special symbol variation display game in specific game state ST4 does not generate a reach state. This makes the gameplay in specific game state ST4 feel faster, and the occurrence of the first special game state ST2 in quick succession enables a rapid increase in the number of balls held, thereby improving the enjoyment of the game.
[0331] In this example, a second start memory exists during the execution of a special symbol variation display game which results in a second special result. At this point, the performance control device 300 understands, based on the lookup result for the second start memory, that the result of the special symbol variation display game based on the second start memory is a specific special result which is either a first special result or a second special result, and results in a specific game state ST4 after the special game state ends.
[0332] Following the derivation of the second special result, the second special game state ST3 is initiated, and a notification display 93 is shown prompting the player to shoot to the right to direct the game balls into a specific area of the special variable prize winning device 38 (V-winning), as shown in Figure 38(b). Furthermore, when a game ball enters a specific area of the special variable prize winning device 38, a notification effect 94 is triggered to inform the player of this fact.
[0333] When the first special game state ST2 is started based on the fact that a game ball has entered a specific area of the special variable prize winning device 38 in the second special game state ST3, the result output starts. When selecting the content of this result output, it is possible to select content that takes into account the existence of a second start memory that will result in a specific special outcome. The process of deriving the results and showing the participants is the same as in Figure 37, with a suggestive presentation of the race card as shown in Figure 38(c), and the race starting as shown in Figure 38(d). As the race progresses as shown in Figure 38(e), the selection animation begins as shown in Figure 38(f). Here, the selection animation corresponding to character A is selected, and a notification is given that the selection animation corresponding to character A has been selected, along with the first reliability value specific to that selection animation corresponding to character A.
[0334] Furthermore, since the selection animation corresponding to character A has the lowest reliability in the first stage, the animation display 97, "Warning!!", is shown to indicate that the second result is highly likely to occur. In the gaming machine of this embodiment, if the game transitions to the specific gaming state ST4 after the end of the first special gaming state ST2, there is a high probability of a minor win, and the game returns to the first special gaming state ST2. The more this cycle is repeated, the more game value can be obtained. If the game does not transition to the specific game state ST4 after the end of the first special game state ST2, and there is a remaining reserve (second start memory), the game will transition to the remaining reserve consumption state ST5. If a small win or a big win is achieved in the special symbol 2 variation display game based on the second start memory, the game will return to the above cycle. If a win is not achieved, the game will transition to the normal game state ST1, and the above cycle will be interrupted. If there are no remaining reserves, the game will transition to the normal game state ST1 without going through the remaining reserve consumption state ST5. Since only one second start memory can be stored, the remaining reserve consumption state ST5 becomes a one-shot deal, which is a disadvantageous situation for the player. Given this gameplay, whether or not the game transitions to the specific game state ST4 after the end of the first special game state ST2 is a matter of great interest to players, and players strongly hope that the first result will be derived in the result output. However, the selection animation corresponding to character A has the lowest reliability in the first stage, making it highly likely that the above cycle will be interrupted. Therefore, by displaying animation 97, which suggests that the second result is highly likely to occur, the game aims to heighten the player's sense of fear and enhance the enjoyment of the game.
[0335] Furthermore, if the selection sequence corresponding to character A results in a specific derivation pattern where character X wins (the first result), then it is confirmed that the next result derivation sequence will also result in character X winning (the first result). The sequence display 97, which suggests a high probability of the second result being derived, also indicates that the first result being derived is a specific derivation pattern. When selecting the content of the result-deriving output, if the existence of a second start memory that results in a specific special outcome is known, it is possible to set the result-deriving output to result in this specific derivation mode. In other words, the specific derivation method indicates a look-ahead result for the start memory, and notifies that in the special symbol variation display game executed after the end of the first special game state ST2 that is currently being executed, a specific special result will be derived that is either the first special result or the second special result, and will result in the specific game state ST4 after the end of the special game state.
[0336] In this way, the selection animation corresponding to character A, which has the lowest initial reliability, becomes a branching point where either the above cycle ends and the player is in a very unfavorable situation, or the above cycle continues and the execution of the first special game state ST2 becomes almost certain, resulting in a very favorable situation. This allows the game to attract the player's attention and create a sense of anticipation even when a low-reliability selection is made, thereby enhancing the enjoyment of the game.
[0337] In the selection sequence, as shown in Figure 38(g), a sequence takes place in which the ally character, character X, and the enemy character, character A, compete against each other. Here, the "Warning!!" display, which is the sequence indicator 97 that suggests a high probability of the second result being derived, continues to be displayed, and if the first result is obtained, it indicates that a specific derivation pattern has been achieved. In this example, as shown in Figure 38(h), character X wins by reaching the goal first, and as shown in Figure 38(i), it is reported that the first result, in which character X wins, has been derived. Furthermore, it is announced that they have acquired a "victory stock," which means that the first result will be derived in the next result-deriving appearance as well.
[0338] When the first result is derived and the result is output, and the first special game state ST2 ends, the game enters a specific game state ST4 as shown in Figure 38(j), and the special figure 2 variation display game based on the existing second start memory is executed. During the execution of this special figure 2 variation display game, a stock display 95 is shown indicating that a "victory stock" has been acquired. In other words, the stock display 95 is a notification that a specific output mode has been reached. As shown in Figure 39(a), the second special result (minor win) is derived in the special figure 2 variation display game. The stock display 95 continues even in this result display mode. In other words, the stock display 95 can be displayed for the duration of the period during which the result is displayed in the special feature variation display game based on the start memory that was the target of the pre-determination means. Furthermore, since there is only one second start memory here, there is only one special feature variation display game that displays the stock display 95. However, if multiple second start memories can be stored, the display can continue over multiple special feature variation display games that span the period during which the result is stopped in the special feature variation display game based on the start memory that was the target of the pre-determination means.
[0339] As shown in Figure 39(b), the stock display 95 continues even during the execution of the second special game state ST3, which is associated with the derivation of the second special result. Furthermore, as shown in Figure 39(c), the stock display 95 is also maintained during the suggestive presentation in the result output of the first special game state ST2, which is initiated based on the influx of game balls into a specific area of the special variable prize winning device 38. In other words, the stock display 95 can be displayed across special game states based on special results derived in special symbol variation display games based on start memory that are subject to pre-reading by the pre-determination means.
[0340] During the races shown in Figures 39(d) to (h), a "Victory highly likely!?" visual display 96 is shown, suggesting that the first result, in which character X wins the race, will be achieved, and the first result, in which character X wins, is indeed achieved. Subsequently, as shown in Figure 39(i), it is announced that the first result, in which character X wins, has been derived, and when the first special game state ST2 ends, the game enters the specific game state ST4 as shown in Figure 39(j).
[0341] Furthermore, the stock display 95 may be maintained during the execution of the race shown in Figures 39(d) to (h), and while the race results shown in Figure 39(i) are being displayed. In other words, the stock display 95 may be maintained for the entire duration of the first special game state ST2. Furthermore, in the special symbol variation display game shown in Figure 39(j), it is also possible to display that the player has entered the specific game state ST4 after acquiring a "victory stock." Similarly, in the first special game state ST2 and the second special game state ST3, which are entered when a minor or major win occurs in this specific game state ST4, it is also possible to display that the player has entered the first special game state ST2 or the second special game state ST3 after acquiring a "victory stock." These displays also serve to inform the player that a specific derivation mode has been reached, and may be the same display as the stock display 95 or a different display from the stock display 95.
[0342] In the gaming machine of this embodiment, when the game transitions to the specific game state ST4, small wins occur frequently, and in the second special game state ST3, the game balls are controlled to easily flow into a specific area. Therefore, it is almost certain that the game will transition from the second special game state ST3 to the first special game state ST2. Therefore, due to the existence of a second start memory that results in a specific special outcome, if you acquire a win stock in the first Special Game State ST2, you are practically guaranteed two more times in the First Special Game State ST2. Thus, the three instances of the first special game state ST2 and the specific game state ST4 during that time constitute a very advantageous state for the player in one set, and a specific performance may be continuously performed throughout this one set. This specific performance also serves as notification that a specific output mode has been reached, and may be the same display as stock display 95 or a different display from stock display 95. Furthermore, notification of a specific output pattern may be continued even after the period of one set has elapsed. In this case, it will indicate that there is a history of a specific output pattern, and this notification may continue until the game returns to normal game state ST1, or it may continue even after returning to normal game state ST1. The display in this case may be the same as stock display 95, or it may be a different display from stock display 95.
[0343] Here, if the look-ahead result for the second start memory stored at the time shown in Figure 39(a) indicates that the result of the special symbol variation display game based on the second start memory is either the first special result or the second special result, and that the special game state ST4 is reached after the special game state ends, then it is possible to perform the selection animation corresponding to character A again and derive the first result. In the selection sequence shown in Figure 39, it is announced that the derivation of the first result is confirmed. If the selection sequence corresponding to character A is selected here, it is further guaranteed that the first result will be derived in the next result derivation sequence, thus confirming a winning streak and making it a highly entertaining sequence.
[0344] Furthermore, in the first special game state ST2, which is executed based on the so-called initial win that yields a special result in the normal game state ST1, it is acceptable not to select the selection animation corresponding to character A, which has the lowest first reliability. In the normal game state ST1, there is no second start memory, so it is clear that a specific derivation pattern based on the pre-read result for the second start memory will not be selected. Therefore, if a selection animation corresponding to character A is performed, it will be clear that the result will not be the first result, which may reduce the enjoyment of the game. For this reason, in this case, it may be acceptable not to select a selection animation corresponding to character A. Of course, even in the first special game state ST2 based on the initial win, it is also possible to select a selection animation corresponding to character A. In this case, it is also possible to make it an animation in which the second result is guaranteed to be derived, or it is possible to make it possible to derive the first result but not treat it as a specific result type, and the player will be notified that they will enter the specific game state ST4, but it is not guaranteed that the first result will be derived in the next result animation, and the player will not be able to acquire a "victory stock".
[0345] Furthermore, while it is stated that if a specific derivation pattern is obtained, it is confirmed that the next result in the result derivation will also result in the first outcome where character X wins, it may also be suggested that if a specific derivation pattern is obtained, there is a higher probability that the next result in the result derivation will result in the first outcome where character X wins, compared to when a specific derivation pattern is not obtained. Furthermore, while a specific derivation method is used to notify that a specific special result is derived in the special symbol variation display game executed after the end of the first special game state ST2, which is currently in progress, and that the result will be either the first special result or the second special result, and that the result will be the special game state ST4 after the end of the special game state, it is also acceptable to simply suggest or notify that the result will be either the first special result or the second special result in the special symbol variation display game executed after the end of the first special game state ST2.
[0346] Furthermore, while the specific derivation method is defined as the first result being derived in the selection animation corresponding to the character with the lowest first confidence level, it is not limited to this. Regardless of the first confidence level, the first result may be derived through a selection animation corresponding to a specific character, which can also be considered a specific derivation method. Furthermore, regardless of the type of selection, the fact that the first result is derived accompanied by a specific presentation may also be considered a specific derivation method.
[0347] Furthermore, if the selection sequence corresponding to character A, which has the lowest first reliability, results in a second outcome where character X loses, the system will not announce that it will not transition to the specific game state ST4 after the end of the first special game state ST2. However, it may also be possible to include a case where it does transition to the specific game state ST4, which would otherwise indicate that it will not transition to the specific game state ST4. Furthermore, if the selection sequence corresponding to character A, which has the lowest first reliability, results in a second outcome where character X loses, the game may enter a specific game state ST4 after the end of the first special game state ST2, and the game may suggest or inform that there is a second start memory that results in a non-specific special outcome as a pre-read result for the second start memory. In other words, after the end of the first special game state ST2, the game transitions to a specific game state ST4, and a minor win or a major win occurs. However, it may be indicated or communicated that after the end of the first special game state ST2 based on the minor win or major win, the game does not transition to the specific game state ST4.
[0348] Figure 40 also shows an example of the result derivation process. In this example, as shown in Figure 40(a), a second special result (minor win) is derived in specific game state ST4, and as shown in Figure 40(b), a second special game state ST3 is executed in conjunction with the derivation of the second special result, and game balls flow into a specific area of the special variable prize winning device 38. Then, as shown in Figure 40(c), the first special game state ST2 is started and the result output is executed based on the fact that a game ball has flowed into a specific area of the special variable prize winning device 38.
[0349] The process of deriving the results and showing the participants is the same as shown in Figure 37, with a suggestive presentation of the race card as shown in Figure 40(c), and the race starting as shown in Figure 40(d). As the race progresses, a selection animation begins, as shown in Figure 40(e). In this case, the selection animation corresponding to character B is selected. Subsequently, as shown in Figure 40(f), while a scene is unfolding in which character X and character B compete, another enemy character, character D, intervenes as shown in Figure 40(g), and the scene changes to a selection scene in which character X and character D compete, as shown in Figure 40(h). Then, as shown in Figure 40(i), it is shown that character X won by reaching the goal first, and as shown in Figure 40(j), it is reported that the first result in character X winning has been derived.
[0350] Thus, it is possible to change to another selection animation while the selection animation is being executed. In this embodiment, the second confidence level of the changed selection animation is set to be higher than the second confidence level of the original selection animation. Furthermore, the first confidence level of the changed selection animation is set to be higher than the first confidence level of the original selection animation. In the example shown in Figure 40, the suggestive presentation shown in Figure 40(c) indicates that character D has a lower popularity ranking and a higher second-tier confidence level than character B. Furthermore, character D has a higher first-tier confidence level than character B. This gives players the impression that the change in the selection animation increases the likelihood of achieving the first result. Furthermore, even when the selection animation corresponding to a character with low first reliability is being performed, it can create a sense of anticipation in players that it will change to the selection animation corresponding to a character with high first reliability, thereby enhancing the enjoyment of the game.
[0351] Furthermore, if there is a change in the selection process, the system may either ensure that the first result is always derived, or it may allow the second result to be derived in some cases. Furthermore, it is acceptable for the second reliability of the changed selection animation to be lower than the second reliability of the original selection animation. Furthermore, it is acceptable for the first reliability of the changed selection animation to be lower than the first reliability of the original selection animation.
[0352] Figure 41 shows the selectable race card patterns for suggestive presentations. Patterns 1-6 are patterns in which character X, the standard ally character, is the third most popular. The third confidence level, which is the probability that the first outcome suggested by the selection of these patterns will be derived, is 10% for patterns 1 and 2, 15% for patterns 3 and 4, and 20% for patterns 5 and 6. Since the selection animation corresponding to the most popular character is executed most frequently, the third confidence level depends on the first confidence level of the selection animation corresponding to the most popular character. Patterns 7-12 are patterns in which character X, the benchmark ally character, is the second most popular, suggesting that the first result is more likely to be obtained compared to patterns 1-6. The third confidence level suggested by the selection of patterns 7-12 is 30% for patterns 7 and 8, 35% for patterns 9 and 10, and 40% for patterns 11 and 12. Since the selection animation corresponding to the most popular character is executed most frequently, the third confidence level depends on the first confidence level of the selection animation corresponding to the most popular character.
[0353] Pattern 13 is a pattern where character X, the standard ally character, is the second most popular, and character D, who has the highest first-order reliability unique to the selection animation, is the most popular. Pattern 14 is a pattern where character X, the ally character, is the most popular. The third-order reliability suggested by the selection of this pattern is 100%. In other words, if this pattern is selected, the first result will always be that character X wins. Pattern 15 shows that character X, the standard ally character, is the 5th most popular. This pattern is noticeably different from the others and is easily recognizable by the player. The third reliability suggested by the selection of this pattern is 100%. Furthermore, when Pattern 15 is displayed, as shown in Figure 38, the selection sequence corresponding to character A results in a specific outcome where character X wins, and it is confirmed that character X will win in the next result execution as well. In this way, it is possible to change the reference position shown in the suggestive presentation, and depending on the reference position, it is possible to suggest or inform that the first result may be derived in the result derivation presentation.
[0354] Furthermore, by establishing first, second, and third confidence levels as indicators of the likelihood of obtaining the first result, it becomes possible to estimate the likelihood of obtaining the first result from various perspectives, thereby enhancing the enjoyment of the game. The first confidence level is a confidence level specific to each selection sequence, determined by the proportion of times the first result is derived in each selection sequence. As shown in Figure 37(f), when a selection animation is executed, the first reliability is indicated by a display showing its relative height to each selection animation, but it is also acceptable to display a specific numerical value. Alternatively, this information may be made public in advance as part of the game machine's information.
[0355] The second confidence level is the likelihood that the first result will be derived in each of the selected animations when the race card is displayed and each selected animation is performed in the race card that shows the result derived in that race card. The race card shows the second confidence level in order of popularity, but it may also be possible to display specific numerical values in the race card. Furthermore, as shown in Figure 37(f), when the selection animation is performed, the second confidence level may be displayed along with the first confidence level, or in place of the first confidence level. When showing the second level of confidence along with the first level of confidence, for example, if pattern 6 is selected as the race card, comparing the display when the selection animation corresponding to character C is selected with the display when the selection animation corresponding to character A is selected, the first level of confidence will show that character C is more reliable than character A, but the second level of confidence will show that character A is more reliable than character C.
[0356] The third confidence level is the likelihood that the first result will be derived in the race based on the race card shown. This can be understood by the player through the pattern of the race card, but it may also be possible to display specific numerical values. In other words, the race card serves as a confidence indicator that suggests or reports the likelihood of the first result being achieved.
[0357] The results shown above are derived during the execution of the first special game state ST2, and the first result indicates that the player will enter the specific game state ST4, while the second result indicates that the player will not enter the specific game state ST4; however, the results are not limited to this. The derivation of the first result may suggest that the game enters the specific game state ST4, and it may also include cases where the game does not enter the specific game state ST4 even if the first result is derived. Furthermore, the derivation of the second result may suggest that the game will not enter the specific game state ST4, and the system may also include cases where the game does enter the specific game state ST4 even if the second result is derived.
[0358] Furthermore, special results with different numbers of playable rounds may be provided for the first special game state ST2, and the number of playable rounds may not be explicitly announced when a special result is derived. Instead, the number of playable rounds may be suggested or announced based on the result of the result derived in the first special game state ST2 or the second special game state ST3. In this case, if the first result is derived, it may be suggested or announced that there are more playable rounds or more game balls that can be obtained than if the second result is derived.
[0359] Furthermore, based on the type of special result, a probability setting means is provided to set the probability state in which the result of the special symbol variation display game after the end of the first special game state ST2 becomes the first special result to either the normal probability state or a high probability state that is higher than the normal probability state. When a special result is derived, the probability state to be set is not explicitly announced, but rather the probability state to be set is suggested or announced based on the result of the result extraction in the first special game state ST2 or the second special game state ST3. In this case, if the first result is derived, it is suggested or announced that the high probability state will be established.
[0360] Furthermore, the result may be displayed during the execution of the special feature variation display game, and the result may be used to suggest or inform about content related to the special feature variation display game. For example, the result of the result-deriving display may be used to suggest or notify the result of the special feature variation display game currently in progress. In this case, if the first result is derived, it may be suggested that there is a higher probability of a special result or a support win than if the second result is derived, or a special result or support win may be announced. Furthermore, the system may either derive the first result to suggest or inform that the result of the ongoing special symbol variation display game is a specific special result, or derive the second result to suggest or inform that the result of the ongoing special symbol variation display game is a non-specific special result. Furthermore, the results of the derived outcome may be used to suggest or notify that the ceiling has been reached. In this case, the results of the derived outcome...
Claims
[Claim 1] In a gaming machine that executes a game based on the fulfillment of predetermined conditions and is capable of creating a state advantageous to the player, It is equipped with a performance control means for controlling the performance of the game, The aforementioned performance control means is Ultimately, it is possible to perform a result derivation that leads to either the first result or the second result. This suggests or informs that the first result is more advantageous to the player than the second result, In the aforementioned result-deriving output, it is possible to execute a selection effect chosen from among several types. For some or all of the multiple types of selection effects, it is possible to perform an indication effect that suggests, along with a criterion, the likelihood of obtaining the first result in the result-deriving effect being executed. When the selected selection animation is shown, if the likelihood of obtaining the first result shown in the suggestion animation for that selection animation is higher than the criterion, a notification animation can be executed to that effect. The aforementioned selection animation is There is a first selection sequence and a second selection sequence that is more likely to produce the first result than when the first selection sequence is performed. While the first selection animation is being performed, it is possible to switch to the second selection animation. If the selection process is changed from the first selection process to the second selection process, the probability of obtaining the first result is higher than if the selection process was not changed from the first to the second selection process. If the second selection sequence is executed and the first result is derived, the predetermined bonus for deriving the first result will not be granted in the next result deriving sequence. If the first selection sequence is executed and the first result is derived, the predetermined benefit can be granted in the next result-deriving sequence. When the first selection animation is being performed, A gaming machine characterized in that the probability of the first result being derived is low, and that it is possible to perform a display that suggests the possibility of granting the predetermined benefit if the first result is derived.
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