Gaming machine
Patent Information
- Application Number
- JP2021157421
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2021-09-28
- Publication Date
- 2026-09-18
- Estimated Expiration
- 2041-09-28
AI Technical Summary
【0008】 本発明によれば、遊技の興趣を向上させることが可能となる。
Smart Images

Figure 0007923514000001 
Figure 0007923514000002 
Figure 0007923514000003
Abstract
Description
[Technical Field]
[0001] The present invention relates to a gaming machine. [Background Art]
[0002] Among conventional gaming machines, there are gaming machines that determine whether or not to execute a special game advantageous to a player based on the establishment of a start condition.
[0003] Some such gaming machines are configured to control to a specific gaming state that is more advantageous to the player than a normal gaming state after the end of a special game (see, for example, Patent Document 1). [Prior Art Documents] [Patent Documents]
[0004] [Patent Document 1] Japanese Unexamined Patent Application Publication No. 2018-057968 [Summary of the Invention] [Problem to be Solved by the Invention]
[0005] However, the gaming machine as described in the above patent document has a problem that the entertainment of the game is low.
[0006] The present invention has been made in view of the above problems, and an object thereof is to provide a gaming machine capable of improving the entertainment of a game. [Means for Solving the Problem]
[0007] To solve the above problems, the present invention provides a gaming machine capable of executing a special game advantageous to the player, comprising: an operating means that can be operated by the player; a first determination means for determining determination information acquired based on the fulfillment of a first acquisition condition; a first variation display execution means for executing a first variation display based on the determination result of the first determination means; a first storage means capable of storing the determination information acquired based on the fulfillment of the first acquisition condition as a first reserved storage; a second determination means for determining determination information acquired based on the fulfillment of a second acquisition condition; a second variation display execution means for executing a second variation display based on the determination result of the second determination means; and a second storage means capable of storing the determination information acquired based on the fulfillment of the second acquisition condition as a second reserved storage. The system comprises: a state control means capable of controlling between a first game state and a second game state that is more advantageous to the player than the first game state; and an effect control means capable of executing a first game effect according to the determination result of the first determination means and a second game effect according to the determination result of the second determination means, wherein the effect control means is capable of executing a pre-announcement effect that foretells in advance the result of the second variation display corresponding to the second hold memory; is capable of executing one of a plurality of vibration effects that vibrate the operating means during the execution of the first game effect in the first game state and during the execution of the second game effect in the second game state; and is capable of executing the pre-announcement effect when the second variation display is executed during the second game state. The aforementioned multiple types of vibration effects differ in the vibration mode of the operating means and / or the effect scene in which they are performed. The aforementioned multiple types of vibration effects include a first vibration effect that generates an operation validity period and is executed in response to the operation of the operation means during the operation validity period, and a second vibration effect that is executed without generating an operation validity period, and it is possible to make the vibration mode of the first vibration effect and the vibration mode of the second vibration effect different, and it is possible to execute the first vibration effect and the second vibration effect during the execution of the first game effect so that their effect periods do not overlap. When the first vibration effect is performed, When the first vibration effect is performed, the movable effect means is made to perform an effect in a predetermined manner. Execute control for It is possible, When the second vibration effect is performed, When the second vibration effect is performed, the movable effect means is made to perform an effect in a predetermined manner. Without executing the control for that purposeThe invention is characterized in that the number of types of vibration effects performed in the second game performance during the second game state is less than the number of types of vibration effects performed in the first game performance during the first game state. [Effects of the Invention]
[0008] According to the present invention, it is possible to improve the enjoyment of games. [Brief explanation of the drawing]
[0009] [Figure 1] This is a front view of the gaming machine. [Figure 2] This is a perspective view of a portion of the front side of a gaming machine. [Figure 3] This is a perspective view of the back of the gaming machine. [Figure 4] This is a diagram showing an example of a block diagram of an entire gaming machine. [Figure 5] This figure shows an example of various storage areas in the main RAM. [Figure 6] This is a diagram showing the game flow of a gaming machine. [Figure 7] This diagram shows the main processing on the main control board. [Figure 8] This diagram shows the initial setup process on the main control board. [Figure 9] This diagram shows the timer interrupt processing on the main control board. [Figure 10] This diagram shows the input control processing on the main control board. [Figure 11] This diagram shows the input processing for the first start port detection switch on the main control board. [Figure 12] This diagram shows the input processing for the second start port detection switch on the main control board. [Figure 13] This diagram shows the gate detection switch input processing on the main control board. [Figure 14] This diagram shows the input processing for the specific area detection switch on the main control board. [Figure 15] This diagram shows the special electrical control processing on the main control board. [Figure 16] It is a diagram showing special symbol memory determination processing on a main control board. [Figure 17] It is a diagram showing jackpot determination processing on a main control board. [Figure 18] It is a diagram showing an example of a jackpot determination table. [Figure 19] It is a diagram showing an example of a special symbol determination table. [Figure 20] It is a diagram showing special symbol variation pattern determination processing on a main control board. [Figure 21] It is a diagram showing an example of a normal special symbol variation pattern determination table. [Figure 22] It is a diagram showing an example of a time-saving special symbol variation pattern determination table. [Figure 23] It is a diagram showing an example of a special symbol pre-determination table. [Figure 24] It is a diagram showing special symbol variation processing on a main control board. [Figure 25] It is a diagram showing special symbol stop processing on a main control board. [Figure 26] It is a diagram showing an example of a big prize opening control data determination table. [Figure 27] It is a diagram showing jackpot game processing on a main control board. [Figure 28] It is a diagram showing small jackpot game processing on a main control board. [Figure 29] It is a diagram showing jackpot game end processing on a main control board. [Figure 30] It is a diagram showing an example of a game state setting table. [Figure 31] It is a diagram showing game states referred to at the end of a jackpot game that does not go through a small jackpot game. [Figure 32] It is a diagram showing game states referred to at the end of a jackpot game that goes through a small jackpot game. [Figure 33] It is a diagram showing normal symbol and normal electric accessory control processing on a main control board. [Figure 34] It is a diagram showing normal symbol variation processing on a main control board. [Figure 35] This figure shows an example of various decision tables used in general power control processing. [Figure 36] This figure shows an example of a pre-determination table for general diagrams. [Figure 37] This diagram shows the customer waiting control process on the main control board. [Figure 38] This is a timing chart for when a time-saving game mode occurs after a big win game ends. [Figure 39] This is a timing chart for when the time-saving special feature count reaches zero and the time-saving game state ends. [Figure 40] This is a timing chart for when a small win is followed by a big win and the time-saving game state ends. [Figure 41] This is a timing chart for when the remaining number of time-saving rounds reaches zero and the time-saving game state ends. [Figure 42] This diagram shows the main processing of the performance control unit. [Figure 43] This diagram shows the timer interrupt processing in the performance control unit. [Figure 44] This is a mode flow chart showing the progression of game modes. [Figure 45] This diagram shows the command analysis process of the performance control unit. [Figure 46] This diagram shows the icon change effect determination process of the performance control unit. [Figure 47] This figure shows an example of a table for determining the final display mode of icons. [Figure 48] This figure shows an example of a change scenario determination table. [Figure 49] This is a flowchart showing the process for determining the lighting effect when a prize is won in the performance control unit. [Figure 50] This figure shows an example of a table for determining the lighting effect pattern when a prize is won. [Figure 51] This flowchart shows the pre-read continuous performance determination process of the performance control unit. [Figure 52] This figure shows an example of a table for determining the scenario for the pre-read zone performance. [Figure 53] This figure shows an example of a scenario determination table for the pre-read countdown effect. [Figure 54] This diagram shows the variable performance pattern determination process in the performance control unit. [Figure 55] This figure shows an example of a table for determining the variation pattern in normal gameplay. [Figure 56] This figure shows an example of a table for determining variable animation patterns for time-saving purposes. [Figure 57] This diagram shows the process for determining the preview effect in the performance control unit. [Figure 58] This figure shows an example of a table for determining the special effect notification at the start of a variation. [Figure 59] This figure shows an example of a table for determining the pre-reach notification. [Figure 60] This figure shows an example of a table for determining dialogue preview patterns. [Figure 61] This figure shows an example of a step-up notification pattern determination table. [Figure 62] This figure shows an example of a table for determining pseudo-consecutive win patterns. [Figure 63] This figure shows an example of a table for determining development sequences. [Figure 64] This figure shows an example of a cut-in animation pattern determination table. [Figure 65] This figure shows an example of a table for determining the final performance pattern. [Figure 66] This figure shows an example of a table for determining the re-draw animation pattern. [Figure 67] This diagram shows the third time-saving effect processing in the effect control unit. [Figure 68] This figure shows an example of the presentation when the game enters a waiting state during normal gameplay. [Figure 69] This diagram shows an example of a pre-announcement animation that occurs during normal gameplay. [Figure 70] This diagram shows an example of what happens when a pre-announcement animation is interrupted during normal gameplay. [Figure 71]This diagram shows an example of a variation animation that occurs when the game transitions to the first time-saving game state. [Figure 72] This diagram shows a continuation of the example of a variation animation that is executed after transitioning to the first time-saving game state. [Figure 73] This figure shows example 1 of the animation sequence that occurs after a favorable result for the player is announced during a normal reel change animation while in a shortened play mode. [Figure 74] This figure shows example 2 of the animation sequence that occurs after a favorable result for the player is announced during a normal reel change animation while in a shortened play mode. [Figure 75] This diagram shows the continuation of example 2 of the animation sequence after a favorable result for the player is announced during a normal reel change animation while in a shortened play state. [Figure 76] This diagram shows an example of a presentation where the results are displayed when the time-saving game mode ends. [Figure 77] This diagram shows an example of a gameplay sequence where the results are not displayed when the time-saving game mode ends. [Figure 78] This figure shows various tables in the second embodiment. [Figure 79] This figure shows an example of a battle mode sequence in the second embodiment. [Figure 80] This figure shows a continuation of the example of the battle mode sequence in the second embodiment. [Modes for carrying out the invention]
[0010] (First Embodiment) The first embodiment of the present invention will be described in detail below with reference to the drawings.
[0011] (Composition of a gaming machine) First, the configuration of the gaming machine 1 in the embodiment of the present invention will be specifically described with reference to Figures 1 to 3. Figure 1 is a front view of the gaming machine 1, Figure 2 is a perspective view of a part of the front side of the gaming machine 1, and Figure 3 is a perspective view of the back side of the gaming machine 1.
[0012] The gaming machine 1 includes an outer frame 2, a game board mounting frame 3 that is rotatably supported relative to the outer frame 2, a glass frame 4 that is rotatably supported relative to the game board mounting frame 3, and a game board 5 in which a game area 5a is formed through which game balls (game media) flow.
[0013] The outer frame 2 has a rectangular base frame 2a with a central opening in the front-to-back direction, to which a decorative plate 2b is attached to the lower front surface, and is fixed to the island equipment of the amusement parlor via fastening members (for example, nails or fasteners).
[0014] The game board mounting frame 3 is detachably connected to the outer frame 2 via a first hinge mechanism 6 at one end in the horizontal direction, and is rotatably supported with the first hinge mechanism 6 as the pivot point. Therefore, when the game board mounting frame 3 is rotated relative to the outer frame 2 like a door, the back side of the game board mounting frame 3 is exposed to the front, making it possible to perform maintenance on various devices provided on the back side of the game board mounting frame 3.
[0015] The glass frame 4 is detachably connected to the game board mounting frame 3 via a second hinge mechanism 7 at one end in the horizontal direction, and is rotatably supported with the second hinge mechanism 7 as the pivot point. Therefore, by rotating the glass frame 4 relative to the game board mounting frame 3 like a door, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened and closed.
[0016] An opening 8 (window) is formed in the upper, approximately central part of the glass frame 4, opening in the front-to-back direction. A transparent member 8a (such as a glass plate or acrylic plate) is attached to cover the opening 8 from the rear, allowing the game area 5a to be viewed through the opening 8 and the transparent member 8a.
[0017] Around the opening 8 of the glass frame 4, there is an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative LEDs, an upper tray 11 for storing multiple game balls such as game balls dispensed from a dispensing device 95 (described later) based on the fulfillment of the given conditions, a lower tray 12 for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball channel (described later), and a launching operation device 13 that allows operation to launch game balls.
[0018] The audio output devices 9 are installed at two points on the top of the glass frame 4 with some space between them, and are designed to provide sound effects (music, voice) by outputting BGM (background music), SE (sound effects), etc. In addition, multiple frame lighting devices 10 are installed around the opening 8, and provide lighting effects by changing the direction of illumination and the color of light emitted by each lamp (LED). Furthermore, the frame lighting devices 10 are equipped with notification LEDs 10a that are controlled to light up / flash when the glass frame 4 is opened or when a payout abnormality occurs in which game balls cannot be dispensed from the payout device 95.
[0019] The upper tray 11 has a bottom surface of the game ball storage section 11a that slopes downward toward the direction of the launching device 13 (to the right), and a ball feeding solenoid 11b is provided at the end of the downward slope. When the game balls stored in the storage section 11a of the upper tray 11 flow down and reach the ball feeding solenoid 11b, the ball feeding solenoid 11b operates to send the game balls out one by one toward the game board mounting frame 3.
[0020] Furthermore, on the front center of the upper tray 11, there are two sets of buttons, one on the left and one on the right, which function as input devices for making decisions and selections related to various effects described later: an effect button device 16 and a selection button device 18 (see Figure 1 or Figure 2).
[0021] The performance button device 16 includes a performance button 17 on which a decision operation (operation input) can be performed, a performance button detection switch 17a for detecting the operation of the performance button 17, a performance button drive device 17b equipped with a button drive motor for changing the performance button 17 between a normal state and a protruding state located above the normal state, and a button vibration motor for changing the performance button 17 between a normal state and a vibrating state that vibrates in a predetermined manner, and a performance button light-emitting LED 17c for changing the performance button 17 between an off state and an on state that emits light in a predetermined manner, allowing the player to input predetermined information to the game machine 1.
[0022] The selection button device 18 is equipped with a directional pad 19 (up button 191A, left button 192A, down button 193A, right button 194A) that can be used to perform selection operations, and a directional pad detection switch 19a (see Figure 4) for detecting the operation of the directional pad 19, allowing the player to input predetermined information into the gaming machine 1.
[0023] Furthermore, a dispensing operation unit 20 is provided on the right side of the upper tray 11, which allows for the dispensing of game balls and the return of storage media such as cards that store the remaining balance. When the dispensing button 20a of the dispensing operation unit 20 is operated, the remaining balance stored in the storage media received by the ball dispensing machine (not shown), which is installed alongside the game machine 1, is deducted and game balls are dispensed. When the return button 20b of the dispensing operation unit 20 is operated, the storage media is returned from the ball dispensing machine (not shown).
[0024] Between the upper tray 11 and the lower tray 12, there is an overflow ball channel (not shown) that receives game balls that do not fit in the upper tray 11 and guides them to the lower tray 12. In addition, a full-capacity detection switch 32a (see Figure 4) is provided in the middle of the overflow ball channel to detect when the lower tray 12 is full of game balls, and while the full-capacity detection switch 32a detects that the lower tray 12 is full, the dispensing of game balls by the dispensing device 95, which will be described later, is stopped.
[0025] The launching device 13 includes a base 14 fixed to the glass frame 4, a launching handle 15 rotatably mounted on the base 14, a touch sensor 15a (see Figure 4) that detects when the player's hand is touching the launching handle 15, and a launching volume 15b (see Figure 4) which consists of a variable resistor whose resistance value changes depending on the rotation angle of the launching handle 15. When the touch sensor 15a detects that the player's hand is touching the launching handle 15, the ball feeding solenoid 11b is activated and game balls are launched one by one.
[0026] The game board mounting frame 3 is provided with a game board mounting section for mounting the game board 5, a launching device 26 (see Figure 4) for launching game balls toward the game area 5a, a locking mechanism (not shown) for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch 31a (see Figure 4) for detecting the opening (opening and closing) of the glass frame 4.
[0027] The game board mounting section 25 is formed as a recessed chamber with an opening at the front, located approximately in the center near the top of the game board mounting frame 3, allowing the game board 5 to be stored from the front. An opening that opens in the front-to-back direction is provided at the back of the recessed chamber of the game board mounting section 25, and various devices and other equipment installed on the back side of the game board 5 face the rear of the game machine 1 through this opening.
[0028] The launching device 26 includes a launching member for launching game balls, a launching solenoid 28b (see Figure 4) for driving the launching member, a launching rail that slopes upward from the launching member toward the lower left end of the game board, and a stopper that holds the game ball at the launching position, which is the lower end of the inclined launching rail. When a game ball sent out by the ball feeding solenoid 11b (see Figure 4) is received at the launching position, the launching member moves the game ball toward the game area 5a.
[0029] The locking mechanism 27 is located on the right side of the game board mounting section 25, with the front end of the cylinder, where the keyhole is formed, exposed on the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and rotated in one direction, the lock on the game board mounting frame 3 is released, allowing the game board mounting frame 3 to be opened and closed. When rotated in the other direction, the lock on the glass frame 4 is released, allowing the glass frame 4 to be opened and closed.
[0030] A curved inner rail 35 and an outer rail 36 are provided near the outer edge of the game board 5, and a game area 5a is formed in the area enclosed by the inner rail 35 and the outer rail 36, through which game balls can flow down. A ball guide path 38 is also formed between the inner rail 35 and the outer rail 36 to guide game balls launched by the launching device 26 to the upstream part of the game area 5a. An outlet opening 39 is also formed at the downstream end of the game area 5a to guide the flowing game balls out of the game area (to the collection section of the game board mounting frame 3).
[0031] Approximately in the center of the game area 5a, a frame-shaped decorative frame 40, known as a center case, is provided to restrict the entry of game balls into the interior. This decorative frame 40 divides the game area 5a into a left game area through which game balls launched with a first launch force flow down, and a right game area through which game balls launched with a second launch force stronger than the first launch force flow down. The left game area and the right game area are connected below the decorative frame 40.
[0032] A warp device 41 is provided on the left side of the decorative frame 40 to introduce game balls flowing down the left side game area into the interior of the decorative frame 40, and a stage section 42 is provided at the bottom of the decorative frame 40 to roll the game balls introduced into the interior of the decorative frame 40 by the warp device 41 and cause them to flow downwards from the decorative frame 40.
[0033] To the lower left of the decorative frame 40, there are three general prize slots 43 spaced apart from each other, into which game balls can be entered at any time. To the lower right of the decorative frame 40, there is one general prize slot 43 into which game balls can be entered at any time. When a game ball that has entered one of these general prize slots 43 is detected by the general prize slot detection switch 43a (see Figure 4) (the awarding condition is met), a predetermined number of game balls (for example, 5 balls) are dispensed from the dispensing device 95 (see Figure 3) to the upper tray 11 as prize balls (awarding value).
[0034] Below the stage section 42, there is a first start opening 45 (start entry area for the first special symbol) into which game balls can be entered at any time. When a game ball that has entered this first start opening 45 is detected by the first start opening detection switch 45a (see Figure 4) (the awarding condition is met), a predetermined number of game balls (for example, 3 balls) are dispensed from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls (award value is given). In addition, the right to determine whether or not to execute a special game (jackpot game) is granted (special symbol judgment information, which will be described later, is stored).
[0035] Directly below the first start port 45 is a start port lamp 75 that illuminates in a predetermined manner when a lamp illumination effect, described later, is performed, and a lens member 75a (object) is provided so as to cover the front of the start port lamp 75.
[0036] Below the decorative frame 40 and diagonally below and to the right of the first starting opening 45, there is a variable starting unit 46 that can be converted from a closed state in which it is impossible or difficult for the game ball to enter (enter the game) to an open state in which it is possible or easy for the game ball to enter, based on the fulfillment of predetermined conditions (winning a prize in the winning determination described later).
[0037] The variable starting unit 46 has an upper surface that slopes downward in the left-right direction (left side in Figure 1) to form a passage for game balls, and is equipped with a second starting port opening / closing member 48 that is movable in the front-rear direction, a second starting port 47 (starting prize area for the second special symbol) that opens upward directly below the second starting port opening / closing member 48, a second starting port detection switch 47a (see Figure 4) that detects game balls that have entered the second starting port 47, and a second starting port opening / closing solenoid 48b (see Figure 4) that converts the second starting port 47 to a closed state by moving the second starting port opening / closing member 48 forward (prize entry restriction position) and converts the second starting port 47 to an open state by moving the second starting port opening / closing member 48 backward (prize entry allowable position).
[0038] Then, when a game ball enters the second start port 47, which has been opened during the auxiliary game described later, and this game ball is detected by the second start port detection switch 47a (see Figure 4) (the awarding condition is met), a predetermined number of game balls (for example, 2 balls) are dispensed from the payout device 95 (see Figure 3) to the upper tray 11 as prize balls (awarding value). In addition, the right to determine whether or not to execute a special game (jackpot game) is granted (special symbol judgment information described later is stored).
[0039] The right-side game area, which is to the right of the decorative frame 40, is provided with an upstream channel 91a into which all game balls launched toward the right-side game area flow, a central channel 91b into which almost all game balls that flow out from the upstream channel 91a flow, a left-side channel 91c into which game balls that bounce to the left without flowing into the central channel 91b flow, a right-side channel 91d into which game balls that bounce to the right without flowing into the central channel 91b flow, a first downstream channel 91e into which almost all game balls that flow out from the central channel 91b and the right-side channel 91d flow, and a second downstream channel 91f into which game balls that bounce to the left without flowing into the first downstream channel 91e and game balls that flow out from the left-side channel 91c flow.
[0040] At the upstream end of the central channel 91b, there is a general-purpose gate 44 (general-purpose starting area) through which game balls can always pass. When a game ball that has passed through the general-purpose gate 44 is detected by the gate detection switch 44a, no prize balls are awarded, but the right to perform an auxiliary game determination (win determination) to determine whether or not to execute a winning game is granted (general-purpose determination information, described later, is stored).
[0041] In the middle of the central channel 91b, there is a first variable prize entry section 49 (first variable prize entry device) that can be converted from a closed state in which it is impossible or difficult for game balls to enter (enter the prize) to an open state in which it is possible or easy for game balls to enter, based on the fulfillment of predetermined conditions (that a prize has been determined in the prize-winning judgment).
[0042] The first variable prize section 49 (first variable prize device) has an upper surface that slopes downward in the left-right direction (to the right in the figure) to form a flow path for game balls (forming a part of the bottom surface of the central flow path 91b), and is provided with a first large prize opening opening / closing member 51 that is movable in the front-rear direction, a first large prize opening 50 (prize area) that opens upward directly below the first large prize opening opening / closing member 51, a first large prize opening detection switch 50a that detects game balls that have entered the first large prize opening 50, and a first large prize opening opening / closing solenoid 51b (see Figure 4) that converts the first large prize opening 50 to a closed state by moving the first large prize opening opening / closing member 51 forward (prize restriction position) and converts the first large prize opening 50 to an open state by moving the first large prize opening opening / closing member 51 backward (prize allowance position).
[0043] Then, during a minor prize game, as described later, when the first large prize opening opening / closing member 51 moves backward and the first large prize opening 50 changes from a closed state to an open state, the game balls that were flowing down the upper surface of the first large prize opening opening / closing member 51 and the game balls that have reached the first large prize opening 50 enter the first large prize opening 50 as prize balls. When these game balls are detected by the first large prize opening detection switch 50a, a predetermined number of game balls (for example, 10 balls) are dispensed from the dispensing device 95 (see Figure 3) into the upper tray 11 as prize balls.
[0044] Furthermore, downstream of the first major prize-winning opening detection switch 50a, there is a specific area opening / closing member 52 whose upper surface slopes downward in the left-right direction (right side in the figure) to form a flow path for game balls and which is movable in the front-back direction, a specific area 53 that opens upward directly below the specific area opening / closing member 52, a specific area detection switch 53a (see Figure 4) for detecting game balls that have flowed into the specific area 53, a flow path switching solenoid 52b for converting the specific area 53 to a closed state by moving the specific area opening / closing member 52 forward (prize-restricted position) and converting the specific area 53 to an open state by moving the specific area opening / closing member 52 backward (prize-allowed position), and an outlet 54 into which game balls that have not flowed into the specific area 53 enter.
[0045] Then, when a game ball passes through (enters) a specific area 53 that has been opened during a minor win game (described later), and this game ball is detected by the specific area detection switch 53a, no prize balls are awarded, but a major win game (described later) is executed after the minor win game ends.
[0046] Alternatively, instead of providing the specific area opening / closing member 52, the specific area 53, and the specific area detection switch 53a, the first large prize opening detection switch 50a may be designated as the specific area, and when a game ball enters the first large prize opening, which is opened during the minor prize game described later, it may be detected by the first large prize opening detection switch 50a so that the major prize game described later is executed after the minor prize game ends.
[0047] In this embodiment, the jackpot game and the minor jackpot game, which convert the large prize slot into an open state, are treated as special games that are advantageous to the player. However, there are cases where the jackpot game is treated as a special game and the minor jackpot game is treated as a specific game.
[0048] In the middle of the first downstream channel 91e, there is a second variable prize entry section 55 (second variable prize entry device) that can be converted from a closed state in which it is impossible or difficult for game balls to enter (enter the prize) to an open state in which it is possible or easy for game balls to enter, based on the fulfillment of predetermined conditions (that a prize has been determined in the prize-winning judgment).
[0049] The second variable prize section 55 (first variable prize device) has an upper surface that slopes downward in the left-right direction (left side in the figure) to form a flow path for game balls (forming a part of the bottom surface of the first downstream flow path 91e), and is provided with a second large prize opening opening / closing member 57 that is movable in the front-rear direction, a second large prize opening 56 (prize area) that opens upward directly below the second large prize opening opening / closing member 57, a second large prize opening detection switch 56a that detects game balls that have entered the second large prize opening 56, and a second large prize opening opening / closing solenoid 57b (see Figure 4) that converts the second large prize opening 56 to a closed state by moving the second large prize opening opening / closing member 57 forward (prize restriction position) and converts the second large prize opening 56 to an open state by moving the second large prize opening opening / closing member 57 backward (prize allowance position).
[0050] Then, during a jackpot game, the second large prize opening opening / closing member 57 moves backward, and the second large prize opening 56 changes from a closed state to an open state. At this point, the game balls that were flowing down the upper surface of the second large prize opening opening / closing member 57 and the game balls that have reached the second large prize opening 56 enter the second large prize opening 56. When these game balls are detected by the second large prize opening detection switch 56a, a predetermined number of game balls (for example, 10) are dispensed as prize balls from the dispensing device 95 (see Figure 3) into the upper tray 11.
[0051] Furthermore, the front of the right-side game area is covered by a decorative member 91 that allows visibility to the rear. On the back surface of the decorative member 91, in front of the central channel 91b (directly above the first large prize opening opening member 51), multiple forward projections 91b2 are provided at intervals, projecting backward. In addition, multiple rear projections 91b1 are provided on the back wall of the central channel 91b (directly above the first large prize opening opening member 51) in an alternating pattern with the forward projections 91b2. The rear projections 91b1 and the forward projections 91b2 form a meandering channel, which reduces the flow velocity (flow force) of the game balls in the central channel 91b (especially on the upper surface of the first large prize opening opening member 51). As a result, it takes 1 second for the game balls to flow down the upper surface of the first large prize opening opening member 51 from the upstream end to the downstream end.
[0052] Furthermore, on the back surface of the decorative member 91, in front of the first downstream channel 91e (directly above the second large prize opening opening member 57), a plurality of forward projections 91c2 projecting backward are provided at intervals. In addition, on the back wall of the first downstream channel 91e (directly above the second large prize opening opening member 57), a plurality of rear projections 91c1 are provided, alternating with the forward projections 91c2. The rear projections 91c1 and the forward projections 91c2 form a meandering channel, which reduces the flow velocity (flow force) of the game balls in the first downstream channel 91e (especially on the upper surface of the second large prize opening opening member 57). As a result, it takes 1 second for the game balls to flow down the upper surface of the second large prize opening opening member 57 from the upstream end to the downstream end.
[0053] The game balls launched into the left-side game area either flow down along the outer edge of the decorative frame 40, or flow into the warp device 41 and then down through the stage section 42, either entering one of the three general prize slots 43 or the first start slot 45 located below the decorative frame 40, or flowing into the out slot 39. Therefore, they do not enter (pass through) the general gate 44, general prize slots 43, first variable prize slot 49 (first large prize slot 50), or second variable prize slot 55 (second large prize slot 56) located in the right-side game area.
[0054] Furthermore, game balls launched into the right-side game area flow down through the upstream channel 91a, the central channel 91b (general gate 44), the left-side channel 91c, the right-side channel 91d, the first downstream channel 91e, and the second downstream channel 91f, and either enter one of the general prize entry opening 43, the variable start section 46 (second start opening 47), the first variable prize entry section 49 (first major prize entry opening 50), or the second variable prize entry section 55 (second major prize entry opening 56) located in the right-side game area, or flow into the out opening 39. Therefore, they will not enter the general prize entry opening 43 or the first start opening 45 located in the left-side game area.
[0055] On the back of the game board 5, there is an out ball channel that receives and collects out balls, which consist of game balls that have entered the general prize pocket 43, the first start pocket 45, the second start pocket 47, the first major prize pocket 50, and the second major prize pocket 56, as well as game balls that have flowed into the out pocket 39, and flows downward. An out ball detection switch 39a (see Figure 4) is provided at the downstream end of the out ball channel. Game balls detected by the out ball detection switch 39a are discharged from the discharge port on the back of the game machine 1 to the outside of the game machine 1 (island equipment).
[0056] Outside the game area 5a, there is a symbol display device consisting of a first special symbol display 60, a second special symbol display 61, and a regular symbol display 62; a hold display device consisting of a first special symbol hold display 63, a second special symbol hold display 64, and a regular symbol hold display 65; and a main information display 69 consisting of a round number display 66, a right-hand play display 67, and a status confirmation display 68.
[0057] The first special symbol indicator 60 is a variable indicator that displays (notifies) the result of the jackpot determination for the first special symbol, which is performed based on the entry of a game ball into the first starting gate 45; the second special symbol indicator 61 is a variable indicator that displays (notifies) the result of the jackpot determination for the second special symbol, which is performed based on the entry of a game ball into the second starting gate 47; and the normal symbol indicator 62 is a variable indicator that displays (notifies) the result of the hit determination for the normal symbol, which is performed based on the passage of a game ball through the normal symbol gate 44.
[0058] The jackpot determination refers to the process of acquiring special symbol determination information (random values for jackpot determination, random values for special symbol determination, random values for reach determination, random values for special symbol variation pattern determination, etc.) when a game ball enters the first start opening 45 or the second start opening 47, and then determining whether or not to execute a jackpot game or a minor win game based on the acquired special symbol determination information.
[0059] Then, when a jackpot is determined based on the entry of a game ball into the first starting port 45, the first special symbol indicator 60 displays a changing first special symbol, and after a predetermined time has elapsed, the first special symbol is displayed to indicate the determination result. Similarly, when a jackpot is determined based on the entry of a game ball into the second starting port 47, the second special symbol indicator 61 displays a changing second special symbol, and after a predetermined time has elapsed, the second special symbol is displayed to indicate the determination result.
[0060] The first special symbol indicator 60 and the second special symbol indicator 61 are each composed of multiple LEDs, and the LEDs of the corresponding indicators flash at predetermined intervals or in a predetermined sequence when displaying the variation of each special symbol. When a special symbol is stopped, the LEDs light up in a manner that indicates the result of the jackpot determination (jackpot, minor win, or loss).
[0061] In this embodiment, "jackpot" refers to the state in which it is determined in the jackpot determination that a jackpot game (special game) will be executed. "Jackpot game" refers to a game state that is advantageous to the player, in which a round game is played for a predetermined number of times (for example, 4 times, 10 times, etc.) with intervals in between, in which the player is more likely to win prize balls.
[0062] Furthermore, while the maximum number of times and maximum opening time for the large prize slots (first large prize slot 50, second large prize slot 56) in each round of gameplay are predetermined, a round of gameplay ends if a predetermined number of game balls (for example, 10 balls) enter the large prize slots, even before reaching the maximum number of times or maximum opening time. In this embodiment, it is possible to execute any of several types of jackpot games (special games) that offer different degrees of advantage to the player.
[0063] Furthermore, "minor win" refers to a state in which it is decided to perform a minor win game (special game) during the big win determination process. "Minor win game" refers to a game state that is advantageous to the player in which the large prize slot (second large prize slot 56) is changed from a closed state to an open state in a manner less favorable than a big win game, making it easier for the player to win prize balls.
[0064] In addition, the maximum opening time of the large prize slot during a minor win (1.8 seconds) is predetermined, but even before the maximum opening time is reached, if a predetermined number of game balls (for example, 10 balls) enter the large prize slot, the minor win game ends. Unlike a major win game, the game state does not change simply by executing a minor win game.
[0065] Auxiliary game determination refers to the process of acquiring normal symbol determination information (random values for hit determination, random values for normal symbol determination, random values for normal symbol variation pattern determination, etc.) based on the passage (entry) of a game ball into the normal symbol gate 44, and determining whether or not to execute an auxiliary game based on the acquired normal symbol determination information. When an auxiliary game determination is made, the normal symbol display 62 displays the variation of the normal symbols, and after a predetermined time has elapsed, the normal symbols are displayed as stopped to announce the determination result.
[0066] The regular symbol display unit 62 is composed of multiple LEDs, and the LEDs flash at predetermined intervals or in a predetermined sequence when displaying the variation of the regular symbols. When the regular symbols are stopped, the LEDs light up in a manner that notifies the result of the auxiliary game judgment (win or loss).
[0067] In this embodiment, "winning" refers to the state in which it is determined in the auxiliary game determination to execute an auxiliary game (winning game). "Auxiliary game" refers to a game state in which the second start opening 47 is opened in a predetermined manner.
[0068] In addition, the maximum number of times the second starting port 47 opens and the maximum opening time in the auxiliary game (winning game) are predetermined, but even before reaching the maximum number of times or maximum opening time, if a predetermined number of game balls (for example, 10 balls) enter the second starting port 47, the auxiliary game (winning game) ends. In other words, the "auxiliary game" is a game state in which the conditions for starting the variation display of the second special symbol are more likely to be met. In addition, in this embodiment, multiple types of auxiliary games (winning games) with different degrees of advantage to the player are provided.
[0069] The first special symbol hold indicator 63 is composed of multiple LEDs and is used to display the first hold memory (U1), which is the number of special symbol judgment information (first hold) stored when a game ball enters the first start opening 45. It lights up or flashes in a manner that indicates the number of first holds. Up to four first hold memories can be stored, but it may be less than or more than four.
[0070] The second special symbol hold indicator 64 is composed of multiple LEDs and is used to display the second hold memory (U2), which is the number of special symbol judgment information (second hold) stored when a game ball enters the second start opening 47. It lights up or flashes in a manner that indicates the number of second holds. Up to four second hold memories can be stored, but it may be less than four, more than four, or the second hold may not be stored at all.
[0071] The regular symbol hold indicator 65 is composed of multiple LEDs and is used to display the number of regular symbol hold information (regular symbol hold) that is stored when a game ball enters (passes through) the regular symbol gate 44. It lights up or flashes in a manner that indicates the number of regular symbol hold information. Up to 4 regular symbol hold information is stored, but it may be less than 4, more than 4, or no regular symbol hold information may be stored at all.
[0072] The first special symbol display unit 60 and / or the second special symbol display unit 61 can also be constructed using 7-segment LEDs. For example, if a jackpot is determined, the display can stop showing numbers such as "3" or "7", if a minor win is determined, the display can stop showing letters such as "A" or "C", and if a loss is determined, the display can stop showing "-", and during the variation display, the display can alternate between being off and showing "-".
[0073] The round number indicator 66 is composed of multiple LEDs and is used to display the number of rounds when a jackpot state (special game) occurs. The LEDs start lighting up in a predetermined manner to indicate the number of rounds when the jackpot game begins, remain lit during the jackpot game, and turn off when the jackpot game ends. For example, if the jackpot game has 4 rounds, only the leftmost LED lights up, and if the jackpot game has 10 rounds, all LEDs light up.
[0074] The right-hand shooting indicator 67 consists of a single LED and is used to display a right-hand shooting indicator that prompts the player to shoot the game ball towards the right-hand game area (so-called right-hand shooting) during a jackpot state (special game) or a time-saving game state. The LED lights up during a jackpot state (special game) and a time-saving game state.
[0075] The status indicator 68 consists of a single LED and is used to indicate that the machine is set to either the setting change mode or the setting confirmation mode, which will be described later. The LED lights up when the machine switches to the setting change mode or the setting confirmation mode, and turns off when the setting change mode or the setting confirmation mode ends. In this way, the status indicator 68, which indicates whether the machine is set to the setting change mode or the setting confirmation mode, is installed on the front (surface) of the gaming machine, making it easy to check whether the machine is set to the setting change mode or the setting confirmation mode. The status indicator 68 can be installed anywhere on the front (surface) of the gaming machine 1, or in any other location.
[0076] Furthermore, in this embodiment, the display is the same regardless of whether the setting is in setting change mode or setting confirmation mode (lit display). However, it is also possible to display in a way that makes it recognizable which mode is set. For example, when the setting is in setting change mode, the status confirmation indicator 68 may be lit, and when the setting is in setting confirmation mode, the status confirmation indicator 68 may be blinked, or vice versa.
[0077] Furthermore, in this embodiment, a status confirmation indicator 68 is provided as a dedicated indicator to show that the system is set to setting change mode or setting confirmation mode, but it may also be used in conjunction with other indicators. For example, in setting change mode and setting confirmation mode, the first special symbol indicator 60, the second special symbol indicator 61, the first special symbol hold indicator 63, the second special symbol hold indicator 64, the round number indicator 66, the right-hand play indicator 67, etc. are turned off, so one or more of the LEDs of these indicators may be turned on.
[0078] In the back of the performance space 40a defined inside the decorative frame 40, a first image display device 70 (main liquid crystal display) consisting of a liquid crystal display is provided. Below the performance space 40a and in front of the first image display device 70, a second image display device 71 (sub-liquid crystal display) consisting of a liquid crystal display that is smaller in size and display area than the first image display device 70 is provided. At the top of the performance space 40a, a movable performance device 73 for executing motion effects is provided, and on the right side of the performance space 40a, a fluctuation notification LED 59 for notifying the fluctuation display state of special symbols is provided.
[0079] The first image display device 70 and the second image display device 71 display various effects according to the progress of the game. These effects include a demo effect that is displayed when the special symbol variation display is not in progress, a variation effect that is displayed with the variation of the effect symbol 70a in progress, and a jackpot effect that is displayed during the execution of a jackpot game.
[0080] Furthermore, the second image display device 71 can perform a movement effect by moving with a liquid crystal movable device (not shown) composed of a solenoid, motor, etc., while the first image display device 70 is performing a variation effect.
[0081] Specifically, the movement effect is performed by moving vertically (up and down) between a standby position (lower position) located near the edge of the first image display device 70 and an effect position (upper position) located near the center of the first image display device 70. The movement direction of the second image display device 71 (sub-LCD) may be set to the left and right or front and back directions, or the movement effect may be performed by operating the effect button 17.
[0082] The display section (effective display area) of the first image display device 70 (main liquid crystal) includes a variable display area for displaying three performance symbols 70a (left symbol, middle symbol, and right symbol), and a mode display area for indicating the performance mode related to the execution of the variable performance.
[0083] The performance symbols 70a are composed of symbols representing numbers from "1" to "9," for example, and begin displaying variations in response to the start of the variation display of special symbols performed by the first special symbol display unit 60 and the second special symbol display unit 61, and display a stop when the variation display of special symbols stops. Furthermore, symbols representing letters such as "A" to "F" may also be used as the performance symbols 70a.
[0084] The display symbols 70a are set to stop and display for a predetermined time (for example, 0.5 seconds) in a manner that indicates the result of the jackpot determination (miss, jackpot, or minor win). Jackpot and minor win patterns are combinations of the same display symbols 70a, such as "777" or "555", while miss patterns are all other patterns.
[0085] In addition, while the display of the changing symbols 70a is shown as scrolling vertically, it may also scroll horizontally, or it may switch or rotate (rotate) in place.
[0086] Furthermore, during the display of the changing symbols 70a (changing animation), various animation images and movies, such as background images and characters, are displayed on the first image display device 70 and the second image display device 71, depending on the result of the jackpot determination, thereby increasing the player's anticipation for the execution of a jackpot game (special game).
[0087] In this embodiment of the present invention, the first image display device 70 displays the variation of the performance symbol 70a, but the variation of the performance symbol 70a may be displayed using either the first image display device 70 or the second image display device 71, or both.
[0088] The first image display device 70 includes a first reserve icon display area 70B for displaying a number of first reserve icons corresponding to the first reserve memory (U1) in the normal game state described later, a normal figure reserve icon display area 70D for displaying a number of normal figure reserve icons corresponding to the normal figure reserve memory (F) in the time-saving game state described later, an icon display area 70C for displaying an icon (execution information) indicating that a variation effect (display of variation of symbols) is being executed regardless of the game state, a first reserve number display area 70E for displaying the number of first reserve memories (U1) numerically regardless of the game state, a second reserve number display area 70F for displaying the number of second reserve memories (U2) numerically regardless of the game state, and a normal figure reserve number display area 70G for displaying the number of normal figure reserve memories (F) numerically regardless of the game state, etc.
[0089] The first hold icon display area 70B is divided into the first display section 70B1 (first area), the second display section 70B2 (second area), the third display section 70B3 (third area), and the fourth display section 70B4 (fourth area), starting from the side closest to the icon display area 70C. The first display section 70B1 to the fourth display section 70B4 display a number of first hold icons corresponding to the number of first hold memories (U1). Icons corresponding to the second hold memories (U2) are not displayed in the first hold icon display area 70B.
[0090] Specifically, the first display unit 70B1 displays a first hold icon indicating the first hold memory in which the variation display of the first special symbol will be executed first; the second display unit 70B2 displays a first hold icon indicating the first hold memory in which the variation display of the first special symbol will be executed second; the third display unit 70B3 displays a first hold icon indicating the first hold memory in which the variation display of the first special symbol will be executed third; and the fourth display unit 70B4 displays a first hold icon indicating the first hold memory in which the variation display of the first special symbol will be executed fourth.
[0091] The general display area 70D for the reserved icons is divided into four sections from left to right: the first display section 70D1 (first area), the second display section 70D2 (second area), the third display section 70D3 (third area), and the fourth display section 70D4 (fourth area). The first to fourth display sections 70D1 to 70D4 display a number of general display icons corresponding to the number of reserved memories (U2). However, icons corresponding to reserved memories (U2) are not displayed in the general display area 70D.
[0092] Specifically, the first display unit 70D1 displays a regular symbol hold icon indicating a regular symbol hold memory where the regular symbol variation display will be performed first, the second display unit 70D2 displays a regular symbol hold icon indicating a regular symbol hold memory where the regular symbol variation display will be performed second, the third display unit 70D3 displays a regular symbol hold icon indicating a regular symbol hold memory where the regular symbol variation display will be performed third, and the fourth display unit 70D4 displays a regular symbol hold icon indicating a regular symbol hold memory where the regular symbol variation display will be performed fourth.
[0093] The icon display area 70C is formed directly above a base image to clearly distinguish it from the first reserved icon display area 70B and the general reserved icon display area 70D, and the icon is displayed on or floating above this base image.
[0094] Specifically, as the first special symbol (performance symbol 70a) begins to change, the first reserve icons displayed in the first reserve icon display area 70B move (shift) one by one towards the icon display area 70C, and the first reserve icons displayed in the first display unit 70B1 move (shift) to the icon display area 70C, becoming that icon, and when the first special symbol (performance symbol 70a) finishes changing, that icon disappears (is erased).
[0095] Furthermore, as the display of the regular symbols (performance symbols 70a) begins to change, the regular symbol hold icons displayed in the regular symbol hold icon display area 70D move (shift) one by one toward the icon display area 70C, and the regular symbol hold icons displayed in the first display unit 70D1 move (shift) toward the icon display area 70C, becoming the icons in question, and these icons disappear (erase) when the display of the regular symbols (performance symbols 70a) ends. Note that the icons may also be erased in the middle of the display of the regular symbols (performance symbols 70a).
[0096] Thus, in the normal game state (first game state), where the display of the first special symbol variation is more important than the display of the regular symbol variation, the display of the regular symbol reserve icon corresponding to the regular symbol reserve memory (F) is restricted, but the display of the first reserve icon corresponding to the first reserve memory (U1) is possible. Similarly, in the time-saving game state (second game state), where the display of the regular symbol variation is more important than the display of the first special symbol variation, the display of the first reserve icon corresponding to the first reserve memory (U1) is restricted, but the display of the regular symbol reserve icon corresponding to the regular symbol reserve memory (F) is possible. Therefore, it is possible to display reserve icons according to their importance to the game state, thereby improving the enjoyment of the game.
[0097] Furthermore, regardless of whether the game is in normal gameplay mode (first gameplay mode) or time-saving gameplay mode (second gameplay mode), the numbers for the first reserved memory (U1) are displayed in the first reserved number display area 70E, the numbers for the second reserved memory (U2) are displayed in the second reserved number display area 70F, and the numbers for the regular reserved memory (F) are displayed in the regular reserved number display area 70G. As a result, various reserved memories can be checked at any time, which enhances the enjoyment of the game.
[0098] Furthermore, in the time-saving game state (time-saving performance modes A to C), when not in a predetermined performance mode (during the stock chance performance described later), the reserve icon corresponding to the regular symbol or the icon itself may be displayed. On the other hand, when in a predetermined performance mode (during the stock chance performance described later), the reserve icon corresponding to the regular symbol or the icon itself may not be displayed, or vice versa.
[0099] The movable performance device 73 has a first movable member 73a and a second movable member 73b that can be operated, and it is possible to perform a performance by having the first movable member 73a and the second movable member 73b perform predetermined actions while the performance pattern 70a is being displayed on the first image display device 70. In addition, the first movable member 73a and the second movable member 73b are provided with a panel lighting device 74 having multiple decorative LEDs, which can emit light in a predetermined manner while the performance is being executed.
[0100] Specifically, the first movable member 73a moves (up and down) between a standby position (first position) located near the edge (up) of the first image display device 70 and an animation position (second position) located near the center (down) of the first image display device 70. The second movable member 73b moves between a standby position (first position) that covers a part of the front of the first movable member 73a and an animation position that recedes from the front of the first movable member 73a.
[0101] The variable notification LED 59 is made up of full-color LEDs as part of the panel lighting device 74, and is provided with a first variable notification LED 59a corresponding to the first special symbol, a second variable notification LED 59b corresponding to the second special symbol, and a third variable notification LED 59c corresponding to the normal symbol.
[0102] The first variation notification LED 59a starts changing color (indicating the variation of the first lamp special symbol) in response to the start of the variation display of the first special symbol, and stops changing color (indicating the variation display of the first lamp special symbol) in response to the stop of the variation display of the first special symbol (turns off if it's a miss, lights up if it's a jackpot), thereby notifying whether the first special symbol is displaying a variation or not. The second variation notification LED 59b starts changing color (indicating the variation of the second lamp special symbol) in response to the start of the variation display of the second special symbol, and stops changing color (indicating the variation display of the second lamp special symbol) in response to the stop of the variation display of the second special symbol (turns off if it's a miss, lights up if it's a jackpot), thereby notifying whether the second special symbol is displaying a variation or not. The third variable notification LED 59c starts changing color (indicating the variable display of the third lamp special symbol) in response to the start of the variable display of the regular symbols, and stops changing color (indicating the variable display of the third lamp special symbol) in response to the stop of the variable display of the regular symbols (turns off if it's a miss, lights up if it's a win), thereby notifying whether or not the regular symbols are displaying a variable display.
[0103] Furthermore, the result of the variation display (jackpot determination) of the first special symbol may be announced based on the combination of the stopped display of the performance symbol 70a and the first lamp special symbol, and the result of the variation display (special game range) of the second special symbol may be announced based on the combination of the stopped display of the performance symbol 70a and the second lamp special symbol. Alternatively, the result of the variation display (jackpot determination) of the first special symbol may be announced based only on the stopped display of the first special symbol, and the result of the variation display (jackpot determination) of the second special symbol may be announced based only on the stopped display of the second special symbol.
[0104] Alternatively, instead of using the first fluctuation notification LED 59a, the second fluctuation notification LED 59b, and the third fluctuation notification LED 59c to display the fluctuations of the first, second, and third lamp special symbols, three types of simple special symbols (which alternately display ○ and × during fluctuation display, stopping × if it is a miss and stopping ○ if it is a hit) that have the same function as the first, second, and third lamp special symbols may be displayed in a fluctuation manner using the first image display device 70 or the second image display device 71.
[0105] On the back of the game board mounting frame 3 and the game board 5, there are a payout device 95 for dispensing game balls based on predetermined payout conditions (prize balls, ball lending), a game ball storage unit 96 for storing game balls supplied from island equipment and the like and supplying them to the payout device 95, a main control device 110A with a built-in main control board 110, a payout control device 120A with a built-in payout control board 120, a performance control device 130A with a built-in performance control board 130, a power supply device 160A with a built-in power supply board 160, and a game information output terminal board 90 for outputting game information to the outside of the game machine (information gathering device such as a hall computer).
[0106] Furthermore, a cover member 23 of the open / close door type is provided, which covers the top of the main control unit and the entire performance control unit from the rear, with a rotation axis set on one side on the left and right, around which the other side opens and closes in the left and right direction. The performance control unit 130A is provided with a changeover switch 22 that is covered by the cover member 23 and is used to switch adjustment modes related to adjusting the volume of the performance sound output from the sound output device 9 and the light intensity of the image display device and various lighting devices (frame lighting device 10, panel lighting device 74).
[0107] On the front surface of the main control board 110 are the main control unit 110m, which consists of a one-chip microcontroller for controlling the game; the RWM clear switch 111a, which inputs a signal to clear the contents of the main RAM 110c of the main control unit 110m or to update the setting value of the level of advantage in the game (the probability of being judged as a jackpot in the jackpot judgment); the setting key switch 112a, which inputs a signal to switch to the setting change mode or setting confirmation mode described later by operation using the setting key; the information display 113, which displays performance information and setting values so that the actual performance of the game machine can be understood; and other electronic components.
[0108] The information display unit 113 consists of four 7-segment displays (113a to 113d) arranged horizontally. The two 7-segment displays 113a and 113b on the left form an identification segment for displaying identification information indicating the type of performance information (data type), while the two 7-segment displays 113c and 113d on the right form a numerical segment for displaying numerical information indicating the set value and the numerical value of the performance information (see Figure 41).
[0109] (Overall block diagram of the gaming machine) Next, using the overall block diagram of the gaming machine 1 shown in Figure 4, we will explain the control means for controlling the progress of the game. Figure 4 is an overall block diagram of the gaming machine 1.
[0110] The control configuration of this embodiment includes a main control board 110 that comprehensively controls the progress of the game (basic operation), a payout control board 120 that controls the payout of game balls based on the receipt of payout control commands from the main control board 110, an effect control board 130 that controls effects related to the game based on the receipt of effect control commands from the main control board 110, and a power supply board 160 that supplies power to the main control board 110, the payout control board 120, and the effect control board 130.
[0111] Furthermore, communication between the main control board 110 and the payout control board 120 is configured to allow bidirectional transmission and reception of commands, while communication between the main control board 110 and the performance control board 130 is configured to allow unidirectional transmission of commands from the main control board 110 to the performance control board 130.
[0112] The main control board 110 includes a main CPU 110a for calculation processing, a main ROM 110b for storing game control programs, a main RAM 110c which serves as a work area during calculation processing, and a main control unit 110m which functions as a one-chip microcontroller with input / output ports.
[0113] The input / output ports of the main control unit 110m include an out ball detection switch 39a, a general prize winning slot detection switch 43a, a gate detection switch 44a, a first start slot detection switch 45a, a second start slot detection switch 47a, a second start slot opening / closing solenoid 48b, a first large prize winning slot detection switch 50a, a first large prize winning slot opening / closing solenoid 51b, a flow path switching solenoid 52b, a specific area detection switch 53a, a second large prize winning slot detection switch 56a, a second large prize winning slot opening / closing solenoid 57b, and a magnetic The following are connected: detection sensor 57a, radio wave detection sensor 58a, first special symbol indicator 60, second special symbol indicator 61, normal symbol indicator 62, first special symbol hold indicator 63, second special symbol hold indicator 64, normal symbol hold indicator 65, round number indicator 66, right-hand play indicator 67, status confirmation indicator 68, game information output terminal board 90, RWM clear switch 111a, setting key switch 112a, information indicator 113, payout control board 120, and performance control board 130.
[0114] The main CPU 110a receives an operating clock from the crystal oscillator, reads the game control program stored in the main ROM 110b, and performs calculations related to the game while utilizing the main RAM 110c as a work area. This allows it to perform control processing in response to detection signals from various input devices (detection switches, detection sensors, etc.), control processing for controlling various output devices (solenoids, displays, etc.), control processing for sending and receiving various control commands, and control processing for transmitting game information to an external device (hall computer, etc.) via the game information output terminal board 90.
[0115] "Game information" includes a start-up entry signal output each time a game ball enters the first start-up 45 or the second start-up 47, a symbol confirmation signal output each time the display of the first special symbol or the second special symbol stops, a jackpot signal output throughout a jackpot game, an open signal output throughout a round game (opening of the jackpot entry), a time-saving state signal output throughout the time-saving game state described later, and a security signal output when a situation occurs that poses a security problem (threaten) to the game machine 1 (such as RWM clear or an error).
[0116] Regarding the symbol confirmation signal, it is not output when the display of the regular symbols stops, but it may be configured so that the symbol confirmation signal is not output when the display of the regular symbols stops during normal gameplay, and the symbol confirmation signal is output when the display of the regular symbols stops during time-saving gameplay.
[0117] Furthermore, the starting gate entry signal is transmitted when a game ball enters the first starting gate 45 or the second starting gate 47, but it is not output when a game ball enters the general gate 44.
[0118] The payout control board 120 includes a payout control unit 121 that drives the payout device 95 to control the payout of game balls, and a launch control unit 122 that drives the launch device 26 to control the launch of game balls.
[0119] The dispensing control unit 121 includes a dispensing CPU 121a that performs calculation processing, a dispensing ROM 121b that stores dispensing programs and the like, a dispensing RAM 121c that serves as a work area during calculation processing, and input / output ports, etc.
[0120] The input / output ports of the payout control unit 121 are connected to an open detection switch 31a, a full detection switch 32a, a payout ball detection switch 95a for detecting game balls being dispensed from the payout device 95, a payout motor 95b for dispensing game balls from the payout device 95, and a ball presence detection switch 96a for detecting that game balls are stored in the game ball storage unit 96.
[0121] The payout CPU 121a receives an operating clock from the crystal oscillator, reads the payout control program stored in the payout ROM 121b, and performs calculation processing related to the payout of game balls while utilizing the payout RAM 121c as a work area. This allows it to perform control processing to dispense game balls from the payout device 95 in response to payout control commands from the main control board 110, and control processing to send commands based on the results of the calculation processing to the main control board 110.
[0122] The launch control unit 122 includes a control circuit and input / output ports, etc. (not shown). The input / output ports of the launch control unit 122 are connected to the ball feed solenoid 11b, touch sensor 15a, launch volume 15b, and launch solenoid 28b, among others.
[0123] The launch control unit 122 detects when the player's hand is touching the launch handle 15 based on a touch signal input from the touch sensor 15a, and allows power to be supplied to the ball feeding solenoid 11b and the launching solenoid 28b. When it detects that the rotation angle of the launch handle 15 has changed based on a detection signal from the launch volume 15b, it drives the ball feeding solenoid 11b and drives the launching solenoid 28b to launch game balls (99.9 balls / minute) with a launch intensity corresponding to the rotation angle of the launch handle 15.
[0124] The performance control board 130 includes a performance control unit 130m that comprehensively controls the progress of the performance based on the reception of performance control commands from the main control board 110, a display control unit 140 that performs control processing for image display and sound output based on the reception of performance control commands from the performance control unit 130m, and a lamp control unit 150 that performs control processing for various light-emitting elements (LEDs, etc.) and various drive sources (motors, etc.) based on the reception of performance control commands from the performance control unit 130m.
[0125] The performance control unit 130m includes a sub-CPU 130a for calculation processing, a sub-ROM 130b for storing the performance control program, a sub-RAM 130c which serves as a work area during calculation processing, and input / output ports.
[0126] The input / output ports of the performance control unit 130m are connected to the performance button detection switch 17a and the directional key detection switch 19a.
[0127] The sub-CPU 130a receives an operating clock from the crystal oscillator, reads the performance control program stored in the sub-ROM 130b, and performs calculations related to the performance while utilizing the sub-RAM 130c as a work area. This allows for control processing to determine the performance mode of the variable performance, control processing to send performance control commands based on the determination result to the display control unit 140, control processing in response to detection signals from various input devices (detection switches, etc.), and control processing to control various output devices (lighting devices, motors, etc.).
[0128] The display control unit 140 receives commands from the performance control unit 130m and controls the first image display device 70 and the second image display device 71 to display predetermined images, and controls the audio output device 9 to output predetermined audio or sound.
[0129] The display control unit 140 includes a general control unit 141 that comprehensively controls image display and sound output based on the reception of performance control commands from the performance control unit 130m, an image control unit 145 (VDP) that controls the first image display device 70 and the second image display device 71 based on the reception of display control commands (display list) from the general control unit 141, a CGROM 146 that stores image data, etc., and a sound control unit 148 (sound LSI) that controls the sound output device 9 based on the reception of sound control commands from the general control unit 141, and a sound ROM 149 that stores sound data, etc.
[0130] The control unit 141 includes a control CPU 141a for performing calculations, a control ROM 141b for storing the control program, a control RAM 141c which serves as the work area during calculations, and input / output ports to which the image control unit 145 (VDP) and the audio control unit 148 (audio LSI) are connected.
[0131] The central CPU 141a receives the operating clock from the crystal oscillator, reads the central control program stored in the central ROM 141b, and performs calculations related to the effects while utilizing the central RAM 141c as a work area. This allows it to perform control processing to generate display control commands (display lists) that instruct the effects images to be displayed on the first image display device 70 and the second image display device 71 and send them to the display control unit 140, and control processing to generate audio control commands that instruct the effects sounds to be output from the audio output device 9 and send them to the audio control unit 148 (audio LSI), etc.
[0132] The lamp control unit 150 includes a lamp CPU 150a for performing calculations, a lamp ROM 150b for storing the lamp control program, a lamp RAM 150c which serves as the work area during calculations, and input / output ports.
[0133] The input / output ports of the lamp control unit 150 are connected to the frame lighting device 10, the performance button drive device 17b (performance button drive motor, performance button vibration motor), the performance button light-emitting LED 17c, the start gate lamp 75, the movable performance device 73, and the panel lighting device 74.
[0134] The lamp CPU 150a receives an operating clock from the crystal oscillator, reads the lamp control program stored in the lamp ROM 150b, and performs calculations related to the effects while utilizing the lamp RAM 150c as a work area. This enables control processing for the frame lighting device 10, the effect button drive device 17b, the effect button light-emitting LED 17c, the start gate lamp 75, the movable effect device 73, and the panel lighting device 74.
[0135] The power supply board 160 generates the main power supply (operating power supply) necessary for the operation of the gaming machine from a power supply supplied from outside the gaming machine, and supplies this main power supply to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130 and various electronic components) (corresponding to a power supply means). The power supply board 160 includes a power outage detection circuit 162 that detects whether the supplied power voltage has dropped (a power outage has occurred) and outputs a voltage drop signal to the main control board 110 based on the power voltage drop (a power outage has occurred), and a backup power supply circuit 163 for supplying backup power to the main control board 110 in the event of a power outage (power outage).
[0136] Furthermore, the power supply board 160 is equipped with a power switch that can be operated by a game parlor employee to switch between an ON state, which supplies main power to the game machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components), and an OFF state, which stops the supply. When the power switch is turned ON, the supply of main power begins and the game machine 1 starts operating. Even when the power switch is OFF, the supply of backup power to the main control board 110 is maintained.
[0137] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and outputs a voltage drop detection signal to the main control board 110 when the power supply voltage falls below a predetermined value. If the power supply voltage becomes greater than the predetermined value while the voltage drop detection signal is being output, the output of the voltage drop detection signal is stopped.
[0138] The backup power supply circuit 163 is equipped with a capacitor that stores energy when power is supplied to the gaming machine. When a power outage occurs, it supplies the backup power voltage stored in the capacitor to the main RAM 110c of the main control board 110. As a result, the contents of the main RAM 110c are retained even when a power outage occurs, and the control state of the game can be restored to its state before the power outage after power is restored.
[0139] Although the payout control board 120 and the performance control unit 130m are not currently supplied with backup power, backup power may be supplied to the payout control board 120 and the performance control unit 130m so that the contents of the payout RAM 121c and sub-RAM 130c are retained even in the event of a power outage. Alternatively, backup power may be supplied to only one of the payout control board 120 or the performance control unit 130m.
[0140] (Explanation of game state) Next, the game state during gameplay will be described. In this embodiment, there are two states related to the ease with which game balls can enter the second starting opening 47: "normal game state (non-time-saving game state)" and "time-saving game state".
[0141] The initial game state of gaming machine 1 is set to "normal game state." While the game is also set to "normal game state" during a jackpot, it is considered a different game state from the normal game state because a jackpot is being played.
[0142] Here, "normal game state (non-time-saving game state)" refers to a game state in which, in the auxiliary game judgment performed on the condition that a game ball passes through the regular symbol gate 44, the probability of being judged as a win is 1 / 20, the average display time of the regular symbols is set to approximately 5 seconds, and when a win is achieved, the second start gate 47 opens in a short opening pattern (0.07 seconds in which no prize is actually awarded).
[0143] In contrast, "time-saving game state" refers to a game state that is advantageous to the player, where the probability of being judged as a win is 1 / 20, the average time of the display of the regular symbols is set to be shorter than in the normal game state (around 1.5 seconds), and when a win is judged, the second starting port 47 opens in either a short opening pattern (open for 0.07 seconds with no actual entry) or a long opening pattern (open for 3 seconds x 2 times with easy entry), or only in the long opening pattern, making it easier for the game ball to enter the second starting port 47 compared to the normal game state.
[0144] Therefore, in normal gameplay, the method of launching game balls toward the left side of the game area 5a and getting them into the first starting opening 45 is advantageous for the player, while in time-saving gameplay, the method of launching game balls toward the right side of the game area 5a and getting them into the normal gate 44 and the second starting opening 47 is advantageous for the player.
[0145] Furthermore, the "time-saving game state" includes a first time-saving game state and a second time-saving game state that are controlled after the end of a jackpot game (via the jackpot game), as described later, and a third time-saving game state that is controlled (without going through a jackpot game) when the number of consecutive non-winning spins of special symbols, which are executed after a predetermined condition is met (RWM clear is performed, the number of spins based on the end of the jackpot game is cleared to 0), reaches a predetermined number (750 times in this embodiment).
[0146] While the "Shortened Play Mode" is set to be more favorable than the "Normal Play Mode" in terms of the average spin time of the regular symbols and the probability of the second start slot 47 opening in the long opening pattern, it is also acceptable to set it so that only one of the following is more favorable: the probability of being judged as a win, the average spin time of the regular symbols, or the probability of opening in the long opening pattern.
[0147] (Various storage areas of main RAM) Figure 5 shows the various memory areas set in the main RAM 110c. Specifically, Figure 5(a) shows the special symbol judgment information memory area where special symbol judgment information acquired when a game ball enters the first start opening 45 and / or the second start opening 47 is stored; Figure 5(b) shows the configuration of each memory unit in the special symbol judgment information memory area; Figure 5(c) shows the general symbol judgment information memory area where general symbol judgment information acquired when a game ball passes through the general symbol gate 44 is stored; and Figure 5(d) shows the configuration of each memory unit in the general symbol judgment information memory area.
[0148] As shown in Figure 5(a), the special symbol judgment information storage area is divided into a first special symbol judgment information reserve storage area where special symbol judgment information acquired based on the entry of a game ball into the first start opening 45 is stored, a second special symbol judgment information reserve storage area where special symbol judgment information acquired based on the entry of a game ball into the second start opening 47 is stored, and a special symbol judgment information storage area where special symbol judgment information in which a variable display is being executed is stored. The first special symbol judgment information reserve storage area and the second special symbol judgment information reserve storage area are each divided into four storage units, from the first to the fourth.
[0149] Then, the number of special symbol judgment information (reserve information) for the first special symbol stored in the first to fourth memory units of the first special symbol judgment information reserve memory area becomes the number of first reserve memories (U1), and the number of first reserve icons corresponding to this special symbol judgment information for the first special symbol is displayed in the first display unit 70B1 to the fourth display unit 70B4 of the first reserve icon display area 70B.
[0150] Furthermore, the number of special symbol judgment information (reserve information) for the second special symbol stored in the first to fourth memory units of the second special symbol judgment information reserve memory area becomes the number of second reserve memories (U2), but the number of reserve icons corresponding to this special symbol judgment information for the second special symbol is not displayed.
[0151] Furthermore, the 0th memory unit, which is the special symbol judgment information execution memory area, corresponds to the icon display area 70C in the normal game state, and the icon corresponding to the special symbol judgment information of the 1st special symbol stored in the 0th memory unit will be displayed in the icon display area 70C.
[0152] As shown in Figure 5(b), each memory unit is divided into a random number storage area for jackpot determination, a random number storage area for special symbol determination, a random number storage area for reach determination, and a random number storage area for special symbol variation pattern determination.
[0153] Then, when a game ball enters the first starting port 45 and special symbol judgment information is acquired, the acquired special symbol judgment information is stored in the smallest numbered memory section of the first special symbol judgment information reserve memory area that does not currently have any special symbol judgment information stored in it. Also, when a game ball enters the second starting port 47 and special symbol judgment information is acquired, the acquired special symbol judgment information is stored in the smallest numbered memory section of the second special symbol judgment information reserve memory area that does not currently have any special symbol judgment information stored in it.
[0154] When the start condition for displaying the variation of the first special symbol is met, the first memory unit of the first special symbol judgment information holding memory area will be shifted to the first memory unit of the first special symbol judgment information holding memory area and will be referenced to execute the variation display of the first special symbol. Similarly, when the start condition for displaying the variation of the second special symbol is met, the special symbol judgment information stored in the first memory unit of the second special symbol judgment information holding memory area will be shifted to the first memory unit of the second special symbol judgment information holding memory area and will be referenced to execute the variation display of the second special symbol.
[0155] As shown in Figure 5(c), the regular ball determination information storage area is divided into a regular ball determination information holding storage area, which stores regular ball determination information acquired based on the passage of a game ball through the regular ball gate 44, and a regular ball determination information execution storage area, which stores regular ball determination information while the variable display is being executed. The regular ball determination information holding storage area is further divided into four storage units, from the first to the fourth.
[0156] Then, the number of general diagram judgment information items stored in the first to fourth memory units of the general diagram judgment information holding memory area becomes the number of general diagram holding memories (F), and the number of general diagram holding icons corresponding to these general diagram judgment information items is displayed in the first display unit 70D1 to the fourth display unit 70D4 of the general diagram holding icon display area 70D, respectively.
[0157] Furthermore, the 0th memory unit, which is the execution memory area for the regular diagram judgment information, corresponds to the icon display area 70C in the time-saving game state, and the icon corresponding to the regular diagram judgment information stored in the 0th memory unit is displayed in the icon display area 70C.
[0158] As shown in Figure 5(d), each memory unit is divided into a random number storage area for hit detection to store random numbers for hit detection, a random number storage area for normal pattern detection to store random numbers for normal pattern detection, and a random number storage area for normal pattern variation pattern detection to store random numbers for normal pattern variation pattern detection.
[0159] Then, when a game ball passes through the regular gate 44 and regular judgment information is acquired, the acquired regular judgment information is stored in the smallest numbered storage unit in the regular judgment information holding storage area that does not currently have any regular judgment information stored.
[0160] When the conditions for starting the display of a variation in a normal symbol are met, the normal symbol judgment information stored in the normal symbol judgment information holding memory area, known as the 0th memory unit, is shifted to the 1st memory unit of the normal symbol judgment information holding memory area and referenced in order to execute the display of a variation in a normal symbol.
[0161] (Game flow of a gaming machine) Figure 6 will be used to explain the game flow of the gaming machine.
[0162] In normal gameplay, after the first jackpot game of 5 rounds (5R) executed as a result of the fluctuation display of the first special symbol (abbreviated as Special 1 in the diagram) is completed, the game returns to normal gameplay. After the second jackpot game of 5 rounds (5R) executed as a result of the fluctuation display of the first special symbol (Special 1) is completed, the game returns to the first time-saving gameplay state. After the third jackpot game of 5 rounds (10R) executed as a result of the fluctuation display of the first special symbol (Special 1) is completed, the game returns to the second time-saving gameplay state.
[0163] Furthermore, in normal gameplay, when the 10-round (10R) third jackpot game, executed as a result of the fluctuation display of the second special symbol (abbreviated as Special 2 in the diagram), ends, the game transitions to the second time-saving game state. When the minor jackpot game, executed as a result of the fluctuation display of the second special symbol (Special 2), ends without the game ball passing through the specific area 53, the game transitions to normal gameplay. When the 6-round (6R: effectively 5 rounds) fourth jackpot game, executed when the game ball passes through the specific area 53 during the minor jackpot game, ends, the game transitions to the second time-saving game state.
[0164] Furthermore, after RWM is cleared or after a jackpot game ends, regardless of whether or not the time-saving game state was passed through, if the special symbols that result in a loss are displayed consecutively a predetermined number of times (the total number of times the first special symbol's losing display and the second special symbol's losing display are executed is 750 times), the game will transition to the third time-saving game state.
[0165] In the time-saving game state, after the first jackpot game of 5 rounds (5R) executed as a result of the fluctuation display of the first special symbol (Special 1) is completed, the game returns to the normal game state. After the second jackpot game of 5 rounds (5R) executed as a result of the fluctuation display of the first special symbol (Special 1) is completed, the game returns to the first time-saving game state. After the third jackpot game of 10 rounds (10R) executed as a result of the fluctuation display of the first special symbol is completed, the game returns to the second time-saving game state.
[0166] Furthermore, in the time-saving game state, when the 10-round (10R) third jackpot game, which is executed as a result of the fluctuation display of the second special symbol (Special 2), ends, the game transitions to the second time-saving game state. When the minor jackpot game, which is executed as a result of the fluctuation display of the second special symbol (Special 2), ends without the game ball passing through the specific area 53, the original time-saving game state is maintained. When the 6-round (6R: effectively 5 rounds) fourth jackpot game, which is executed when the game ball passes through the specific area 53 during the minor jackpot game, ends, the game transitions to the second time-saving game state.
[0167] Furthermore, the game transitions to normal game mode when the remaining number of regular symbol variations that can be performed in the time-saving game mode (regular symbol variation count) reaches "0", meaning the number of regular symbol variations reaches a predetermined number (50, 100, or 999 times), or when the remaining number of special symbol variations that can be performed in the time-saving game mode (special symbol variation count), regardless of whether a minor win game has been performed, reaches "0", meaning the total number of variations of the first special symbol and the second special symbol reaches a predetermined number (5 or 10 times).
[0168] The degree of advantage in each game state is as follows: Normal game state < 1st time-saving game state < 2nd time-saving game state < 3rd time-saving game state.
[0169] In addition, regardless of the game state, if the first jackpot game is executed, the game will transition to the normal game state. However, if the first jackpot game is executed while the game is in the normal game state, the game will transition to the normal game state. Conversely, if the first jackpot game is executed while the game is in the time-saving game state, the game may transition to the first time-saving game state.
[0170] Furthermore, although there are no types of minor win games, it is also possible to create different types of minor win games. For example, if the game ball passes through a specific area 53 during the first minor win game, a 5-round (5R) fourth major win game may be executed, and after the fourth major win game ends, the game may transition to the second time-saving game state. If the game ball passes through a specific area 53 during the second minor win game, a 10-round (10R) fifth major win game may be executed, and after the fifth major win game ends, the game may transition to the third time-saving game state. In this case, the first minor win game may be made more likely to be executed than the second minor win game, or vice versa.
[0171] (flowchart) Next, we will explain the progression of the game in gaming machine 1 using a flowchart.
[0172] (Main processing on the main control board) The main processing of the main control board 110 will be explained using Figure 7. Figure 7 is a flowchart showing the main processing in the main control board 110. This main processing is performed when a system reset, which occurs when power voltage is supplied from the power supply board 160, is input to the main CPU 110a.
[0173] First, in step S10, the main CPU 110a performs initial setup processing. Specifically, it performs preparation processing to start game control, setting change processing to change setting values based on setting change operations, RWM clear processing to initialize a predetermined RWM area of the main RAM 110c based on RWM clear operations, setting confirmation processing to confirm setting values based on setting confirmation operations, and initial drive source operation processing to start the various drive sources (second start opening / closing solenoid 48b, first large prize opening opening / closing solenoid 51b, flow path switching solenoid 52b, second large prize opening / closing solenoid 57b) provided on the board unit 500. Details of the initial setup processing will be described later.
[0174] In step S50, the main CPU 110a updates the random values for special symbol determination and the random values for reach determination, and in step S51, it updates the initial random values for jackpot determination, the initial random values for special symbol determination, the initial random values for win determination, and the initial random values for normal symbol determination.
[0175] In step S52, the main CPU 110a determines whether a voltage drop detection signal indicating a voltage drop in the power supply (for example, a drop in the power supply from 24 volts to less than 18 volts) has been input from the power supply board 160's power interruption detection circuit 162. If no voltage drop detection signal has been input, the process moves to step S50; if a voltage drop detection signal has been input, the process moves to step S53.
[0176] In step S53, the main CPU 110a determines whether a voltage drop detection signal has been continuously input for a predetermined period (e.g., 10 milliseconds). If the signal has been continuously input for the predetermined period, the process moves to step S54, assuming that a complete power outage has occurred. If the signal has not been continuously input for the predetermined period, the process moves to step S52, assuming that there is a possibility of a momentary power outage where the power supply voltage drops for only a moment.
[0177] In step S54, the main CPU 110a sets an interrupt disable to disable timer interrupts, and in step S55, sends a power cut-off command to the payout control board 120 to notify it that it has started the power cut-off process. As a result, the payout control board 120, which has received the power cut-off command, sends a remaining payout quantity command indicating the remaining number of game balls to be dispensed stored in the payout RAM 121c.
[0178] In step S56, the main CPU 110a determines whether or not it has received a command to specify the remaining number of payouts. If it has not received a command to specify the remaining number of payouts, it proceeds to step S57; if it has received a command to specify the remaining number of payouts, it proceeds to step S58.
[0179] In step S57, the main CPU 110a determines whether the waiting time for receiving the remaining payout quantity specification command has elapsed. If the waiting time has not elapsed, the process moves to step S56. If the waiting time has elapsed, the process moves to step S58, assuming that normal communication with the payout control board 120 is not possible.
[0180] In step S58, the main CPU 110a saves the number of remaining payouts to the payout counter set in the main RAM 110c. Specifically, if a command to specify the remaining payouts is received, the remaining payouts specified by the command are saved; if no such command is received, "0" is saved as the remaining payouts. The remaining payouts saved here are referenced in the timer interrupt payout control process described later, and after power is restored, a payout quantity specification command corresponding to the remaining payouts is sent to the payout control board 120.
[0181] In step S59, the main CPU 110a clears the output ports. This initializes the output state of the output ports, stopping the operation of various indicators and drive sources (motors, solenoids).
[0182] In step S60, the main CPU 110a calculates the checksum (anomaly detection data) of the main RAM 110c and saves it to a predetermined area of the main RAM 110c. This makes it possible to perform data anomaly detection of the main RAM 110c using the checksum the next time the power is turned on.
[0183] In step S61, the main CPU 110a saves a backup flag to the main RAM 110c, indicating that the data in the main RAM 110c has been backed up (power has been restored). In step S62, it disables RWM access and waits until the power supply is completely cut off.
[0184] Thus, when the operating power supply (18 volts or more) necessary for the operation of the gaming machine 1 is supplied, the initial setup process is performed. However, if the operating power supply is restored due to a momentary power outage (voltage drop to less than 18 volts), the initial setup process is not performed. In other words, even if a setting change operation, setting confirmation operation, or RWM clear operation is performed for some reason when a momentary power outage occurs, the setting change process, setting confirmation process, and RWM clear process will not be executed. This prevents the gaming machine from performing unintended actions, thus ensuring the reliability of the gaming machine.
[0185] (Initial setup process for the main control board) The initial setup process of the main control board 110 will be explained using Figure 8. Figure 8 is a flowchart of the initial setup process of the main control board 110.
[0186] First, in step S11, the main CPU 110a disables all interrupts, in step S12 it performs initial CPU settings such as configuring internal registers, and in step S13 it waits for other control boards to start up. Specifically, to ensure that no commands from the main control board 110 are missed, it waits for 1 second for the payout control board 120 and the performance control board 130 to start up.
[0187] In step S14, the main CPU 110a grants access to the RWM area of the main RAM 110c, and in step S15, it sends a launch permission command to the payout control board 120. This causes the payout control unit 121 to perform processing to allow the launcher 26 to launch the game balls.
[0188] In step S16, the main CPU 110a determines whether a backup flag indicating power restoration is saved in the main RAM 110c. If the backup flag is saved, the process moves to step S17 as it is power restoration; if the backup flag is not saved, the process moves to step S18 as it is the initial power-on or an irregular power restoration (power restoration from a power outage during the execution of steps S18 to S35).
[0189] In step S17, the main CPU 110a calculates the checksum (abnormality detection data) of the main RAM 110c and clears the backup flag stored in the main RAM 110c.
[0190] In step S18, the main CPU 110a determines whether or not a setting change operation has occurred. Specifically, it determines whether the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has occurred, the process moves to step S19 to transition to the setting change mode; if no setting change operation has occurred, the process moves to step S20.
[0191] In step S19, the main CPU 110a performs a setting change process. Specifically, based on the operation of the RWM clear switch 111a, it changes (updates) the setting value of the level of advantage in the game (the probability of being judged as a jackpot in the jackpot judgment), and confirms the setting value by operating the setting key switch 112a. After completing this process, the process moves on to step S24.
[0192] In step S20, the main CPU 110a determines whether the checksum is valid or not. Specifically, it determines whether the checksum saved in the main RAM 110c matches the checksum calculated in step S17. If the checksum is valid (there are no abnormalities in the RWM data), the process moves to step S21. If the checksum is not valid (there are abnormalities in the RWM data), the process moves to step S22.
[0193] If the backup flag is not saved, the system will determine that the checksum is abnormal, assuming it is the initial power-on or the aforementioned irregular power restoration, and the process will proceed to step S22.
[0194] In step S21, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (in this case, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process moves to step S23. If it is determined that the set value in the set value area is not within the appropriate range, the process moves to step S22.
[0195] In step S22, the main CPU 110a performs recovery error processing. Specifically, it displays error information "E" indicating a recovery error on the information display unit 113, sends a recovery error designation command to the performance control board 130 indicating that a recovery error has occurred, sets an interrupt disable to disable timer interrupts, clears the output port, outputs a recovery error signal (security signal) indicating the occurrence of a recovery error from the security signal terminal of the game information output terminal board 90, and waits until the power supply is completely cut off. As a result, the performance control board 130 performs processing to execute a recovery error notification indicating that a recovery error has occurred.
[0196] An "unrecoverable error" is an error state in which game control is lost (the game control process is not initiated), and it will not be resolved unless a setting change process is performed. Therefore, if an unrecoverable error occurs, even if the power switch on the power supply board 160 is turned OFF and then ON without performing a setting change operation, the error will not be resolved. The power switch must be turned ON after performing a setting change operation. During an unrecoverable error, the system does not monitor the presence or absence of signals from various input devices (various switches, various sensors).
[0197] "Irreversible Error Notification" refers to actions such as displaying an irreversible error screen ("Irreversible Error. Please Change Settings") on the image display device to indicate that an irreversible error has occurred, fully illuminating the frame lighting device 10 and the panel lighting device 74 in a predetermined color (e.g., red) until the power is cut off, or outputting an irreversible error sound ("Irreversible Error" + buzzer sound) from the audio output device 9 until the power is cut off to indicate that an irreversible error has occurred.
[0198] In step S23, the main CPU 110a determines whether or not an RWM clear operation has occurred. Specifically, it determines whether or not the RWM clear switch 111a is in the ON state. If an RWM clear operation has occurred, the process moves to step S24 to perform an RWM clear; if no RWM clear operation has occurred, the process moves to step S27.
[0199] In step S24, the main CPU 110a performs RWM clear processing. Specifically, based on the operation of the RWM clear switch 111a, it performs processing to initialize the game control state (initializing everything except the set value area of the main RAM 110c).
[0200] In step S25, the main CPU 110a performs initial operation processing for the drive sources. Specifically, it performs processing to perform initial operation for a predetermined period of time for various drive sources (second start opening / closing solenoid 48b, first large prize opening / closing solenoid 51b, flow path switching solenoid 52b, second large prize opening / closing solenoid 57b) that are provided on the board unit 500 and which the main control board 110 will operate in accordance with the progress of the game. Details of the initial operation of the various drive sources will be described later.
[0201] In step S26, the main CPU 110a sends a power-on command to the payout control board 120 and the performance control board 130 indicating that the game control state has been initialized and that the current game state is a non-time-saving game state as a normal game state, and then proceeds to step S33. As a result, the performance control board 130 performs processing to execute a power-on notification indicating that the game control state has been initialized.
[0202] "Power-on notification" refers to actions such as displaying an initial screen (background image and initial animation symbol "135") on the image display device to indicate that the game control state has been initialized, fully illuminating the frame lighting device 10 and the panel lighting device 74 with a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), or outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the sound output device 9 for a predetermined period (e.g., 30 seconds) to indicate that the RWM area has been initialized. In addition, when powering on, instead of displaying the initial screen on the first image display device 70 and the second image display device 71, a display indicating that the RWM area has been cleared may be displayed on the first image display device 70 and the second image display device 71.
[0203] In step S27, the main CPU 110a determines whether or not a setting confirmation operation has been performed. Specifically, it determines whether or not the setting key switch 112a is in the ON state. If a setting confirmation operation has been performed, the process moves to step S28 to transition to the setting confirmation mode. If no setting confirmation operation has been performed, the process moves to step S30 to restore the game control state to the state before the power was cut off.
[0204] In step S28, the main CPU 110a performs a setting confirmation process. Specifically, it displays the setting value saved in the setting value (during gameplay) area of the main RAM 110c on the information display 113, and performs a process to terminate the confirmation of the setting value by operating the setting key switch 112a.
[0205] In step S29, the main CPU 110a performs initial operation processing for the drive sources. Specifically, it performs processing to initiate the various drive sources (second start port opening / closing solenoid 48b, first large prize port opening / closing solenoid 51b, flow path switching solenoid 52b, and second large prize port opening / closing solenoid 57b) over a predetermined period of time. Details regarding the initial operation of the various drive sources will be described later.
[0206] In step S30, the main CPU 110a performs RWM area settings upon power restoration, such as clearing (zeroing) the checksum saved in the main RAM 110c. This restores the game's progress (control state) to the state before the power outage, making it possible to resume gameplay from that state.
[0207] In step S31, the main CPU 110a sends a power restoration command to the performance control board 130 indicating that the game control state has been restored and that the game state was the same as it was before the power outage. As a result, the performance control board 130 terminates setting confirmation notifications and other processes and executes a power restoration notification indicating that the game control state has returned to the state it was in before the power outage.
[0208] "Power restoration notification" means displaying a power restoration screen on the image display device for a predetermined period (e.g., 30 seconds) to let the image display device know that the game control state has returned to the state before the power outage, or fully illuminating the frame lighting device 10 and the panel lighting device 74 with a predetermined light color (e.g., white) for a predetermined period (e.g., 60 seconds), or outputting a power restoration notification sound (buzzer sound) from the sound output device 9 for a predetermined period (e.g., 30 seconds) to indicate that power has been restored (from a power outage).
[0209] In step S32, the main CPU 110a sends other commands (such as the special symbol hold count specification command and the regular symbol hold count specification command, which will be described later) to the performance control board 130. This allows the performance control board 130 to know the number of special symbol and regular symbol hold counts, and also enables the image display device to perform processing to display the hold counts.
[0210] In step S33, the main CPU 110a sends a setting value specification command to the performance control board 130. This allows the performance control board 130 to know the current setting value. Note that this setting value specification command may be sent to the performance control board 130 before the power-on specification command or power-restoration specification command is sent. The setting value specification command may also be sent each time the special symbol variation display starts, or each time a jackpot game starts.
[0211] In step S34, the main CPU 110a activates the CTC (Counter Timer Circuit) to generate a timer interrupt (4 milliseconds), and in step S35, it enables all interrupts to start game progress control (timer interrupt of the main control board 110), thus ending this initial setup process.
[0212] In other words, from the time the power to the gaming machine 1 is turned ON until the initial setup process is completed, it remains in a pre-start state before game progress control begins. After the initial setup process is completed, it enters a playable state where game progress control is performed.
[0213] In this way, during setting changes (setting change mode) or setting confirmation (setting confirmation mode), it is possible to recognize that settings are being changed by checking the status confirmation display 68, the first image display device 70, the second image display device 71, the frame lighting device 10, and the panel lighting device 74 on the front (front) side of the gaming machine 1, and by checking the information display 113 on the back (back) side. In other words, it is possible to determine whether or not settings are being changed from either the front (front) or back (back) side of the gaming machine 1.
[0214] While the power-on and power-restore commands are designed to include information indicating the current game state, it is also possible to send a game state specification command indicating the current game state after sending the power-on or power-restore command.
[0215] Alternatively, by not checking for the presence or absence of a flag indicating that a configuration change is in progress, the system may avoid performing recovery error processing even if the previous power outage occurred during a configuration change.
[0216] (Timer interrupt processing on the main control board) The timer interrupt processing of the main control board 110 will be explained using Figure 9. Figure 9 is a flowchart of the timer interrupt processing in the main control board 110.
[0217] This timer interrupt process is executed after the initial setup process of the main process is completed, when a clock pulse is input at predetermined intervals (4 milliseconds) from a reset clock pulse generation circuit provided on the main control board 110, thereby controlling the progress of the game.
[0218] First, in step S100, the main CPU 110a saves the information stored in the registers to the stack area, and then in step S110, it performs time control processing. Specifically, it performs processing to update various timer counters, such as the stop time of special symbols and the opening time of special electric mechanisms.
[0219] In step S120, the main CPU 110a performs a specific random value update process. Specifically, it updates the random values for jackpot determination, special symbol determination, special symbol variation pattern determination, win determination, normal symbol determination, and normal symbol variation pattern determination. In this process, it updates each random value and random number counter by adding +1. If the added random number counter exceeds the maximum value of the random number range (the random number counter completes one cycle), the random number counter is reset to 0. If the random number counter returns to the initial value of the cycle, the corresponding initial random value is set as the new initial value of the cycle, and the random value is updated again.
[0220] In step S130, the main CPU 110a performs an initial random value update process. Specifically, similar to step S30, it updates the initial random values for jackpot determination, special symbol determination, win determination, and normal symbol determination.
[0221] In step S200, the main CPU 110a performs input control processing. Specifically, it determines whether there is input to various switches such as the general prize entry detection switch 43a, the first major prize entry detection switch 50a, the second major prize entry detection switch 56a, the first start entry detection switch 45a, the second start entry detection switch 47a, the gate detection switch 44a, and the specific area detection switch 53a, and if there is input, it sets predetermined data. Details of the input control processing will be described later.
[0222] In step S300, the main CPU 110a performs special symbol and special electrical control processing. Specifically, it performs processing such as determining special symbol judgment information obtained based on the entry of game balls into the first start port 45 or the second start port 47, displaying the variation of the first special symbol or the second special symbol, opening and closing the large prize ports (first large prize port 50, second large prize port 56), and setting the game state. Details of the special symbol and special electrical control processing will be described later.
[0223] In step S400, the main CPU 110a performs normal symbol and power control processing. Specifically, it performs processing such as determining the normal symbol judgment information acquired based on the passage of the game ball through the normal symbol gate 44, displaying the variation of the normal symbols, and opening and closing the second start port 47 (auxiliary game). Details of the normal symbol and power control processing will be described later.
[0224] Furthermore, the types of winning and losing regular symbols determined as a result of the regular symbol judgment information performed in the regular symbol control processing remain the same regardless of the setting value. This prevents the gameplay from becoming too complex, allowing players to play with peace of mind.
[0225] Furthermore, the selection ratios for various winning and losing symbols, which are determined as a result of the judgment of the regular symbol judgment information performed in the regular symbol control processing, remain constant regardless of the setting value. This prevents the degree of advantage for the player from changing drastically depending on the setting value, allowing players to play with peace of mind.
[0226] In step S450, the main CPU 110a performs customer waiting control processing. Specifically, if no special games (jackpot games, minor jackpot games) or variable effects are executed, it performs processing such as sending a customer waiting designation command to the effect control board 130, assuming that the game has entered a customer waiting state. Details of the customer waiting control processing will be described later.
[0227] In step S500, the main CPU 110a performs payout control processing. Specifically, it refers to various prize ball counters stored in the main RAM 110c and processes a command to send to the payout control board 120 a command to specify the number of prize balls to be dispensed for each prize entry point (general prize entry point 43, first start entry point 45, second start entry point 47, first major prize entry point 50, second major prize entry point 56). As a result, the payout control board 120 executes the process of dispensing prize balls from the payout device 95.
[0228] In step S600, the main CPU 110a performs abnormality detection processing. Specifically, it determines whether various errors have occurred (illegal entry errors such as a game ball entering the second start port 47 when not in auxiliary game mode, or a game ball entering the large prize port when not in special game mode; abnormal entry errors where the number of game balls entered into various prize ports does not match the number of game balls discharged from the prize ball flow path; magnetic errors where the magnetic detection sensor 57a detects abnormal magnetism for a predetermined period; radio wave errors where the radio wave detection sensor 58a detects abnormal radio waves for a predetermined period; door opening errors where the open detection switch 31a changes from the OFF state to the ON state; and operation errors where the RWM clear switch 111a or setting key switch 112a is operated while game progress control is being performed). The CPU then performs processing to send an error specification command corresponding to the occurred error to the performance control board 130. As a result, the performance control board 130 executes processing to notify the error.
[0229] In step S700, the main CPU 110a performs data creation processing. Specifically, it performs processing to create data such as start gate opening / closing data to be output to the second start gate opening / closing solenoid 48b, big prize gate opening / closing data to be output to the first big prize gate opening / closing solenoid 51b and the second big prize gate opening / closing solenoid 57b, special symbol display data to be output to the first special symbol indicator 60 and the second special symbol indicator 61, normal symbol display data to be output to the normal symbol indicator 62, special symbol hold display data to be output to the first special symbol hold indicator 63 and the second special symbol hold indicator 64, and normal symbol hold display data to be output to the normal symbol hold indicator 65.
[0230] In step S720, the main CPU 110a performs the process of creating external information data. Specifically, it performs the process of creating game information data to be output from the game information output terminal board 90.
[0231] In step S750, the main CPU 110a performs output control processing. Specifically, it performs port output processing to output signals such as the start gate opening / closing data and the big prize gate opening / closing data created in step S700, and signals such as the game information data created in step S720, as well as display output processing to output signals such as special symbol display data, normal symbol display data, special symbol hold display data, and normal symbol hold display data, and sends a payout status confirmation specification command to the payout control board 120 to check the payout status of the payout control board 120, and refers to the prize ball counters (3-ball prize ball counter, 10-ball prize ball counter, 15-ball prize ball counter) described later and sends a payout number specification command corresponding to various prize gates to the payout control board 120. As a result, the payout control board 120 executes control to pay out prize balls from the game ball payout device 100.
[0232] In step S800, the main CPU 110a performs processing when an information program is called. Specifically, it disables interrupts, saves the flag register to the main RAM 110c, and then performs processing to call the target information program using a CALL instruction.
[0233] In step S810, the main CPU 110a executes normal base value calculation and display processing. Specifically, it executes: game ball counting processing for counting game performance information such as the normal payout count, which is the number of prize balls paid out based on game balls entering various winning holes (general winning holes, big winning hole starting holes) during the normal game state, the normal out count, which is the number of game balls detected by the out ball detection switch 39a during the normal game state, and the total out count, which is the number of game balls detected by the out ball detection switch 39a regardless of the game state; normal base value calculation processing for calculating the normal base value ((normal payout count ÷ normal out count) × 100) for the current game section divided by the total out count, and saving the normal base value rounded to the first decimal place in the first area of the base storage area set in the main RAM 110c; and performance display data setting processing for setting performance display data to cause the information display 113 to display the normal base values (performance information) for four game sections, which have been calculated in the performance information calculation processing and saved in the base storage area, while switching the displayed value every 5 seconds.
[0234] Note that the total out count, normal payout count, and normal out count constitute game performance information that is not affected (is irrelevant to the set value) even if the set value is changed. Therefore, counting these values makes it possible to calculate performance information (the normal base value described later) from which the influence of the set value has been eliminated, which can be used to help grasp the performance of the gaming machine 1.
[0235] Furthermore, the game section is updated each time the total out count reaches 60,000. The base storage area is provided with: a first area for storing the normal base value in the current game section, a second area for storing the normal base value in the previous game section, a third area for storing the normal base value in the game section before the previous, and a fourth area for storing the normal base value in the game section three sections prior. Accordingly, the normal base values for four game sections including the current one are saved in the respective areas.
[0236] In step S830, the main CPU 110a executes test data creation processing. Specifically, it executes processing for creating test data (test information) to be output to test equipment used when testing the gaming machine 1.
[0237] In step S850, the main CPU 110a executes output control processing. Specifically, it executes display output processing for outputting signals such as performance display data (performance information) set in step S850 to various displays, and processing for outputting signals such as the test data created in step S870.
[0238] In step S870, the main CPU 110a executes processing at the time of returning to the gaming program. Specifically, it executes processing for restoring the flag register from the main RAM 110c, enabling interrupts, and returning to the gaming program.
[0239] In step S900, the main CPU 110a restores the information saved in step S100 to its own registers, and ends the current timer interrupt processing.
[0240] As described above, since timer interrupt is not executed in the pre-start state (during the setting change mode, RWM clear mode, and setting confirmation mode) before the progress control of the game is started, counting of the number of payouts and the number of outs, calculation of the normal base value, and display of the normal base value are not performed, so it is possible to reduce the control load on the main control board.
[0241] (Input Control Processing of Main Control Board) The input control processing of the main control board 110 will be described with reference to FIG. 10. FIG. 10 is a flowchart showing the input control processing in the main control board 110.
[0242] First, in step S210, the main CPU 110a performs general prize slot detection switch input processing. Specifically, it determines whether a detection signal has been input from the general prize slot detection switch 43a, that is, whether a game ball has entered the general prize slot 43, and then performs processing to dispense prize balls from the payout device 95.
[0243] In step S220, the main CPU 110a performs input processing for the large prize slot detection switch. Specifically, it determines whether a detection signal has been input from the first large prize slot detection switch 50a or the second large prize slot detection switch 56a, that is, whether a game ball has entered the first large prize slot 50 or the second large prize slot 56, and then performs processing to dispense the prize ball from the payout device 95.
[0244] In step S230, the main CPU 110a performs input processing for the first start port detection switch. Specifically, it determines whether a detection signal has been input from the first start port detection switch 45a, that is, whether a game ball has entered the first start port 45, and then performs processing to dispense prize balls from the payout device 95, as well as processing to acquire and store special symbol judgment information. Details of the first start port detection switch input processing will be described later.
[0245] In step S240, the main CPU 110a performs input processing for the second start port detection switch. Specifically, it determines whether a detection signal has been input from the second start port detection switch 47a, that is, whether a game ball has entered the second start port 47, and then performs processing to dispense prize balls from the payout device 95, as well as processing to acquire and store special symbol judgment information. Details of the second start port detection switch input processing will be described later.
[0246] In step S250, the main CPU 110a performs gate detection switch input processing. Specifically, it determines whether a detection signal has been input from the gate detection switch 44a, that is, whether the game ball has passed through the regular gate 44, and then processes the data to acquire and store the regular gate determination information. Details of the gate detection switch input processing will be described later.
[0247] In step S260, the main CPU 110a performs the specific area detection switch input processing and terminates the current input control processing. Specifically, it determines whether a detection signal from the specific area detection switch 53a has been input, that is, whether the game ball has passed through the specific area 53, and then sets predetermined data. Details of the specific area detection switch input processing will be described later.
[0248] (Input processing of the first start port detection switch on the main control board) The input processing for the first start port detection switch of the main control board 110 will be explained using Figure 11. Figure 11 is a flowchart showing the input processing for the first start port detection switch in the main control board 110.
[0249] First, in step S230-1, the main CPU 110a determines whether or not it has received a detection signal from the first start port detection switch 45a. If it has received a detection signal from the first start port detection switch 45a, it proceeds to step S230-2. If it has not received a detection signal from the first start port detection switch 45a, it terminates the current first start port detection switch input process.
[0250] In step S230-2, the main CPU 110a updates the 3-prize ball counter used for 3-prize balls by adding data indicating 3-prize balls, and in step S230-3, it acquires special symbol judgment information (random values for jackpot judgment, random values for special symbol judgment, random values for reach judgment, and random values for special symbol variation pattern judgment).
[0251] In step S230-4, the main CPU 110a determines whether the first reserved memory (U1) is less than 4. If the first reserved memory (U1) is less than 4, the process moves to step S230-5. If the first reserved memory (U1) is not less than 4, the current first start port detection switch input process is terminated.
[0252] In step S230-5, the main CPU 110a updates the first reserved memory (U1) by adding "1" (U1←U1+1), and in step S230-6, sets the command to specify the number of reserved first special symbols corresponding to the first reserved memory (U1) in the transmission data storage area for performance in the main RAM 110c. As a result, the command to specify the number of reserved first special symbols is sent to the performance control board 130, and the image display device displays the reserved symbols corresponding to the first reserved memory (U1) (display of the first reserved symbol icon, display of the first reserved symbol display area). Alternatively, a first reserved memory indicator (two LEDs) may be provided in a position visible to the player so that the number of reserved symbols in the first reserved memory (U1) can always be confirmed, and the performance control board 130 may display the reserved symbols corresponding to the first reserved memory (U1) on the image display device and the first reserved memory indicator.
[0253] In step S230-7, the main CPU 110a searches for available memory units in the first special drawing determination information storage area, starting from the first memory unit, and stores the special drawing determination information acquired in step S230-3 in an available memory unit.
[0254] In step S230-8, the main CPU 110a determines whether the game is currently in a normal game state. If it is in a normal game state, it proceeds to step S230-9 to perform a pre-reading process of special symbol judgment information acquired based on the entry of a game ball into the first start port 45. If it is not in a normal game state, it terminates the first start port detection switch input process without performing a pre-reading process of special symbol judgment information acquired based on the entry of a game ball into the first start port 45.
[0255] In step S230-9, the main CPU 110a executes a first special symbol pre-reading process (pre-determination process). In this first special symbol pre-reading process, a special symbol pre-determination table (see FIG. 23(a) or FIG. 23(b)) for pre-reading (pre-determining) special symbol determination information is selected, the special symbol determination information acquired this time is pre-determined before the variable display of the first special symbol is performed, and processing for generating a first special symbol pre-reading designation command for notifying the effect control board 130 of the result of the pre-determination (scheduled special symbol variation pattern) is performed. The details of the pre-determination table will be described later.
[0256] Since said "first special symbol pre-reading designation command" is information that can specify the scheduled variation pattern of the first special symbol, the effect control board 130 can also specify, by means of the first special symbol pre-reading designation command, the type of special symbol, the determination result of the jackpot determination, the type of special symbol, the type of jackpot game (number of rounds), and the type of time-shortening game state after the end of the jackpot game.
[0257] In step S230-10, the main CPU 110a sets the first special symbol pre-reading designation command generated in step S230-9 to the effect transmission data storage area of the main RAM 110c.
[0258] As a result, the first special symbol pre-reading winning designation command is transmitted to the effect control board 130, and before the variable display of the first special symbol corresponding to the first special symbol pre-reading designation command is started, a pre-reading notice (continuous notice effect, icon change effect) that raises expectation that a jackpot game will be executed over one or a plurality of variable displays will be executed.
[0259] It should be noted that although the upper limit value of the first pending storage (U1) is set to "4", it may be larger or smaller than this. Further, compared with the upper limit value of the second pending storage, the upper limit value of the second pending storage may be made smaller or larger. Furthermore, the first pending storage itself may be eliminated by allowing special symbol determination information to be stored only in the 0-th storage unit of the first special symbol determination information storage area.
[0260] Furthermore, while the system currently performs a pre-reading process for the first special symbol when the game is in a normal play state, and sends a command to specify the pre-reading of the first special symbol to the performance control board 130, the pre-reading announcement may be executed. Alternatively, the system may be configured to perform the pre-reading process for the first special symbol regardless of the game state and send a command to specify the pre-reading of the first special symbol to the performance control board 130. The performance control board 130 may then execute the pre-reading announcement when the game is in a normal play state, and restrict the execution of the pre-reading announcement when the game is in a time-saving play state (e.g., not executing it, executing it with a lower probability than in a normal play state).
[0261] (Input processing for the second start port detection switch on the main control board) The input processing for the second start port detection switch of the main control board 110 will be explained using Figure 12. Figure 12 is a flowchart showing the input processing for the second start port detection switch in the main control board 110.
[0262] First, in step S240-1, the main CPU 110a determines whether or not it has received a detection signal from the second start port detection switch 47a. If it has received a detection signal from the second start port detection switch 47a, it proceeds to step S240-2. If it has not received a detection signal from the second start port detection switch 47a, it terminates the current second start port detection switch input process.
[0263] In step S240-2, the main CPU 110a updates the 2-prize ball counter used for 2-prize balls by adding data indicating 2-prize balls, and in step S240-3, it acquires special symbol judgment information (random values for jackpot judgment, random values for special symbol judgment, random values for reach judgment, and random values for special symbol variation pattern judgment).
[0264] In step S240-4, the main CPU 110a determines whether the second reserved memory (U2) is less than 4. If the second reserved memory (U2) is less than 4, the process moves to step S240-5. If the second reserved memory (U2) is not less than 4, the current second start port detection switch input process is terminated.
[0265] In step S240-5, the main CPU 110a updates the second reserved memory (U2) by adding "1" (U2←U2+1), and in step S240-6, sets a command to specify the number of reserved second special symbols corresponding to the second reserved memory (U2) in the main RAM 110c's transmission data storage area for performance. As a result, the command to specify the number of reserved second special symbols is sent to the performance control board 130, and the image display device displays the reserved symbols corresponding to the second reserved memory (U2) (display in the second reserved symbol display area 70F). Alternatively, a second reserved memory indicator (two LEDs) may be provided in a position visible to the player so that the number of reserved symbols in the second reserved memory (U2) can always be confirmed, and the performance control board 130 may display the reserved symbols corresponding to the second reserved memory (U2) on the image display device and the second reserved memory indicator.
[0266] In step S240-7, the main CPU 110a searches for available memory units in the second special drawing determination information storage area, starting from the first memory unit, and stores the special drawing determination information acquired in step S240-3 in an available memory unit.
[0267] In step S240-8, the main CPU 110a determines whether the game is currently in a time-saving game state. If it is in a time-saving game state, it proceeds to step S240-9 to perform a pre-reading process of special symbol judgment information acquired based on the entry of a game ball into the second start port 47. If it is not in a time-saving game state, it terminates the current second start port detection switch input process without performing a pre-reading process of special symbol judgment information acquired based on the entry of a game ball into the second start port 47.
[0268] In step S240-9, the main CPU 110a performs a second special symbol pre-reading process (pre-determination process). In this second special symbol pre-reading process, it selects a special symbol pre-determination table (see Figure 23(c) or Figure 23(d)) for pre-reading (pre-determining) special symbol judgment information, pre-determines the special symbol judgment information acquired this time before the variation display of the second special symbol occurs, and generates a second special symbol pre-reading specification command to notify the performance control board 130 of the result of the pre-determination (planned special symbol variation pattern, pre-reading information).
[0269] This "Second Special Symbol Pre-read Specification Command" contains information that can identify the result of the special symbol judgment information. Therefore, the performance control board 130 can also identify the type of the second special symbol, the result of the jackpot judgment, the type of special symbol, the type of jackpot game and minor jackpot game (number of rounds), and the number of various time-saving rounds (J1, J2, J3) in the normal time-saving game state after the jackpot game has ended.
[0270] In step S240-10, the main CPU 110a sets the second special figure lookup specification command generated in step S230-9 into the transmission data storage area for effects in the main RAM 110c. As a result, the command to pre-read the second special symbol is sent to the performance control board 130, and a pre-announcement (continuous announcement effect, icon change effect) is executed that makes the player expect a jackpot game to be played over one or more display cycles, even before the display of the second special symbol corresponding to the command to pre-read the second special symbol begins.
[0271] In this embodiment, the upper limit of the second reserved memory (U2) is set to "4," but it may be higher or lower. Furthermore, the upper limit of the second reserved memory may be lower than the upper limit of the first reserved memory. Additionally, the second reserved memory itself may be eliminated by storing the special figure judgment information only in the 0th memory section of the second special figure judgment information storage area.
[0272] Furthermore, while the second special symbol pre-reading process is performed when the game is in a time-saving game state, and the second special symbol pre-reading specification command is sent to the performance control board 130, the pre-reading announcement may be executed. Alternatively, the second special symbol pre-reading process may be performed regardless of the game state, and the second special symbol pre-reading specification command may be sent to the performance control board 130. The performance control board 130 may then execute the pre-reading announcement when the game is in a time-saving game state, and restrict the execution of the pre-reading announcement when the game is in a normal game state (e.g., not executing it, executing it with a lower probability than in a time-saving game state).
[0273] (Gate detection switch input processing on the main control board) The gate detection switch input processing of the main control board 110 will be explained using Figure 13. Figure 13 is a flowchart showing the gate detection switch input processing in the main control board 110.
[0274] First, in step S250-1, the main CPU 110a determines whether or not it has received a detection signal from the gate detection switch 44a. If it has received a detection signal from the gate detection switch 44a, it proceeds to step S250-2. If it has not received a detection signal from the gate detection switch 44a, it terminates the gate detection switch input process.
[0275] In step S250-2, the main CPU 110a acquires normal pattern determination information (random values for hit determination, random values for normal pattern determination, and random values for normal pattern variation pattern determination).
[0276] In step S250-3, the main CPU 110a determines whether the number of general diagram hold memory (F) is less than 4. If the number of general diagram hold memory (F) is less than 4, the process moves to step S250-4. If the number of general diagram hold memory (F) is not less than 4, the gate detection switch input process for this step is terminated.
[0277] In step S250-4, the main CPU 110a updates the regular image hold memory (F) by adding "1" (F←F+1), and in step S250-5, sets a command to specify the number of regular image hold memories corresponding to the regular image hold memory (F) in the transmission data storage area for effects in the main RAM 110c. As a result, the command to specify the number of regular image hold memories is sent to the effects control board 130, and the number of regular image hold icons corresponding to the regular image hold memory (F) is displayed on the image display device. Alternatively, a regular image hold memory indicator (two LEDs) may be provided in a position visible to the player so that the number of regular image hold memories (F) can always be confirmed, and the effects control board 130 may display the hold corresponding to the regular image hold memory (F) on the image display device and the regular image hold memory indicator.
[0278] In step S250-6, the main CPU 110a searches for available memory units in the general diagram determination information storage area, starting from the first memory unit, and stores the general diagram determination information obtained in step S250-2 in an available memory unit.
[0279] In step S250-7, the main CPU 110a determines whether the game is currently in a time-saving game state. If it is in a time-saving game state, it proceeds to step S250-8 to perform a pre-reading process of the regular diagram judgment information acquired based on the entry of a game ball into the regular diagram gate 44. If it is not in a time-saving game state, it terminates the gate detection switch input process without performing a pre-reading process of the regular diagram judgment information acquired based on the entry of a game ball into the regular diagram gate 44.
[0280] In step S250-8, the main CPU 110a performs a normal pattern pre-reading process (pre-determination process). In this normal pattern pre-reading process, it selects a normal pattern pre-determination table (see Figure 36(a) or Figure 36(b)) for pre-reading (pre-determining) normal pattern determination information, pre-determines the normal pattern determination information acquired this time before the normal pattern variation is displayed, and generates a normal pattern pre-reading specification command to notify the performance control board 130 of the result of the pre-determination (normal pattern planned variation pattern, pre-reading information).
[0281] Since this "pre-read normal symbol specification command" is information that can identify the judgment result of the normal symbol judgment information, the performance control board 130 can also identify the type of normal symbol, the judgment result of the hit judgment, the type of normal symbol, and the type of auxiliary game (short opening, long opening) using the pre-read normal symbol specification command.
[0282] In step S250-9, the main CPU 110a sets the pre-reading command generated in step S250-8 into the transmission data storage area for effects in the main RAM 110c.
[0283] As a result, a pre-read command for the regular symbols is sent to the performance control board 130, and a pre-read notification (continuous notification effect, icon change effect) is executed that makes the player expect that auxiliary gameplay will be performed over the display of one or more regular symbols, even before the display of the regular symbols corresponding to the pre-read command for the regular symbols begins.
[0284] In this embodiment, the upper limit of the general diagram hold memory (F) is set to "4," but it may be higher or lower. Furthermore, the upper limit of the general diagram hold memory may be lower or higher than the upper limit of the first hold memory. Additionally, the general diagram hold memory itself may be eliminated by storing the general diagram judgment information only in the 0th storage section of the general diagram judgment information storage area.
[0285] Furthermore, while the normal game state currently performs a regular diagram pre-reading process and sends a regular diagram pre-reading specification command to the performance control board 130 to execute a pre-reading announcement, it is also possible to configure the system so that the regular diagram pre-reading process is performed and a regular diagram pre-reading specification command is sent to the performance control board 130 regardless of the game state, and the performance control board 130 executes the pre-reading announcement when the game state is shortened, and restricts the execution of the pre-reading announcement when the game state is normal (e.g., does not execute it, executes it with a lower probability than in the shortened game state).
[0286] (Specific area detection switch input processing on the main control board) The specific area detection switch input processing of the main control board 110 will be explained using Figure 14. Figure 14 is a flowchart showing the specific area detection switch input processing in the main control board 110.
[0287] First, in step S260-1, the main CPU 110a determines whether or not it has received a detection signal from the specific area detection switch 53a. If it has received a detection signal from the specific area detection switch 53a, it proceeds to step S260-2. If it has not received a detection signal from the specific area detection switch 53a, it terminates the current specific area detection switch input process.
[0288] In step S260-2, the main CPU 110a determines whether it is currently within the period when the passage of game balls into the specific area 53 is permitted. Specifically, it determines whether a minor win game (conversion game) is in progress. If a minor win game is in progress, the process moves to step S260-3; otherwise, the process moves to step S260-5.
[0289] In step S260-3, the main CPU 110a sets a specific area passage flag in the main RAM 110c, which indicates that the game ball has passed through a specific area 53 during a minor win game, and game state information at the time of passing through a specific area (information indicating that the game is in a normal game state if it is currently in a normal game state, and information indicating that it is in a time-saving game state if it is currently in a time-saving game state), which indicates that the game is in a normal game state if it is currently in a time-saving game state. In step S260-4, the main CPU 110a sets a specific area passage designation command in the performance transmission data storage area of the main RAM 110c, which indicates that the game ball has passed through a specific area 53 during the specific area validity period, and terminates the current specific area detection switch input process.
[0290] As a result, a command to specify passage through a particular area is sent to the performance control board 130, and a passage notification performance is executed to inform the player that the game ball has passed through the specific area 53 (a jackpot game is being played). Therefore, the player can be aware that the game ball has passed through the specific area 53 during a minor jackpot game, which enhances the enjoyment of the game.
[0291] In step S260-5, the main CPU 110a sets a specific area passage error designation command in the main RAM 110c's performance transmission data storage area, indicating that the game ball passed through a specific area 53 at an abnormal timing, and terminates the current specific area detection switch input process.
[0292] As a result, a command designating a specific area passage error is sent to the performance control board 130, and a passage error notification performance is executed to notify the occurrence of a passage error where a game ball passes through a specific area 53 at an abnormal timing. Therefore, employees of the amusement parlor can become aware of the occurrence of a passage error and take appropriate action.
[0293] (Special electrical control processing of the main control board) The special electrical control processing of the main control board 110 will be explained using Figure 15. Figure 15 is a flowchart showing the special electrical control processing in the main control board 110.
[0294] First, in step S301, the main CPU 110a loads the values of the special drawing and special electrical processing data. In step S302, it references the branch destination address from the loaded special drawing and special electrical processing data, executes the processing corresponding to the branch destination address, and then terminates the current special drawing and special electrical control processing.
[0295] Specifically, if the special symbol special electrical processing data is 0, the special symbol memory determination process (step S310) is executed to perform processes such as starting the display of the special symbol variation based on the held memory (special symbol determination information) or changing the special symbol special electrical processing data to "1", and the current special symbol special electrical control process is terminated. If the special symbol special electrical processing data is 1, the special symbol variation processing (step S320) is executed to stop displaying the special symbol as the variation time elapses and to send a symbol confirmation command to the performance control board 130, as well as to change the special symbol special electrical processing data to "2", and the current special symbol special electrical control processing is terminated. If the special symbol special power processing data = 2, then, depending on the elapsed time of the special symbol's stop, if it is a losing special symbol, the special symbol special power processing data is changed to "0", if it is a winning special symbol, the opening time of the winning game is set and the special symbol special power processing data is changed to "3", and if it is a minor winning special symbol, the opening time of the minor winning game is set and the special symbol special power processing data is changed to "4" by executing the special symbol stop processing (step S330), and the special symbol special power control processing for this time is terminated.
[0296] If the special symbol special power processing data is 3, the jackpot game processing (step S340) is executed to perform processing to execute the jackpot game and processing to change the special symbol special power processing data to "5" based on the end of the final round of gameplay, and the current special symbol special power control processing is terminated. If the special symbol special power processing data = 4, the mini-win game processing (step S350) is executed to perform processing to execute a mini-win game and processing to change the special symbol special power processing data to "0" or "3" based on the end of the mini-win game's ending, and the current special symbol special power control processing is terminated. If the special symbol special power processing data = 5, the jackpot game termination process (step S360) is executed to perform processes such as terminating the jackpot game and changing the special symbol special power processing data to "0" based on the end of the jackpot game's ending, and the current special symbol special power control process is terminated.
[0297] (Special pattern memory determination process on the main control board) The special symbol memory determination process of the main control board 110 will be explained using Figure 16. Figure 16 is a flowchart showing the special symbol memory determination process in the main control board 110.
[0298] First, in step S310-1, the main CPU 110a determines whether or not a special symbol is currently being displayed in a variable state. If a special symbol is currently being displayed in a variable state, the special symbol memory determination process ends. If a special symbol is not currently being displayed in a variable state, the process moves to step S310-2.
[0299] In step S310-2, the main CPU 110a determines whether the second reserved memory (U2) is 1 or greater. If the second reserved memory (U2) is 1 or greater, the process moves to step S310-3; otherwise, the process moves to step S310-4.
[0300] In step S310-3, the main CPU 110a updates the second reserved memory (U2) by subtracting "1", and in step S310-6, sets a command to specify the second reserved number of special symbols, corresponding to the reduced reserved number of special symbols in this case the second reserved memory (U2), in the main RAM 110c's transmission data storage area for performance. As a result, the command to specify the second reserved number of special symbols is sent to the performance control board 130, and processing is performed to update the reserved icons displayed on the image display device and the display of those icons.
[0301] In step S310-7, the main CPU 110a sets a game state specification command corresponding to the current game state in the main RAM 110c's data storage area for performance effects. As a result, the game state specification command is sent to the performance control board 130, which updates the game state it perceives and performs performance effects corresponding to the updated game state.
[0302] In step S310-8, the main CPU 110a performs a shift process on the data stored in the second special figure judgment information storage area, shifting the special figure judgment information stored in the first to fourth storage units to the previous storage unit.
[0303] For example, the special symbol judgment information stored in the fourth memory unit of the second special symbol judgment information holding memory area is shifted to the third memory unit of the second special symbol judgment information holding memory area. Also, the special symbol judgment information stored in the first memory unit of the second special symbol judgment information holding memory area is shifted to the zero memory unit, which is the special symbol judgment information execution memory area, and the special symbol judgment information used in the previous game that was stored in the zero memory unit is erased.
[0304] Meanwhile, in step S310-4, the main CPU 110a determines whether the first reserved memory (U1) is 1 or greater. If the first reserved memory (U1) is 1 or greater, the process moves to step S310-5. If the first reserved memory (U1) is not 1 or greater, the special symbol memory determination process ends.
[0305] In step S310-5, the main CPU 110a updates the first reserved memory (U1) by subtracting "1", and in step S310-6, sets the first reserved number specification command corresponding to the reduced reserved number, in this case the first reserved memory (U1), in the main RAM 110c's transmission data storage area for performance. As a result, the first reserved number specification command is sent to the performance control board 130, and processing is performed to update the reserved icon displayed on the image display device and the display of the icon.
[0306] In step S310-7, the main CPU 110a sets a game state specification command corresponding to the current game state in the main RAM 110c's data storage area for performance effects. As a result, the game state specification command is sent to the performance control board 130, which updates the game state it perceives and performs performance effects corresponding to the updated game state.
[0307] In step S310-8, the main CPU 110a performs a shift process on the data stored in the first special symbol hold memory area, shifting the special symbol judgment information stored in the first to fourth memory units to the previous memory unit.
[0308] For example, the special symbol judgment information stored in the fourth memory section of the first special symbol hold memory area is shifted to the third memory section of the first special symbol hold memory area. Also, the special symbol judgment information stored in the first memory section of the first special symbol hold memory area is shifted to the zero memory section, which is the special symbol judgment information execution memory area, and the special symbol judgment information used in the previous game that was stored in the zero memory section is erased.
[0309] In addition, in conjunction with the shift processing of the special symbol judgment information in step S310-8, special symbol hold display data indicating the first hold memory (U1) and second hold memory (U2) after subtraction is set in a predetermined area of the main RAM 110c. As a result, the display contents of the first special symbol hold indicator 63 and the second special symbol hold indicator 64 are updated.
[0310] Furthermore, in this embodiment, in steps S310-2 to S310-8, the second special symbol judgment information reserve memory area is shifted with priority over the first special symbol judgment information reserve memory area (the second reserve memory is subtracted with priority over the first reserve memory). However, the first special symbol judgment information reserve memory area or the second special symbol judgment information reserve memory area may be shifted in the order in which the game balls entered the starting opening (the first reserve memory and the second reserve memory are subtracted in the order of entry), or the first special symbol judgment information reserve memory area may be shifted with priority over the second special symbol judgment information reserve memory area (the first reserve memory is subtracted with priority over the second reserve memory).
[0311] In step S311, the main CPU 110a executes a jackpot determination process that determines whether or not it is a jackpot and the special symbol stop data based on the special symbol determination information stored in the 0th memory unit, which is the special symbol determination information execution memory area. Details of the jackpot determination process will be described later.
[0312] In step S312, the main CPU 110a sets a special symbol specification command corresponding to the type of special symbol determined in the jackpot determination process in the main RAM 110c's performance transmission data storage area. As a result, the special symbol specification command is sent to the performance control board 130, and processing is performed to determine the performance symbol 70a that will be displayed as a result of the variation performance.
[0313] In step S313, the main CPU 110a performs a special symbol variation pattern determination process to determine the variation pattern (variation time) of the special symbol based on the special symbol determination information stored in the 0th memory unit, which is the special symbol determination information execution memory area. Details of the special symbol variation pattern determination process will be described later.
[0314] In step S314, the main CPU 110a sets a special symbol variation pattern specification command corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process into the main RAM 110c's performance transmission data storage area. As a result, the special symbol variation pattern specification command is sent to the performance control board 130, and processing is performed to determine the variation performance pattern, which is the performance mode of the variation performance that takes place while the special symbols are being displayed.
[0315] In step S315, the main CPU 110a sets the special symbol variation time (counter value) corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process into a predetermined area of the main RAM 110c, and in step S316, starts displaying the variation of the special symbol. As a result, the data creation process in step S700 creates LED lighting data for executing the display of the variation of the special symbol, and the created lighting data is output in the output control process in step S800, causing the variation of the special symbol to be displayed on the first special symbol display 60 or the second special symbol display 61.
[0316] In step S317, the main CPU 110a sets the special symbol special electrical processing data to "1" and terminates the special symbol memory judgment process.
[0317] In step S310-6, only the special symbol reserve number specification command corresponding to the reduced special symbol reserve number (first reserve memory (U1), second reserve memory (U2)) is sent. However, it is also possible to send both the first special symbol reserve number specification command and the second special symbol reserve number specification command, corresponding to both the reduced and unreduced special symbol reserve numbers. In this case, for example, even if the performance control board 130 did not properly receive (missed) the special symbol reserve number specification command sent at the start of the previous special symbol variation display, it is possible to correct the first reserve memory (U1) and the second reserve memory (U2) to normal values with the special symbol reserve number specification command sent at the start of the next special symbol variation display.
[0318] (Main control board's jackpot determination process) The jackpot determination process of the main control board 110 will be explained using Figure 17. Figure 17 is a flowchart showing the jackpot determination process in the main control board 110.
[0319] In step S311-1, the main CPU 110a refers to the setting value stored in the setting value area of the main RAM 110c, and in step S311-2, selects a jackpot determination table (see Figure 18(a) or Figure 18(b)) corresponding to the type of special symbol used to determine whether it is a jackpot or a minor win. Details of the jackpot determination table will be described later.
[0320] In step S311-3, the main CPU 110a compares the current setting value and the random value used for jackpot determination with the jackpot determination table to determine whether it is a jackpot (or a minor win). If it is a jackpot, the process moves to step S311-4; otherwise, the process moves to step S311-6.
[0321] In step S311-4, the main CPU 110a sets the game state information at the time of winning a jackpot in a predetermined area of the main RAM 110c. In step S311-5, it selects a special symbol determination table for jackpots (see Figure 19(a)) to determine the type of special jackpot symbol, and then proceeds to step S311-11. Details of the special symbol determination table for jackpots will be described later.
[0322] In step S311-6, the main CPU 110a compares the current setting value and the random value used for determining the jackpot with the jackpot determination table to determine whether it is a minor win or not. If it is a minor win, the process moves to step S311-7; otherwise, it is considered a loss and the process moves to step S311-8.
[0323] In step S311-7, the main CPU 110a selects a special symbol determination table for minor wins (see Figure 19(b)) to determine the type of special symbol for minor wins, and then proceeds to step S311-11. Details of the special symbol determination table for minor wins will be described later.
[0324] In step S311-8, the main CPU 110a selects a special symbol determination table for losing (see Figure 19(c)) to determine the losing special symbols, and then proceeds to step S311-9. Details of the special symbol determination table for normal losing will be described later.
[0325] In step S311-9, the main CPU 110a checks the type of special symbol (first special symbol, second special symbol) and the random value for special symbol determination against the special symbol determination table to determine which special symbol will be stopped and displayed as a result of the fluctuation display performed by the first special symbol indicator 60 or the second special symbol indicator 61.
[0326] In step S311-10, the main CPU 110a sets the stop special symbol data corresponding to the special symbol determined in step S311-9 into a predetermined area of the main RAM 110c, and terminates the jackpot determination process.
[0327] (Big win determination table) Figure 18(a) is a jackpot determination table for the first special symbol used to determine the special symbol judgment information acquired based on the entry of a game ball into the first starting port 45 (jackpot determination), and Figure 18(b) is a jackpot determination table for the second special symbol used to determine the special symbol judgment information acquired based on the entry of a game ball into the second starting port 47 (jackpot determination).
[0328] As shown in Figures 18(a) and 18(b), the jackpot determination table associates the current setting value with a random value used for jackpot determination and the determination result (jackpot, minor win, or loss). For reference, the approximate winning probabilities for "jackpot" and "minor win" are listed in the far right column.
[0329] The main CPU 110a refers to the jackpot determination table for the first special symbol shown in Figure 18(a) or the jackpot determination table for the second special symbol shown in Figure 18(b), and determines whether it is a "jackpot," a "minor win," or a "regular loss" based on the current setting value and the random value for jackpot determination.
[0330] For example, according to the jackpot determination table for the second special symbol shown in Figure 18(b), when the setting value is "1", 200 random numbers for jackpot determination from "1" to "200" are determined to be "jackpots", 860 random numbers for jackpot determination from "300" to "59998" are determined to be "minor wins", and all other random numbers for jackpot determination are determined to be "misses".
[0331] In addition, although a "miss" is set in the jackpot determination table for the second special symbol, it is also possible to set it so that any random number other than those that determine a jackpot is determined as a "minor win" without setting a "miss".
[0332] (Special Symbol Judgment Table) Figure 19(a) is a special symbol determination table for big wins, which is referenced when determining the stopping symbols for special symbols when a big win is determined. Figure 19(b) is a special symbol determination table for minor wins, which is referenced when determining the stopping symbols for special symbols when a minor win is determined. Figure 19(c) is a special symbol determination table for losing, which is referenced when determining the stopping symbols for special symbols when a loss is determined.
[0333] As shown in Figures 19(a) to 19(c), the special symbol determination table associates the type of special symbol that determines the stop symbol, the random value for special symbol determination, the determination result of the special symbol determination, the stop special symbol data that indicates this determination result, and the special symbol specification command that indicates the determination result of the special symbol determination. For reference, the lighting pattern of the LEDs in the special symbol indicator is described in the far right column.
[0334] Special symbols "00" and "10" are losing special symbols that do not trigger a jackpot game. Special symbol "01" is a jackpot special symbol that triggers a 1st jackpot game consisting of 5 rounds, special symbol "02" is a jackpot symbol that triggers a 2nd jackpot game consisting of 5 rounds, special symbol "03" is a jackpot special symbol that triggers a 3rd jackpot game consisting of 10 rounds, special symbol "11" is a jackpot symbol that triggers the aforementioned 3rd jackpot game, and special symbol "12" is a minor win special symbol that triggers a minor win game.
[0335] As will be explained in more detail later, the degree of advantage for each type of jackpot game is as follows: 1st jackpot game < 2nd jackpot game < 3rd jackpot game.
[0336] One of the key features of the special symbol determination table shown in Figure 19 is that the LEDs (light-emitting elements) of the special symbol indicator that light up when displaying a minor win special symbol are the same as those of the special symbol indicator that lights up when displaying a losing special symbol. This makes it easier to identify whether a symbol is a minor win special symbol or a losing special symbol, rather than a big win special symbol, thereby enhancing the enjoyment of the game.
[0337] A second feature of the special symbol determination table shown in Figure 19 is that if the special symbol determination information (first special symbol) obtained based on the entry of a game ball into the first starting port 45 is determined to be a jackpot, one of the first to third jackpot games can be executed. If the special symbol determination information (second special symbol) obtained based on the entry of a game ball into the second starting port 47 is determined to be a jackpot, the third jackpot game can be executed. In this way, the type of jackpot game that can be executed changes depending on the type of special symbol, making it possible to enhance the enjoyment of the game.
[0338] While each of the first and second special symbols is associated with one losing special symbol, it is also possible to associate at least one of the first or second special symbols with multiple losing special symbols.
[0339] Furthermore, the number of LEDs in the special symbol indicator that lights up when displaying the jackpot special symbol may be more than three or less than three. Also, the number of LEDs in the special symbol indicator that lights up when displaying the minor win special symbol may be more than two or less than two, but even in this case, it may be different from the number of LEDs in the special symbol indicator that lights up when displaying the jackpot special symbol.
[0340] Furthermore, the LEDs in the special symbol indicator that light up when displaying a minor winning special symbol and the LEDs in the special symbol indicator that light up when displaying a losing special symbol may not be the same (they may be completely different).
[0341] Furthermore, while the jackpot determination table for the first special symbol is designed to prevent minor wins, it may be modified to allow minor wins. In this case, the probability of winning should be lower than that of the jackpot determination table for the second special symbol.
[0342] (Main control board's special pattern variation determination process) The special pattern variation pattern determination process of the main control board 110 will be explained using Figure 20. Figure 20 is a flowchart showing the special pattern variation pattern determination process in the main control board 110.
[0343] First, in step S313-1, the main CPU 110a determines whether the current state is normal gameplay. If it is normal gameplay, it proceeds to step S313-2; otherwise, it proceeds to step S313-3, assuming it is in a time-saving gameplay state.
[0344] In step S313-2, the main CPU 110a selects the appropriate table (matching the game situation) from the normal special symbol variation pattern determination table (see Figure 21) for determining the special symbol variation pattern in a normal game state, and then proceeds to step S313-4. Details of the normal special symbol variation pattern determination table will be described later.
[0345] In step S313-3, the main CPU 110a selects the appropriate table (matching the game situation) from the special symbol variation pattern determination table for time-saving gameplay (see Figure 22) to determine the special symbol variation pattern in time-saving gameplay, and then proceeds to step S313-4. Details of the special symbol variation pattern determination table for time-saving gameplay will be described later.
[0346] In step S313-4, the main CPU 110a compares the type of special symbol, the jackpot determination result, the special symbol determination result, the random value for reach determination, the number of reserved symbols (U1 or U2), and the random value for special symbol variation pattern determination with the special symbol variation pattern determination table to determine the special symbol variation pattern.
[0347] In step S313-5, the main CPU 110a sets the variation time corresponding to the determined special feature variation pattern in a predetermined area of the main RAM 110c, and in step S313-6, sets the special feature variation pattern specification command corresponding to the determined variation pattern in the performance transmission data storage area of the main RAM 110c. As a result, the special feature variation pattern specification command is transmitted to the performance control board 130, and processing is performed to determine the variation performance pattern, which is the performance mode of the variation performance.
[0348] In step S313-7, the main CPU 110a updates the number of variations stored in the main RAM 110c, specifically the number of times the special symbols have been displayed since a predetermined condition was met (RWM clear, reset of the number of variations to 0 based on the end of a jackpot game), by +1. The number of variations is updated by +1 regardless of whether the game is in normal game mode, time-saving game mode, or whether it is the first special symbol variation or the second special symbol variation. This number of variations will be referenced in the special symbol variation processing described later.
[0349] In step S313-8, the main CPU 110a determines whether the game is currently in a time-saving mode. If it is not in a time-saving mode, it terminates the special symbol variation pattern determination table. If it is in a time-saving mode, in step S313-9, it sets a time-saving count specification command corresponding to the remaining time-saving count (J) of the special symbols in the performance transmission data storage area. This sends the time-saving count specification command to the performance control board 130, which then determines the remaining time-saving count of the special symbols. After this process is completed, the special symbol variation pattern determination process is terminated.
[0350] In this embodiment, a probability variation game state (high probability time-saving game state) in which the probability of being judged as a jackpot is higher than that of the normal game state is not generated, so the number of spins is updated by +1 regardless of the game state. However, if a probability variation game state different from the normal time-saving game state is generated after the end of a jackpot game state (for example, after the end of the second jackpot game), it is preferable not to update the number of spins in the probability variation game state.
[0351] Furthermore, while the current command to specify the number of time-saving special symbols remaining (J) is set to send a command indicating the number of time-saving special symbols remaining (J), it may also be possible to send commands indicating not only the number of time-saving small wins remaining (Z) or the number of time-saving regular symbols remaining (G).
[0352] Furthermore, while the game is in a time-saving mode, it is configured to send a time-saving count specification command indicating the remaining number of time-saving special symbols (J). However, since the remaining number of time-saving special symbols (J) is not announced during the time-saving mode (only the remaining number of time-saving regular symbols (G) is announced), it is also possible to disable the sending of the time-saving count specification command indicating the remaining number of time-saving special symbols (J).
[0353] (Normal special feature variation pattern determination table) Figure 21 is a table for determining the special symbol variation pattern for normal gameplay, which is referenced when determining the variation pattern of special symbols in normal gameplay.
[0354] Specifically, Figure 21(a) is the normal special symbol variation pattern determination table 1, which is referenced when there is no jackpot history information in the main RAM 110c, or when there is jackpot history information and the number of special symbol variations up to the third time-saving game state is 51 or more, and the display of special symbol variations is executed (in normal performance modes A to D). Figure 21(b) is the normal special symbol variation pattern determination table 2, which is referenced when there is jackpot history information in the main RAM 110c and the number of special symbol variations up to the third time-saving game state is 50 or less, and the display of variations is executed (during the countdown mode described later).
[0355] (Time-saving special feature variation pattern determination table) Figure 22 is a special symbol variation pattern determination table for the time-saving game state, which is referenced when determining the variation pattern of special symbols.
[0356] Specifically, Figure 22(a) is the special symbol variation pattern determination table 1 for time-saving, which is referenced when displaying the variation of special symbols during the time-saving game state (first time-saving game state, second time-saving game state) after the jackpot game with the first special symbol has ended, and Figure 22(b) is the special symbol variation pattern determination table 2 for time-saving, which is referenced when displaying the variation of special symbols during the time-saving game state (first time-saving game state, second time-saving game state) or the third time-saving game state after the jackpot game with the second special symbol has ended.
[0357] As shown in Figures 21 and 22, the special symbol variation pattern determination table associates the type of special symbol (starting point) that displays variation, the result of the jackpot determination, the result of the special symbol determination (stopped special symbol data), the random value for reach determination, the first reserve memory (U1) or second reserve memory (U2), the random value for special symbol variation pattern determination, the special symbol variation pattern as a result of the determination, and the variation time of the special symbol. For reference, the content of the variation effect is also described.
[0358] Therefore, a "special symbol variation pattern" can be said to be something that can identify at least the type of special symbol, the result of the jackpot determination, the type of special symbol, and the variation time of the special symbol. Furthermore, as will be explained in detail later, since the type of special symbol determines whether a jackpot or minor jackpot game is executed, it can also be said that the type (number of rounds) of the jackpot or minor jackpot game can be identified. In addition, since the number of times the time-saving game state is set at the end of the jackpot game (number of time-saving rounds) depending on the type of special symbol, it can also be said that the number of time-saving rounds can be identified.
[0359] As shown in the special symbol variation pattern determination table in Figures 21 and 22, "normal variation," "shortened variation," and "ultra-shortened variation" refer to variations in which the three effect symbols 70a vary rapidly and independently, stopping without resulting in a winning combination.
[0360] Furthermore, "Reach" refers to a variation that makes the player expect a jackpot game or an auxiliary game where the second start opening 47 is opened for a long time, in which some of the combination of performance symbols 70a that notify a jackpot with special symbols or a win with regular symbols temporarily stop, and the other performance symbols 70a change. For example, if the combination of performance symbols 70a that notify a jackpot (jackpot result variation) is set to "777", then "Reach" refers to a variation in which the same performance symbols 70a temporarily stop at "7" in the left and right areas, and the remaining performance symbols 70a change in the central area.
[0361] Furthermore, nine combinations of the 70a symbols that indicate a jackpot (jackpot result type) are set from "111" to "999", and seven combinations of the 70a symbols that indicate a win where the second start gate 47 opens for a long time (jackpot result type) are set from "111", "222", "444", "555", "666", "888", and "999". There is some overlap, but it is also possible to set the combinations of the 70a symbols that indicate a jackpot to odd numbers and the combinations of the 70a symbols that indicate a win where the second start gate 47 opens for a long time to even numbers so that the two do not overlap.
[0362] "Temporary stop" refers to a state in which the performance symbol 70a shakes slightly or deforms slightly, giving the player the impression that the performance symbol 70a is stopped (but is not completely stopped).
[0363] A "normal reach" refers to a reach animation in which the same animation symbol 70a temporarily stops in the left and right regions, and the remaining animation symbol 70a changes in the central region. This is the reach with the lowest probability of winning a jackpot. In this embodiment, a jackpot is not guaranteed with a "normal reach," but it may also be configured to result in a jackpot with a "normal reach."
[0364] An "SP Reach" is a special reach sequence that takes place after a normal reach and offers a higher chance of winning the jackpot than a normal reach.
[0365] An "SPSP Reach" is a special reach animation that occurs after a normal reach or a super reach, and has a higher probability of winning than a super reach. For example, three animation symbols 70a shrink down and move to the corner of the image display device, and a more special animation than an "SP Reach" is performed using almost the entire display area of the image display device.
[0366] A "full rotation reach" is a reach that occurs after a normal reach or a super reach, and guarantees a jackpot. For example, after a blackout effect, all three effect symbols 70a are identical and move slowly, and a special effect is performed that is even more special than an "SPSP reach" using almost the entire display area of the image display device.
[0367] A "special effect" is a feature that displays "BONUS approaching" without any reach animation, indicating that a big win or small win game is about to be played. Alternatively, the "BONUS approaching" display may be shown while a reach animation is being played.
[0368] "Short Stock Chance Variation" is a chance event that signals that there is a chance to increase the second reserve memory (U2) (stock reserve memory) for the second special symbol variation display, which is almost always a big win or a small win, by aiming to perform an auxiliary game that opens the second start opening 47 in a long opening pattern by having a game ball pass through the regular gate 44.
[0369] "Middle Stock Chance Variation" refers to a chance event that signals that there is a chance to increase the second reserve memory (U2) (stock reserve memory) for the second special symbol variation display, which is almost always a big win or a small win, by performing an auxiliary game that aims to open the second start opening 47 in a long opening pattern by having the game ball pass through the regular gate 44 for a longer period of time than the short stock chance variation.
[0370] "Long Stock Chance Variation" refers to a chance event that signals that there is a chance to increase the second reserve memory (U2) (stock reserve memory) for the second special symbol variation display, which is almost always a big win or a small win, by aiming to perform an auxiliary game that opens the second start opening 47 in a long opening pattern by having the game ball pass through the regular gate 44 for a longer period of time than the middle stock chance variation.
[0371] The first feature of the special symbol variation pattern determination table shown in Figures 21 and 22 is that, in normal gameplay, the special symbol variation pattern determination table can be switched based on the number of special symbol variations since the fulfillment of predetermined conditions (RWM clear, end of jackpot game). In this way, the special symbol variation display can be executed in a manner that is less likely to bore the player, thereby improving the enjoyment of the game.
[0372] A second feature of the special symbol variation pattern determination table shown in Figures 21 and 22 is that, in the normal game state, the variation pattern of the special symbols is determined using a different special symbol variation pattern determination table depending on whether or not the game is in countdown mode, where a countdown to the third time-saving game state is displayed. In this way, the variation pattern of the special symbols can be used to inform the player that the occurrence of the third time-saving game state is approaching, and the variation pattern of the special symbols can be switched according to the change in the performance mode, thereby improving the enjoyment of the game.
[0373] A third feature of the special symbol variation pattern determination table shown in Figures 21 and 22 is that, in the time-saving game state, the special symbol variation pattern determination table is not switched based on the number of times the special symbols vary. By doing so, it is possible to realize a different gameplay experience from the normal game state, thereby improving the enjoyment of the game.
[0374] A fourth feature of the special symbol variation pattern determination table shown in Figures 21 and 22 is that a reach animation is performed when the special symbol variation is displayed during normal gameplay, while a reach animation is not performed when the special symbol variation is displayed during time-saving gameplay. In this way, the game can focus the player's attention on the variation animation performed during the special symbol variation in normal gameplay, and on the variation animation performed during the normal symbol variation in time-saving gameplay, thereby enhancing the enjoyment of the game.
[0375] A fifth feature of the special symbol variation pattern determination table shown in Figures 21 and 22 is that, in the time-saving game state, when a jackpot is achieved as a result of the variation display of the second special symbol, a special symbol variation pattern with a longer variation time is more likely to be executed than when a jackpot is achieved as a result of the variation display of the first special symbol. This makes it easier to enhance the visual effect when a jackpot is achieved as a result of the variation display of the second special symbol, thereby improving the enjoyment of the game.
[0376] A sixth feature of the special symbol variation pattern determination table shown in Figures 21 and 22 is that, in the time-saving game state, a special symbol variation pattern with a longer variation time is more likely to be executed when the variation display of the second special symbol results in a big win than when the variation display of the second special symbol results in a small win. This makes it easier to enhance the visual effect when the variation display of the second special symbol results in a big win, thereby improving the enjoyment of the game.
[0377] In normal gameplay, the special symbol variation pattern determination table is switched only once. However, it may be switched multiple times depending on the number of times the special symbols have varied (for example, three times at 250, 500, and 750 times). Alternatively, in time-saving gameplay, the special symbol variation pattern determination table may be switched once or multiple times depending on the number of times the special symbols have varied. However, it is preferable that the special symbol variation pattern determination table is less likely to switch in time-saving gameplay than in normal gameplay (for example, that the special symbol variation pattern determination table is easier to switch in normal gameplay).
[0378] Furthermore, when the special symbols are displayed in a time-saving game state, a reach animation may be performed. In this case, even if the judgment result is the same (jackpot or miss), the probability of performing the reach animation should be lower than in the normal game state. Also, the reach animation may be more likely to be performed when there is a jackpot than when there is a minor win (for example, the probability of execution should be higher when there is a jackpot, and it should not be performed when there is a minor win).
[0379] Furthermore, in normal gameplay, if there is no history of big wins, the normal special symbol variation pattern determination table 1 shown in Figure 21(a) is used, while if there is a history of big wins, the normal special symbol variation pattern determination table 2 shown in Figure 21(b) is used. However, even if there is no history of big wins, if there is a history of small wins (such as cases where a small win game was played but a big win game was not played), the normal special symbol variation pattern determination table 2 shown in Figure 21(b) may also be used.
[0380] (Special Feature Pre-Determination Table) Figure 23 is a special symbol pre-determination table that is referenced when pre-determining (pre-reading) special symbol judgment information obtained based on the entry of a game ball into the starting gate.
[0381] Specifically, Figure 23(a) is the pre-determination table 1 for normal play, which is referenced when the main RAM 110c does not contain jackpot history information, or when there is jackpot history information and the number of special symbol variations up to the third time-saving play state is 51 or more. Figure 23(b) is the pre-determination table 2 for normal play, which is referenced when the main RAM 110c contains jackpot history information and the number of special symbol variations up to the third time-saving play state is 50 or less.
[0382] Furthermore, Figure 23(c) is the pre-determination table 1 for special symbols used in the time-saving game state (first time-saving game state, second time-saving game state) after the jackpot with the first special symbol has ended, and Figure 23(d) is the pre-determination table 2 for special symbols used in the time-saving game state (first time-saving game state, second time-saving game state) or third time-saving game state after the jackpot game with the second special symbol has ended.
[0383] As shown in Figure 23, the special symbol pre-determination table associates the game state, the type of special symbol (starting point), the jackpot determination result (random value for jackpot determination), the special symbol determination result (random value for special symbol determination), the reach determination random value, the special symbol variation pattern determination random value, the planned special symbol variation pattern as a result of the determination, and the pre-read information corresponding to the planned special symbol variation pattern. For reference, the details of the performance are also listed.
[0384] Therefore, "special symbol planned variation pattern" and "predictive information" can be said to be able to identify at least the type of special symbol, the result of the jackpot determination, the type of special symbol, and the special symbol variation pattern to be executed. Furthermore, as will be explained in detail later, since the type of special symbol determines whether a jackpot or minor jackpot game is executed, it can also be said that it can identify the type (number of rounds) of the jackpot or minor jackpot game. In addition, since the number of times the time-saving game state is set at the end of the jackpot game (number of time-saving rounds) depending on the type of special symbol, it can also be said that it can identify the number of time-saving rounds.
[0385] (Special pattern variation processing on the main control board) The special symbol variation process of the main control board 110 will be explained using Figure 24. Figure 24 is a flowchart showing the special symbol variation process in the main control board 110.
[0386] First, in step S320-1, the main CPU 110a determines whether the variation time set in the special symbol variation pattern determination process described above has elapsed. If the variation time has elapsed, the process moves to step S320-2; otherwise, the special symbol variation process is terminated.
[0387] In step S320-2, the main CPU 110a displays the special symbols determined in the jackpot determination process described above, and in step S320-3, sets a stop time in a predetermined area of the main RAM 110c according to the game situation. Specifically, if it is the final spin display in the time-saving game state, it sets 8.0 seconds, and if it is any other spin display, it sets 0.5 seconds.
[0388] In step S320-4, the main CPU 110a determines whether a time-saving flag (either the first time-saving flag, the second time-saving flag, or the third time-saving flag) is set in the main RAM 110c. If a time-saving flag is set, the process moves to step S320-5 to update the remaining number of time-saving special symbols (J) and / or the remaining number of time-saving small wins (Z). If a time-saving flag is not set, the process moves to step S320-11, not updating the remaining number of time-saving special symbols (J) and / or the remaining number of time-saving small wins (Z).
[0389] In step S320-5, the main CPU 110a subtracts "1" from the remaining number of special symbols (J), which is the number of special symbols saved in the main RAM 110c, regardless of whether the stopped special symbol displayed is the first special symbol or the second special symbol. In step S320-6, it determines whether the remaining number of special symbols (J) has become "0". If the remaining number of special symbols has become "0", the process moves to step S320-10 to terminate the time-saving game state. If the remaining number of special symbols has not become "0", the process moves to step S320-7.
[0390] In step S320-7, the main CPU 110a determines whether the special symbol that has stopped and is displayed is a minor win special symbol. If it is not a minor win special symbol, the processing moves to step S320-11, assuming that the conditions for ending the time-saving game state other than a big win have not been met. If it is a minor win special symbol, in step S320-8, the remaining number of time-saving minor wins (Z), which is the number of time-saving minor wins saved in the main RAM 110c, is deducted by "1".
[0391] In step S320-9, the main CPU 110a determines whether the remaining number of time-saving mini-wins (Z) has become "0". If the remaining number of time-saving mini-wins (Z) has become "0", the process moves to step S320-10, indicating that the time-saving game state will be terminated. If the remaining number of time-saving mini-wins (Z) has not become "0", the process moves to step S320-11, indicating that the termination condition for the time-saving game state other than a big win has not been met.
[0392] In step S320-10, the main CPU 110a clears the time-saving flag and the remaining number of each time-saving feature (remaining number of time-saving special feature (J), remaining number of time-saving small wins (Z), remaining number of time-saving normal feature (G)) from the main RAM 110c, ending the time-saving game state and transitioning to the normal game state.
[0393] In step S320-11, the main CPU 110a determines whether the special symbol that has stopped and is displayed is a jackpot special symbol. If it is not a jackpot special symbol, the process moves to step S320-13. If it is a jackpot special symbol, in step S320-12, the main RAM 110c clears the time-saving flag and the remaining number of each time-saving round (remaining number of time-saving special symbols (J), remaining number of time-saving minor wins (Z), remaining number of time-saving normal symbols (G)), ending the time-saving game state and transitioning to the normal game state (low probability non-time-saving game state).
[0394] In step S320-13, the main CPU 110a determines whether the number of spins (the total number of consecutive losing spins for the first and second special symbols) saved in the main RAM 110c has reached a predetermined number (750 spins). If the number of spins has reached the predetermined number, the process moves to step S320-14 to start the third time-saving game state. If the number of spins has not reached the predetermined number, the process moves to step S320-17 to not start the third time-saving game state.
[0395] In step S320-14, the main CPU 110a sets the remaining number of time-saving rounds for the third time-saving game state (remaining number of special time-saving rounds (J) = 10, remaining number of small time-saving rounds (Z) = 3, remaining number of regular time-saving rounds (G) = 999) in the main RAM 110c. In step S320-15, it sets the third time-saving round flag in the main RAM 110c to transition to the third time-saving game state. In step S320-16, it sets the time-saving round specification command in the performance transmission data storage area of the main RAM 110c. As a result, the time-saving round specification command is sent to the performance control board 130, and the performance control board 130 updates the remaining time-saving rounds and notifies the remaining time-saving rounds.
[0396] In step S320-17, the main CPU 110a sets "2" to the special symbol special electrical processing data, and in step S320-18, sets a game state specification command corresponding to the current game state (game state determined by the presence or absence of the time-saving flag) in the main RAM 110c's performance transmission data storage area. As a result, the game state specification command is sent to the performance control board 130, and the performance control board 130 performs processing to update the game state. After this processing is completed, the special symbol variation processing for this time is terminated.
[0397] Thus, when the remaining number of special symbols in the time-saving mode (J) reaches "0" during the time-saving mode, the time-saving mode (1st time-saving mode, 2nd time-saving mode, 3rd time-saving mode) ends, even if there are remaining small wins in the time-saving mode (Z) or regular symbols in the time-saving mode (G). Therefore, the time-saving mode can be terminated according to the progress of the game (the execution status of the display of the 1st special symbols and 2nd special symbols), which can enhance the enjoyment of the game.
[0398] Furthermore, regardless of whether the first or second special symbol variation display is executed during the time-saving game state, the remaining number of time-saving special symbol variations (J) is reduced. Therefore, it is possible to provide a fair game by suppressing situations where the outcome of the game is favorable depending on the player's playing method, and it is possible to enhance the enjoyment of the game.
[0399] Furthermore, if the remaining number of time-saving mini-wins (Z) becomes "0" during the time-saving game state, the time-saving game state (1st time-saving game state, 2nd time-saving game state, 3rd time-saving game state) will end, even if there are remaining special time-saving symbols (J) or regular time-saving symbols (G). Therefore, even if a player tries to advance the game to their advantage by referring to the pre-reading effect or the type of special symbols (combination of effect symbols 70a) that are displayed (whether or not to aim for a favorable big win by passing the game ball through a specific area 53 in a mini-win game), it is possible to suppress the player from becoming excessively advantageous through the method of playing during the time-saving game state, thereby improving the enjoyment of the game.
[0400] Furthermore, if the combined number of consecutive losing spins for the first and second special symbols, executed after the first condition is met (RWM cleared), reaches a predetermined number (the spin display for the special symbol on the predetermined number of spins resulted in a loss), and if the combined number of consecutive losing spins for the first and second special symbols, executed after the second condition is met (the spin count reset to zero upon the end of a jackpot game), reaches a predetermined number (the spin display for the special symbol on the predetermined number of spins resulted in a loss), it is possible to generate a third time-saving game state for a predetermined period (until any of the remaining spins for time-saving special symbols (J), time-saving small wins (Z), or time-saving normal symbols (G) becomes "0"). Therefore, it is possible to give players an element of surprise by generating a time-saving state without going through a jackpot game, thereby enhancing the enjoyment of the game.
[0401] Furthermore, the remaining number of special symbols for the time-saving mode (J) set when the third time-saving mode occurs is greater than the upper limit of 4 for the first reserve memory (U1) and second reserve memory (U2). Therefore, it is possible to suppress the inconvenience of the third time-saving mode ending when the special symbol variation display based on the reserve memory stored at the time the third time-saving mode occurs is executed, thereby improving the enjoyment of the game.
[0402] Furthermore, the remaining number of time-saving mini-wins (Z) set when the third time-saving game state occurs is greater than 1. Therefore, it is possible to suppress the inconvenience of the mini-win game being executed without the player understanding the situation after the third time-saving game state occurs, and the game ball not being able to pass through the specific area 53, thus ending the third time-saving game state, and thereby improving the enjoyment of the game.
[0403] Furthermore, when the third time-saving game state is activated, the number of spins stored in the main RAM 110c is not reset to zero. As a result, the third time-saving game state will not be activated again between jackpot games (after the special time-saving game state starts or ends), ensuring a balance of profits for both the arcade and the players, and also enhancing the enjoyment of the game.
[0404] Furthermore, when the third time-saving game state is activated, the number of spins stored in the main RAM 110c may be cleared to 0, and a flag indicating that the third time-saving game state has been activated may be set in the main RAM 110c. In this case, if the number of spins reaches the specified number (750 spins) and the flag indicating that the third time-saving game state has been activated is not present, the number of spins should be cleared to 0 to activate the third time-saving game state. If the flag indicating that the third time-saving game state has been activated is present, the number of spins should be cleared to 0 to prevent the third time-saving game state from being activated.
[0405] Furthermore, while the remaining number of special time-saving symbols (J) was set to 10 so that the third time-saving game state would not end immediately when the third time-saving game state occurs, it is sufficient if it is more than the upper limit of memory "4" for the first reserve memory (U1) and second reserve memory (U2), and it may be more or less than 10. Also, while the remaining number of small time-saving bonuses was set to 3 so that the third time-saving game state would not end immediately when the third time-saving game state occurs, it is sufficient if it is more than 1, and it may be more or less than 3. Also, while the remaining number of normal time-saving symbols (G) was set to 999 when the third time-saving game state occurs, it is sufficient if it is a different value from the remaining number of special time-saving symbols (J) and the remaining number of small time-saving bonuses (Z), and it may be more or less than 999.
[0406] Furthermore, while the special symbol variation process (when the special symbol stop display begins) generates the third time-saving game state or terminates various time-saving game states, the special symbol stop process (when the special symbol stop display ends), described later, may also generate the third time-saving game state or terminate various time-saving game states.
[0407] (Special symbol stop processing on the main control board) The special symbol stopping process of the main control board 110 will be explained using Figure 25. Figure 25 is a flowchart showing the special symbol stopping process in the main control board 110.
[0408] First, in step S330-1, the main CPU 110a determines whether the stop time set in the special symbol variation process described above has elapsed. If the stop time has elapsed, the process moves to step S330-2; otherwise, the special symbol stop process is terminated.
[0409] In step S330-2, the main CPU 110a determines whether or not a jackpot special symbol is displayed. If it is a jackpot special symbol, the process moves to step S330-3; otherwise, it is not a jackpot special symbol (it is a minor win special symbol or a losing special symbol), the process moves to step S330-5.
[0410] In step S330-3, the main CPU 110a performs a jackpot opening transition process, such as selecting jackpot game control data (maximum number of rounds, maximum number of winning balls, opening time, etc.) corresponding to the stopped special symbol data (jackpot special symbol) from the jackpot game control data determination table for jackpot games (see Figure 26(a)) for executing a jackpot game. In step S330-4, it sets "3" to the special symbol special power processing data to transition to the jackpot game process, and moves the process to step S330-8. Details of the jackpot game control data determination table will be described later.
[0411] In step S330-5, the main CPU 110a determines whether or not a special winning symbol is displayed. If it is a special winning symbol, the process moves to step S330-6; otherwise, it moves to step S330-10.
[0412] In step S330-6, the main CPU 110a performs a mini-win opening transition process, such as selecting mini-win game control data (maximum number of winning balls, opening time, etc.) corresponding to the stopped special symbol data (mini-win special symbol) from the mini-win game large prize entry control data determination table (see Figure 26(b)) for executing the mini-win game. In step S330-7, it sets "4" to the special symbol special electric processing data in order to transition to the mini-win game, and then moves the process to step S330-8.
[0413] In step S330-8, the main CPU 110a sets the opening time corresponding to the selected control data in the main RAM 110c, and in step S330-9, sets the opening specification command in the performance transmission data storage area of the main RAM 110c. As a result, the opening specification command is sent to the performance control board 130, and processing is performed to execute the opening performance for the jackpot game or minor jackpot game. After this processing is completed, the special symbol stopping process for this time is terminated.
[0414] In step S330-10, the main CPU 110a sets the special symbol memory judgment data to "0" in order to move processing to the special symbol memory judgment process, and terminates the special symbol stop process.
[0415] (Control data table) Figure 26(a) shows a data determination table for controlling the big prize slot during a big win game (special game), Figure 26(b) shows a data determination table for controlling the big prize slot during a small win game, and Figure 26(c) shows a data determination table for controlling a specific area during a small win game.
[0416] As shown in Figure 26(a), the data determination table for controlling the big prize slot for jackpot games associates the special symbol stop data, the maximum number of rounds played in a jackpot game, the maximum number of balls that enter the big prize slot in one round, the opening time from the start of the jackpot game until the first round is played, the type of big prize slot to be opened in each round, the maximum number of times the big prize slot is opened in each round, the opening time of the big prize slot for each opening in each round, the interval time during which the big prize slot is closed after the end of a round (the time required to discharge the game balls from the big prize slot), and the ending time from the end of the final round to the end of the jackpot game.
[0417] If the stop symbol data is "01", the first jackpot game is executed, consisting of 5 rounds of gameplay. If the stop symbol data is "02", the second jackpot game is executed, consisting of 5 rounds of gameplay, and the state after the jackpot game is more favorable to the player than the first jackpot game. If the stop symbol data is "03" or "11", the third jackpot game is executed, consisting of 10 rounds of gameplay, and the state after the jackpot game is more favorable to the player than the first or second jackpot game.
[0418] Furthermore, if the stop symbol data is "12", the remaining 5 rounds of gameplay will proceed via a minor win game, which will be the first round of gameplay, and a fourth jackpot game will be executed, in which the state after the jackpot game is more unfavorable to the player than the third jackpot game.
[0419] A key feature of the jackpot game control data determination table shown in Figure 26(a) is that a jackpot game with the maximum number of rounds (10 rounds) is more likely to be executed when a jackpot game (4th to 5th jackpot game) is executed based on a ball entering the second starting opening 47, compared to when a jackpot game is executed based on a ball entering the first starting opening 45. This makes it possible to differentiate the gameplay when a game ball enters the first starting opening 45 from when a game ball enters the second starting opening 47, thereby improving the enjoyment of the game.
[0420] As shown in Figure 26(b), the data determination table for controlling the large prize slot for minor win games associates the special symbol stop data (type of minor win game), the maximum number of times the large prize slot is opened during a minor win game, the maximum number of balls that enter the large prize slot during a minor win game, the opening time until the large prize slot is converted to an open state, the type of large prize slot to be opened, the opening time of the large prize slot for each opening, the interval time during which the large prize slot is closed (the time required to discharge the game balls from inside the large prize slot), and the ending time from the final closure of the large prize slot until the minor win game ends.
[0421] The data determination table for controlling the large prize opening for the small prize game shown in Figure 26(b) is characterized by the fact that the interval time for the first large prize opening 50 to be in a closed state is set to the time during which at least one game ball is rolling on the upper surface of the first large prize opening opening / closing member 51 from the start to the end of the interval (interval time of 0.82 seconds compared to a launch interval of 0.67 seconds). In this way, the open time of the first large prize opening 50 can be shortened, and the number of times the first large prize opening can be opened within the predetermined maximum open time of the large prize opening in the small prize game (1.8 seconds) can be increased, thereby improving the enjoyment of the game.
[0422] As shown in Figure 26(c), the specific area control data determination table for minor win games associates the special symbol stop data (type of minor win game), the maximum number of times the specific area 53 is opened during a minor win game, the opening timing of the specific area 53, and the closing timing of the specific area 53.
[0423] In minor win games, regardless of the type of minor win game, when the large prize winning opening is opened in a minor win game, the specific area 53 is converted to an open state, and when the large prize winning opening is closed, the specific area 53 is converted to a closed state.
[0424] A key feature of the specific area control data judgment table for minor win games, shown in Figure 26(c), is that the opening and closing timing of the specific area 53 is set so that when a game ball enters the first major prize slot 50 during a minor win game, it passes through the specific area 53 with a probability of almost 100% (1 / 1). This allows players to play minor win games with peace of mind and enhances the enjoyment of the game.
[0425] Furthermore, instead of opening and closing the specific area 53 so that the game ball that enters the first large prize opening 50 during a minor win passes through the specific area 53 with a probability of almost 100% (1 / 1), it may be changed to open and close the specific area 53 with a probability of 50% (1 / 2) or 25% (1 / 4).
[0426] Furthermore, multiple types of minor prize games may be provided, and depending on the type of minor prize game, there may be cases where the specific area 53 is opened and closed so that the game ball that enters the first major prize opening 50 passes through the specific area 53 with a probability of almost 100% (1 / 1) (for example, the second minor prize game), and cases where the specific area 53 is opened and closed so that the game ball that enters the first major prize opening 50 passes through the specific area 53 with a probability of 25% (1 / 4) (for example, the third minor prize game).
[0427] (Main control board's jackpot game processing) The jackpot game processing of the main control board 110 will be explained using Figure 27. Figure 27 is a flowchart showing the jackpot game processing on the main control board 110.
[0428] First, in step S340-1, the main CPU 110a determines whether or not the opening is currently in progress. Specifically, it determines whether the opening time set in the special symbol stop process described above is "0" or greater. If the opening is in progress, the process moves to step S340-2; otherwise, the process moves to step S340-5.
[0429] In step S340-2, the main CPU 110a determines whether the opening time set in the special symbol stopping process described above has elapsed. If the opening time has elapsed, the process moves to step S340-3; otherwise, the jackpot game process for this round is terminated.
[0430] In step S340-3, the main CPU 110a performs a round game transition process. Specifically, it adds "1" to the number of round games (R) stored in the main RAM 110c and sets a round-in-progress flag in the main RAM 110c to indicate that a round game is in progress.
[0431] In step S340-4, the main CPU 110a sets a round designation command corresponding to the number of rounds played (R) in the main RAM 110c's transmission data storage area for performance, and terminates the processing for this jackpot game. As a result, the round designation command is sent to the performance control board 130, and processing is carried out to execute the round performance corresponding to this round game.
[0432] In step S340-5, the main CPU 110a determines whether or not a round game is currently in progress. Specifically, it determines whether or not the round game flag is set in the main RAM 110c. If a round game is in progress, the process moves to step S340-6; otherwise, the process moves to step S340-12.
[0433] In step S340-6, the main CPU 110a determines whether the conditions for opening the jackpot have been met. Specifically, it determines whether the elapsed time since the start of the current round of play has reached the timing for opening the jackpot, which is determined by the control data of the jackpot game. If the conditions for opening the jackpot have been met, the process moves to step S340-7; otherwise, the process moves to step S340-8.
[0434] In step S340-7, the main CPU 110a performs the process of opening the big prize slot. Specifically, it identifies the type of big prize slot to be opened (first big prize slot 50 or second big prize slot 56) and the opening time of the big prize slot (first big prize slot 50 or second big prize slot 56) from the control data of the jackpot game, and sets the opening time of the big prize slot and the drive data of the big prize slot opening / closing solenoid (first big prize slot opening / closing solenoid 51b or second big prize slot opening / closing solenoid 57b) in the main RAM 110c. As a result, the big prize slot is converted to the open state.
[0435] In step S340-8, the main CPU 110a determines whether the conditions for closing the big prize slot have been met. Specifically, it determines whether the current opening of the big prize slot was before the final opening in the current round of play, and whether the opening time has elapsed. If the conditions for closing the big prize slot have been met, the process moves to step S340-9; otherwise, the process moves to step S340-10.
[0436] In step S340-9, the main CPU 110a performs the process of closing the big prize slot. Specifically, it identifies the interval time (closing time) of the big prize slot (first big prize slot 50 or second big prize slot 56) from the control data of the jackpot game, sets the interval time (closing time) of the big prize slot in the main RAM 110c, and clears the drive data of the big prize slot opening / closing solenoid set in the main RAM 110c. As a result, the big prize slot is converted to a closed state.
[0437] In step S340-10, the main CPU 110a determines whether the conditions for transitioning to an interval have been met. Specifically, it determines whether the number of game balls that have entered the major prize slots (first major prize slot 50 or second major prize slot 56) in the current round of play has reached the maximum number of balls that have entered, or whether the opening time for the final opening of the major prize slots in the current round of play has elapsed. If the conditions for transitioning to an interval have been met, the process moves to step S340-11; otherwise, the process for this jackpot game ends.
[0438] In step S340-11, the main CPU 110a performs interval transition processing. Specifically, it identifies the current interval time (the closing time of the big prize slot) from the control data of the jackpot game, sets the interval time in a predetermined area of the main RAM 110c, and clears the drive data for the big prize slot solenoid stored in the main RAM 110c. This converts the big prize slot to a closed state. In addition, it replaces the round-in-progress flag stored in the main RAM 110c with an interval-in-progress flag to indicate that an interval is in progress. Once the interval transition processing is complete, the jackpot game processing for this time is terminated.
[0439] In step S340-12, the main CPU 110a determines whether or not it is currently in an interval. Specifically, it determines whether or not an interval flag is set in the RWM area of the main RAM 110c. If it is in an interval, it proceeds to step S340-13; otherwise, it proceeds to step S340-19.
[0440] In step S340-13, the main CPU 110a determines whether the interval time has elapsed. If the interval time has elapsed, the process moves to step S340-14; otherwise, the jackpot game process for this round is terminated.
[0441] In step S340-14, the main CPU 110a determines whether the final round of the current jackpot game has finished. If the final round has finished, the process moves to step S340-17; otherwise, the process moves to step S340-15.
[0442] In step S340-15, the main CPU 110a performs a round game transition process. Specifically, it adds "1" to the number of round games (R) stored in the RWM area of the main RAM 110c. It also replaces the interval flag stored in the RWM area of the main RAM 110c with a round game flag.
[0443] In step S340-16, the main CPU 110a sets a round designation command corresponding to the number of rounds played (R) in the main RAM 110c's transmission data storage area for performance, and terminates the processing for the current jackpot game. As a result, the round designation command is sent to the performance control board 130, and processing is carried out to execute the round performance corresponding to the current round game.
[0444] In step S340-17, the main CPU 110a performs the ending transition process. Specifically, it identifies the ending time from the control data of the jackpot game and sets the ending time in the RWM area of the main RAM 110c. It also replaces the interval flag stored in the main RAM 110c with an ending flag indicating that the game is in the middle of the ending.
[0445] In step S340-18, the main CPU 110a sets an ending designation command in the main RAM 110c's data storage area for performance effects, indicating that it is the ending of a jackpot game, and terminates the processing for this jackpot game. As a result, the ending designation command is sent to the performance control board 130, which then performs the processing necessary to execute the ending effects corresponding to the jackpot game or minor jackpot game.
[0446] In step S340-19, the main CPU 110a determines whether the game is currently in the ending phase. Specifically, it checks whether the ending phase flag is set in the RWM area of the main RAM 110c. If the game is in the ending phase, it proceeds to step S340-20; otherwise, it terminates the current jackpot game process.
[0447] In step S340-20, the main CPU 110a determines whether the ending time has elapsed. If the ending time has not elapsed, it terminates the current jackpot game processing. If the ending time has elapsed, in step S340-21, it sets "5" in the special feature special electric processing data to move to the jackpot game termination processing, and terminates the current jackpot game processing.
[0448] (Main control board's processing of minor wins) The processing of minor wins in the main control board 110 will be explained using Figure 28. Figure 28 is a flowchart showing the processing of ending minor wins in the main control board 110.
[0449] First, in step S350-1, the main CPU 110a determines whether or not the opening is currently in progress. Specifically, it determines whether or not the opening time set in the special symbol stop process described above is "0" or greater. If the opening is in progress, the process moves to step S350-2; otherwise, the process moves to step S350-4.
[0450] In step S350-2, the main CPU 110a determines whether the opening time set in the special symbol stopping process described above has elapsed. If the opening time has elapsed, in step S350-3, it sets an opening / closing game flag in the main RAM 110c to indicate that the opening / closing game, which opens and closes the big prize slot, is in progress. If the opening time has not elapsed, it terminates the current small prize game process.
[0451] In step S350-4, the main CPU 110a determines whether or not the opening and closing game of the big prize slot is in progress. If the opening and closing game is in progress, the process moves to step S350-5; otherwise, the process moves to step S350-21.
[0452] In step S350-5, the main CPU 110a determines whether the conditions for opening the big prize slot have been met. Specifically, it determines whether the opening or interval of the small prize game has ended. If the conditions for opening the big prize slot have been met, the process moves to step S350-6; otherwise, the process moves to step S350-7.
[0453] In step S350-6, the main CPU 110a performs the process of opening the large prize slot. Specifically, it identifies the type of large prize slot to be opened (first large prize slot 50 or second large prize slot 56) and the opening time of the large prize slot (first large prize slot 50 or second large prize slot 56) from the control data of the small prize game shown in Figure 28(b), and sets the opening time of the large prize slot and the drive data for the large prize slot opening / closing solenoid (first large prize slot opening / closing solenoid 51b or second large prize slot opening / closing solenoid 57b) in the main RAM 110c. As a result, the large prize slot is converted to an open state.
[0454] In step S350-7, the main CPU 110a determines whether the conditions for opening the specific area 53 have been met. Specifically, it determines whether the opening timing for the specific area 53 (in this case, the opening timing for the grand prize winning area) has arrived, as determined by the control data for the specific area shown in Figure 26(c). If the conditions for opening the specific area 53 have been met, the process moves to step S350-8; otherwise, the process moves to step S350-9.
[0455] In step S350-8, the main CPU 110a performs a specific area release process. Specifically, it sets the drive data for the specific area opening / closing solenoid 53b into the RWM area of the main RAM 110c. This converts the specific area 53 to an open state.
[0456] In step S350-9, the main CPU 110a determines whether the closing condition for the specific region 53 has been met. Specifically, it determines whether the closing timing for the specific region 53 (in this case, the closing timing for the grand prize opening) has been reached, as determined by the control data for the specific region shown in Figure 26(c). If the closing condition for the specific region 53 has been met, the process moves to step S350-10; otherwise, the process moves to step S350-11.
[0457] In step S350-10, the main CPU 110a performs a specific area closing process. Specifically, it clears the drive data for the specific area opening / closing solenoid 53b, which is set in the RWM area of the main RAM 110c. As a result, the specific area 53 is converted to a closed state.
[0458] In step S350-11, the main CPU 110a determines whether the conditions for closing the large prize slot have been met. Specifically, it determines whether the time for the large prize slot to be open has elapsed and whether the number of prizes entering the large prize slot has reached the maximum number. If the conditions for closing the large prize slot have been met, the process moves to step S350-12; otherwise, the process moves to step S350-13.
[0459] In step S350-12, the main CPU 110a performs the process of closing the main prize opening. Specifically, it identifies the interval time (closing time) from the control data of the minor prize game shown in Figure 28(b), sets the interval time of the main prize opening in the main RAM 110c, and clears the drive data for the opening / closing solenoid of the main prize opening that is set in the main RAM 110c. As a result, the main prize opening is converted to a closed state.
[0460] In step S350-13, the main CPU 110a determines whether the final interval time for the minor win game has elapsed. If the final interval time has elapsed, in step S350-14, it clears the opening / closing game flag set in the main RAM 110c. If the final interval time has not elapsed, it terminates the current minor win game process.
[0461] In step S350-15, the main CPU 110a determines whether the aforementioned specific area passage flag is saved in the main RAM 110c. If the specific area passage flag is saved, the process moves to step S350-16, assuming that a jackpot game is executed because the game ball passed through the specific area 53 during the opening / closing game. If the specific area passage flag is not saved, the process moves to step S350-19, assuming that the ending is executed because the game ball did not pass through the specific area 53 during the opening / closing game.
[0462] In step S350-16, the main CPU 110a clears a flag indicating passage through a specific area saved in the main RAM 110c, and in step S350-17, it performs a process to transition to a jackpot game. Specifically, it selects control data (maximum number of rounds, maximum number of winning balls, opening time, etc.) corresponding to the stopped special symbol data (the special symbol that stopped) from the jackpot game control data determination table for jackpot games shown in Figure 26(a), clears the time-saving flag and the remaining time-saving counts for each (remaining time-saving special symbol counts (J), remaining time-saving small win counts (Z), remaining time-saving normal symbol counts (G)) saved in the main RAM 110c, and performs processes to end the time-saving game state and transition to the normal game state (low probability non-time-saving game state).
[0463] In step S350-18, the main CPU 110a sets "3" in the special symbol special electric processing data to move on to the big win game processing, and terminates the current small win game processing.
[0464] In step S350-19, the main CPU 110a performs the ending transition process. Specifically, it identifies the current ending time from the control data of the minor win game and sets the ending time in the RWM area of the main RAM 110c.
[0465] In step S350-20, the main CPU 110a sets an ending designation command in the main RAM 110c's transmission data storage area to indicate that it is the end of a minor win game, and terminates the processing of the current minor win game. As a result, the ending designation command is sent to the performance control board 130, and processing is performed to execute an ending performance corresponding to the current minor win game (such as a disappointment notification performance that notifies that the game ball did not pass through a specific area 53 during the minor win game, or more specifically, during the opening and closing game).
[0466] In step S350-21, the main CPU 110a determines whether the game is currently in the ending phase. Specifically, it determines whether the ending time set in step S350-19 is "0" or greater. If the game is in the ending phase, it proceeds to step S350-22; otherwise, it terminates the current minor win game process.
[0467] In step S350-22, the main CPU 110a determines whether the ending time set in step S350-19 has elapsed. If the ending time has not elapsed, the current minor win game processing is terminated. If the ending time has elapsed, in step S350-23, the special symbol special electric processing data is set to "0" in order to move processing to the special symbol memory determination process, and then the current minor win game processing is terminated.
[0468] Thus, even if a game ball passes through a specific area 53 during a minor win, the major win game will not be executed until the minor win game (conversion game) is finished (the first major prize slot is opened 10 times or 10 game balls are awarded). Therefore, the timing of when the game ball passes through the specific area 53 does not put the player at a disadvantage, and the enjoyment of the game can be improved.
[0469] Furthermore, if the game ball passes through a specific area 53 during a minor win, the game proceeds to a major win without triggering the ending of the minor win. This eliminates the prolonged gap between the minor win and the major win, enhancing the enjoyment of the game. Alternatively, the game may be designed to proceed to the ending of the minor win before the major win.
[0470] (Main control board's jackpot game termination process) The jackpot game termination process of the main control board 110 will be explained using Figure 29. Figure 29 is a flowchart showing the jackpot game termination process in the main control board 110.
[0471] First, in step S360-1, the main CPU 110a retrieves the stop special symbol data saved in the main RAM 110c, and in step S360-2, it determines whether the stop special symbol data is a jackpot special symbol. If it is a jackpot special symbol, the process moves to step S360-3; if it is not a jackpot special symbol (i.e., it is a minor win special symbol), the process moves to step S360-5.
[0472] In step S360-3, the main CPU 110a retrieves the game state information at the time of winning a jackpot, which is saved in the main RAM 110c. In step S360-4, it selects a first game state setting table (see Figure 30(a)) for setting the game state after a jackpot based on the game state information at the time of winning a jackpot, and then proceeds to step S360-7. Details of the first game state setting table will be described later.
[0473] In step S360-5, the main CPU 110a obtains game state information stored in the main RAM 110c when passing a specific area. In step S360-6, it selects a second game state setting table (see Figure 30(b)) for setting the game state after a jackpot based on the game state information when passing a specific area, and then proceeds to step S360-7. Details of the second game state setting table will be described later.
[0474] In step S360-7, the main CPU 110a compares the acquired game state information with the selected game state setting table to determine the game state after a big win, and sets the game state flags (normal flag, first time-saving flag, second time-saving flag) and the remaining number of each time-saving round (remaining number of time-saving special symbols (J), remaining number of time-saving small wins (Z), remaining number of time-saving normal symbols (G)) in the main RAM 110c. In step S360-8, it sets a game state specification command corresponding to the game state flag in the performance transmission data storage area. As a result, the game state specification command is sent to the performance control board 130, and the performance control board 130 performs processing to update the game state.
[0475] In step S360-9, the main CPU 110a sets "0" to the special symbol special electrical processing data in order to move processing to the special symbol memory judgment process, and then terminates the process for ending this jackpot game.
[0476] In this way, at the end of a jackpot game that was triggered when a game ball passed through a specific area 53 during a minor win game, it is possible to perform predetermined processing (specifically, determining the game conditions after the jackpot game (game state, number of time-saving rounds, remaining number of minor wins), or setting the determined game conditions in the main RAM 110c) based on the game state when the game ball passed through the specific area during the minor win game). Therefore, it is possible to control the game (set game conditions) by utilizing events that occurred during actual gameplay, thereby improving the enjoyment of the game.
[0477] Furthermore, at the end of a jackpot game that does not involve a minor win, it is possible to perform predetermined processing based on the game state at the time the jackpot was determined (specifically, processing to determine the game conditions after the jackpot game (game state, number of time-saving rounds, remaining number of minor wins), and to set the determined game conditions in the main RAM 110c). Therefore, the gameplay can be made different depending on whether the jackpot game involves a minor win or not, thereby improving the enjoyment of the game.
[0478] Furthermore, at the end of a jackpot game that does not involve a minor win, instead of performing a predetermined process based on the game state at the time the jackpot was determined, the predetermined process may be performed based on the game state when the special jackpot symbol stopped and was displayed.
[0479] (Game state setting table) Figure 30(a) shows a first game state setting table for setting the game state after a jackpot game that does not go through a minor win, and Figure 30(b) shows a second game state setting table for setting the game state after a jackpot game that goes through a minor win.
[0480] As shown in Figures 30(a) and 30(b), the game state setting table associates the special symbol data for the jackpot, the game state information at the time of a jackpot win, the game state flags to be set (a normal flag indicating that it is in the normal game state, a first time-saving flag indicating that it is in the first time-saving game state, and a second time-saving flag indicating that it is in the second time-saving game state), the remaining number of time-saving special symbol displays (J), which is the number of times the special symbol that ends the time-saving game state will change, the remaining number of time-saving minor wins (G), which is the number of minor wins that end the time-saving game state, and the remaining number of time-saving normal symbol displays (G), which is the number of times the normal symbol that ends the time-saving game state will change.
[0481] One of the key features of the game state setting table shown in Figure 30 is that there are two types of jackpot games: the first jackpot game, which does not result in a time-saving game state after the jackpot game ends, and the second to fourth jackpot games, which do result in a time-saving game state. This approach makes it possible to attract players' interest in the different types of jackpot games and enhance the enjoyment of the game.
[0482] A second feature of the game state setting table shown in Figure 30 is that there are jackpot games (second jackpot game, third jackpot game, fourth jackpot game) in which the number of remaining time-saving mini-wins (Z) set when played in time-saving game state is greater than the number of remaining time-saving mini-wins (Z) set when played in normal game state. In this way, the number of remaining time-saving mini-wins (Z) set can be different depending on the type of jackpot game, which improves gameplay and enhances the enjoyment of the game.
[0483] A third feature of the game state setting table shown in Figure 30 is that there is a jackpot game (the fourth jackpot game) in which the number of remaining time-saving normal rounds (G) set when played in the time-saving game state is greater than the number of remaining time-saving normal rounds (G) set when played in the normal game state. In this way, the number of remaining time-saving normal rounds (G) set can be different depending on the type of jackpot game, which improves the gameplay and enhances the enjoyment of the game.
[0484] The fourth feature of the game state setting table shown in Figure 30 is that, in the time-saving game state, the time-saving game state can be terminated based on the following: the number of times the normal symbols change (the number of occurrences of the first game event) reaches a predetermined number (50 or 100 times, in other words, G=0); the number of times the special symbols change (the number of occurrences of the second game event) reaches a predetermined number (5 times, in other words, J=0); and the number of times a minor win is determined (the number of occurrences of the third game event) that is determined to be a minor win game reaches a predetermined number (Z=0). In this way, it is possible to give players a sense of excitement about when the time-saving game state will end, and it is also possible to suppress acts that harm fair play, such as selecting the type of minor win game (type of jackpot game) that directly leads to a jackpot game in order to execute a jackpot game, thereby improving the enjoyment of the game.
[0485] A fifth feature of the game state setting table shown in Figure 30 is that the number of times the special symbol, which terminates the time-saving game state (number of occurrences of the second game event = 5 times), is set to be less than the number of times the regular symbol, which terminates the time-saving game state (number of occurrences of the first game event = 50 times or 100 times). By doing this, players will be encouraged to trigger the display of regular symbol fluctuations rather than special symbol fluctuations to prevent the time-saving game state from ending prematurely, providing a novel and unprecedented gameplay experience for the time-saving game state and enhancing the enjoyment of the game.
[0486] A sixth feature of the game state setting table shown in Figure 30 is that the number of times the special symbol that ends the time-saving game state changes (number of occurrences of the second game event = 5 times) is greater than the upper limit of "4" for the reserve memory (first reserve memory, second reserve memory). By doing this, it is possible to avoid the inconvenience of the time-saving game state ending prematurely due to the consumption of the first reserve memory (U1) that may remain when transitioning from the normal game state to the time-saving game state, thereby improving the enjoyment of the game.
[0487] Although there is only one type of remaining special symbols for the time-saving game state, which is the number of times the special symbols that terminate the time-saving game state are displayed, for example, there may be a 1st remaining special symbols (J1) which is the number of times the 1st special symbols that terminate the time-saving game state are displayed, and a 2nd remaining special symbols (J2) which is the number of times the 2nd special symbols that terminate the time-saving game state are displayed, or there may be a 3rd remaining special symbols (J3) which is the combined number of times the 1st and 2nd special symbols that terminate the time-saving game state are displayed. Even in this case, each of the remaining special symbols J1 to J3 may be a smaller value than the remaining special symbols for the time-saving game state.
[0488] Furthermore, if a jackpot game (1st to 3rd jackpot game) is executed without going through a minor jackpot game, the number of times the special symbol that terminates the time-saving game state is displayed (remaining number of time-saving special symbols) does not change regardless of the game state before the jackpot game is executed (whether it is a normal game state or a time-saving game state). However, if a jackpot game (1st V to 3rd V jackpot game) is executed via a minor jackpot game, the number of times the special symbol that terminates the normal time-saving game state is displayed (2nd time-saving count) may change depending on the game state before the jackpot game is executed.
[0489] Alternatively, a time-saving game state may be generated after all jackpot games have finished, or, in connection with providing multiple minor jackpot games, multiple jackpot games that pass through minor jackpot games may be provided, and a time-saving game state may not be generated after the jackpot game that passes through the first minor jackpot game has finished, while a time-saving game state may be generated after the jackpot game that passes through the second minor jackpot game has finished.
[0490] (The game state referenced at the end of a big win game that does not go through a minor win game.) Figure 31 shows the game state referenced at the end of a jackpot game that does not go through a minor win game. Figure 31(a) is a timing chart for when the jackpot variation display is executed in a normal game state. Figure 31(b) is a timing chart for when the jackpot variation display is executed in a time-saving game state (before the final variation: remaining number of time-saving special symbols (J) > 0). Figure 31(c) is a timing chart for when the jackpot variation display is executed in a time-saving game state (final variation: remaining number of time-saving special symbols (J) = 0).
[0491] When a jackpot game that does not go through a minor win round ends, the game state referenced to set the game conditions (game state, number of time-saving rounds, remaining number of minor wins) is the timing at which the jackpot is determined in the jackpot judgment (when the jackpot is won).
[0492] As shown in Figure 31(a), when the jackpot variation display is executed during normal gameplay, at the end of the jackpot game in T4, the game state at the start of the jackpot variation display in T1, that is, at the time the jackpot was won, is referenced to set the game conditions (game state, various time-saving rounds, remaining number of minor wins). In this case, the timing of T1 is considered to be the normal gameplay state.
[0493] As shown in Figure 31(b), when the jackpot spin display is executed in a time-saving game state (before the final spin: remaining number of time-saving special symbols (J) > 0), at the end of the jackpot game in T4, the game state at the start of the jackpot spin display in T1, that is, at the time the jackpot was won, is referenced to set the game conditions (game state, various time-saving spin counts, remaining number of minor wins). In this case, the timing of T1 is the time-saving game state.
[0494] As shown in Figure 31(c), when the jackpot spin display is executed in a time-saving game state (final spin: remaining number of time-saving special symbols (J) = 0), at the end of the jackpot game in T4, the game state at the start of the jackpot spin display in T1, that is, at the time the jackpot was won, is referenced to set the game conditions (game state, various time-saving spin counts, remaining number of minor wins). In this case, the timing of T1 is the time-saving game state.
[0495] (The game state referenced at the end of a big win game that has progressed through a small win game.) Figure 32 shows the game state referenced at the end of a big win game that has gone through a small win game. Figure 32(a) is a timing chart for when the small win variation display is executed in a normal game state. Figure 32(b) is a timing chart for when the small win variation display is executed in a time-saving game state where the time-saving end condition is not met (remaining number of time-saving small wins (Z) > 0). Figure 32(c) is a timing chart for when the small win variation display is executed in a time-saving game state where the time-saving end condition is met (remaining number of time-saving small wins (Z) = 0).
[0496] The game state referenced to set the game conditions (game state, number of time-saving rounds, remaining number of minor wins) at the end of a major win game that has gone through a minor win game is the timing when the game ball passes through a specific area 53 during the minor win game (when transitioning to a major win game).
[0497] As shown in Figure 32(a), when the minor win variation display is executed during normal gameplay, at the end of the big win game in T6, the game state at the time the game ball passed through the specific area 53 during the minor win game in T4 is referenced, and the game conditions (game state, various time-saving rounds, remaining minor win rounds) are set. In this case, since the game has been in a normal game state since the start of the minor win variation display, the timing of T4 is considered to be the normal game state.
[0498] As shown in Figure 32(b), when the time-saving game state is in a state where the time-saving end condition is not met (remaining number of time-saving small wins (Z) > 0), and the small win variation display is executed, at the end of the big win game in T6, the game state at the time the game ball passed through the specific area 53 during the small win game in T4 is referenced and the game conditions (game state, various time-saving counts, remaining number of small wins) are set. In this case, when the small win variation display in T2 stops, the various time-saving counts and remaining number of small wins are not "0" and the time-saving game state is maintained, so the timing of T4 is the time-saving game state. Note that when the game ball passes through the specific area 53 at the timing of T4, the big win game starts and the game transitions to the normal game state, but when it passes through the specific area 53, it is the time-saving game state before transitioning to the normal game state.
[0499] As shown in Figure 32(c), when the time-saving game state is in a state where the time-saving end condition is met (remaining number of time-saving small wins (Z) = 0) and the small win variation display is executed, at the end of the big win game in T6, the game state at the time the game ball passed through the specific area 53 during the small win game in T4 is referenced and the game conditions (game state, various time-saving counts, remaining number of small wins) are set. In this case, when the small win variation display in T2 stops, one of the time-saving counts becomes "0", the time-saving game state ends and the game transitions to the normal game state, so the timing of T4 is the normal game state.
[0500] As shown in Figures 31 and 32, the sampling timing (acquisition timing) of the game state referenced to set the game conditions (game state, various time-saving rounds, remaining rounds of minor wins) at the end of the big win game differs depending on whether a big win variation display is executed and a big win game is performed, or whether a minor win variation display is executed and a big win game is performed. Therefore, it is possible to differentiate the gameplay depending on whether it is a big win or a minor win, thereby improving the enjoyment of the game.
[0501] (General power control processing of the main control board) The general power control process of the main control board 110 will be explained using Figure 33. Figure 33 is a flowchart showing the general power control process in the main control board 110.
[0502] First, in step S401, the main CPU 110a loads the values of the general diagram and general power processing data. In step S402, it references the branch destination address from the loaded general diagram and general power processing data, executes the processing corresponding to the branch destination address, and then terminates the current general diagram and general power control processing.
[0503] Specifically, if the normal symbol normal power processing data = 0, the normal symbol variation processing (step S410) is executed to perform processing to display the variation of the normal symbol based on the held memory (normal symbol judgment information), or to change the normal symbol normal power processing data to "1". Details of the normal symbol variation processing will be described later.
[0504] If the "Normal Diagram Normal Power Processing Data" is 1, an auxiliary game processing (step S420) is executed to perform an auxiliary game that opens the second start port 47 in a predetermined manner, or to change the "Normal Diagram Normal Power Processing Data" to "0".
[0505] (Normal pattern variation processing on the main control board) The normal pattern variation process of the main control board 110 will be explained using Figure 34. Figure 34 is a flowchart of the normal pattern variation process in the main control board 110.
[0506] In step S410-1, the main CPU 110a determines whether or not a variation of a normal symbol is currently being displayed. If a variation of a normal symbol is currently being displayed, the process moves to step S410-19; otherwise, the process moves to step S410-2.
[0507] In step S410-2, the main CPU 110a determines whether the number of normal symbol hold memory (F) is 1 or greater. If the number of normal symbol hold memory (F) is 1 or greater, the process moves to step S410-3. If the number of normal symbol hold memory (F) is not 1 or greater, the normal symbol variation process for this time is terminated.
[0508] In step S410-3, the main CPU 110a updates the regular image hold memory (F) by subtracting "1", and in step S410-4, sets a regular image hold number specification command corresponding to the number of regular image hold memories (F) after the subtraction in the main RAM 110c's transmission data storage area for performance. As a result, the regular image hold number specification command is sent to the performance control board 130, and the image display device displays the hold corresponding to the regular image hold memory (F) (display of the regular image hold icon, display of the regular image hold number display area).
[0509] In step S410-5, the main CPU 110a sets a game state specification command corresponding to the current game state in the main RAM 110c's data storage area for performance effects. As a result, the game state specification command is sent to the performance control board 130, which updates the game state it perceives and performs effects corresponding to the updated game state.
[0510] In step S410-6, the main CPU 110a performs a shift process on the data stored in the normal symbol hold memory area, shifting the normal symbol judgment information stored in the first to fourth memory units to the previous memory unit.
[0511] For example, the general diagram judgment information stored in the fourth memory unit of the general diagram judgment information holding memory area is shifted to the third memory unit of the general diagram judgment information holding memory area. Also, the general diagram judgment information stored in the first memory unit of the general diagram judgment information holding memory area is shifted to the zero memory unit, which is the general diagram judgment information execution memory area, and the general diagram judgment information used in the previous game that was stored in the zero memory unit is erased.
[0512] In step S410-7, the main CPU 110a performs a hit detection process. Specifically, it uses a hit detection table for normal symbols (see Figure 35(a)) to determine whether it is a hit or not based on the game state and random values for hit detection stored in the normal symbol execution memory area. Details of the hit detection table for normal symbols will be described later.
[0513] In step S410-8, the main CPU 110a performs a normal symbol determination process. Specifically, using the normal symbol determination table (see Figure 35(b)), it determines the stopped normal symbol data of the normal symbol that will be displayed as a result of the variation display, based on the game state, the hit determination result, and the random value for normal symbol determination. Details of the normal symbol determination table will be described later.
[0514] In step S410-9, the main CPU 110a sets a normal symbol specification command corresponding to the type of normal symbol determined in the normal symbol determination process in the main RAM 110c's performance transmission data storage area. As a result, the normal symbol specification command is transmitted to the performance control board 130, which then becomes able to grasp the stopped normal symbol data.
[0515] In step S410-10, the main CPU 110a performs a normal symbol variation pattern determination process. Specifically, using a normal symbol variation pattern determination table corresponding to the game state (see Figure 35(c) or Figure 35(d)), it determines the variation pattern (variation time) for displaying the normal symbols based on the game state, the hit determination result, and the normal symbol variation pattern random value. Details of the normal symbol variation pattern determination table will be described later.
[0516] In step S410-11, the main CPU 110a sets a normal figure variation pattern specification command corresponding to the normal figure variation pattern determined in the normal figure variation pattern determination process into the main RAM 110c's performance transmission data storage area. As a result, the normal figure variation pattern specification command is transmitted to the performance control board 130, enabling the performance control board 130 to recognize the normal figure variation pattern.
[0517] In step S410-12, the main CPU 110a sets the variation time of the normal pattern corresponding to the normal pattern variation pattern determined in the normal pattern variation pattern determination process in a predetermined area of the main RAM 110c. In step S410-13, it starts displaying the variation of the normal pattern and ends the normal pattern variation process. As a result, the LED lighting data for executing the normal pattern variation display is created in the data creation process of step S700, and output in the output control process of step S800, causing the normal pattern variation to be displayed on the normal pattern display unit 62.
[0518] In step S410-14, the main CPU 110a determines whether a time-saving flag (either the first time-saving flag, the second time-saving flag, or the third time-saving flag) is set in the main RAM 110c. If a time-saving flag is set, the process moves to step S410-15 to update the remaining number of time-saving normal pattern changes (G). If a time-saving flag is not set, the normal pattern change process ends without updating the remaining number of time-saving normal pattern changes (G).
[0519] In step S410-15, the main CPU 110a subtracts "1" from the remaining number of time-saving normal symbol spins (G), which is the number of time-saving normal symbol spins saved in the main RAM 110c, and in step S420-16, it determines whether the remaining number of time-saving normal symbol spins (G) has become "0". If the remaining number of time-saving normal symbol spins (G) has become "0", the process moves to step S410-17, indicating that the time-saving game state will be terminated. If the remaining number of time-saving normal symbol spins (G) has not become "0", the process moves to step S410-18, indicating that the termination condition for the time-saving game state has not been met.
[0520] In step S410-17, the main CPU 110a clears the time-saving flag and the remaining number of each time-saving feature (remaining number of special time-saving feature spins (J), remaining number of small time-saving feature spins (Z), remaining number of regular time-saving feature spins (G)) from the main RAM 110c, ending the time-saving game state and transitioning to the normal game state, thus ending the regular feature spinning process for this time.
[0521] In step S410-18, the main CPU 110a sets a command to specify the number of time-saving rounds corresponding to the remaining number of time-saving rounds for the normal symbols (G) in the storage area for the performance electronics data. As a result, the command to specify the number of time-saving rounds is sent to the performance control board 130, which is able to determine the remaining number of time-saving rounds for the normal symbols. After this process is completed, the normal symbol variation process for this time is terminated.
[0522] In step S410-19, the main CPU 110a determines whether the time for the normal symbol variation has elapsed. If the variation time has not elapsed, the normal symbol variation process is terminated. If the variation time has elapsed, in step S410-20, the normal symbol variation display is stopped, and in step S410-21, a normal symbol confirmation command is set in the performance transmission data storage area of the main RAM 110c. As a result, the normal symbol confirmation command is sent to the performance control board 130, and the performance control board 130 can determine that the normal symbol has stopped displaying.
[0523] In step S410-22, the main CPU 110a determines whether the displayed regular symbol is a winning regular symbol (a winning outcome). If it is not a winning regular symbol, the regular symbol variation process ends. If it is a winning regular symbol, in step S410-23, the CPU obtains auxiliary game control data from the auxiliary game control table (see Figure 37(f)) to control the auxiliary game. Details of the auxiliary game control table will be described later.
[0524] In step S410-24, the main CPU 110a sets an opening specification command corresponding to the type of auxiliary game in the main RAM's data storage area for performance. This sends the opening specification command to the performance control board 130, allowing the performance control board 130 to recognize that the opening of the auxiliary game has started.
[0525] In step S410-25, the main CPU 110a sets the opening time corresponding to the auxiliary game control data acquired in step S410-23 in a predetermined area of the main RAM 110c, and in step S410-26, it sets "1" to the normal symbol variation processing data, ending the normal symbol variation processing for this time.
[0526] Thus, when the remaining number of spins for the time-saving normal symbols (G) reaches "0" during the time-saving game state, the time-saving game state (1st time-saving game state, 2nd time-saving game state, 3rd time-saving game state) ends, even if there are remaining spins for the time-saving special symbols (J) or the time-saving minor wins (Z). Therefore, it is possible to create an innovative gameplay experience where the time-saving game state ends based on the number of spins for the normal symbols (which do not determine the jackpot) rather than the number of spins for the special symbols (which determine the jackpot), thereby enhancing the enjoyment of the game.
[0527] Furthermore, when the remaining number of spins (G) for the time-saving mode reaches "0" and the time-saving mode ends, the time-saving mode ends not when the normal symbol spin time has elapsed and the normal symbol has stopped displaying, or when the stop time has elapsed, but when the normal symbol spinning display begins (immediately after it starts). Therefore, the time-saving mode can be ended at a timing that is easy for the player to understand, regardless of the normal symbol spin time, which can improve the enjoyment of the game.
[0528] Furthermore, even when the display of regular symbols is executed, a game state specification command is sent from the main control board 110 to the performance control board 130, just as when the display of special symbols is executed. Therefore, when the number of remaining rounds of the time-saving regular symbol (G) becomes "0" and the game transitions from the time-saving game state to the normal game state, the performance control board 130 is informed of the game state, allowing for the execution of performances appropriate to the game state, thereby enhancing the enjoyment of the game.
[0529] Furthermore, regardless of whether it is a normal game state in which a regular symbol variation effect is not executed in response to the variation of a regular symbol, or a time-saving game state in which a regular symbol variation effect is executed in response to the variation of a regular symbol, if a variation of a regular symbol is executed, commands related to the variation of a regular symbol (regular symbol specification command, regular symbol variation pattern specification command) are sent. As a result, the effect control board 130 can recognize that a variation of a regular symbol is being executed, and it becomes possible to execute an effect corresponding to the variation of a regular symbol (for example, a variation of the special symbol TZ).
[0530] Furthermore, if the remaining number of special symbols in the time-saving mode (J) becomes "0" and the time-saving mode is terminated, the time-saving mode is terminated when the special symbol's variation time has elapsed and the special symbol is displayed in a stopped position. Similarly, if the remaining number of regular symbols in the time-saving mode (G) becomes "0" and the time-saving mode is terminated, the time-saving mode may be terminated when the regular symbol's variation time has elapsed and the regular symbol is displayed in a stopped position, or when the regular symbol's stopped position time has elapsed.
[0531] Furthermore, although the game state specification command is currently sent before updating the remaining number of rounds (G) for the time-saving feature, it may also be possible to send the game state specification command after updating the remaining number of rounds (G), that is, after the game state has changed.
[0532] Furthermore, while the command to specify the number of time-saving rounds is set to send a command indicating the remaining number of time-saving rounds (G), it may also be possible to send a command that includes not only the remaining number of time-saving rounds (G), but also the remaining number of time-saving special rounds (J) and the remaining number of time-saving small win rounds (Z).
[0533] Thus, the number of commands sent from the main control board 110 to the performance control board 130 when the display of normal symbols changes during a time-saving game state (game state specification command, normal symbol specification command, normal symbol variation pattern specification command) is greater than the number of commands sent from the main control board 110 to the performance control board 130 when the display of normal symbols changes during a time-saving game state (game state specification command, normal symbol specification command, normal symbol variation pattern specification command). Therefore, the performance control board 130 can appropriately determine the remaining number of time-saving rounds and perform processing such as notifying the remaining number of time-saving rounds.
[0534] (Winning detection table for regular symbols) Figure 35(a) is a win determination table for normal symbols that is referenced when determining a win based on normal symbol determination information obtained based on the passage of a game ball through the normal symbol gate 44.
[0535] As shown in Figure 35(a), the win determination table for regular symbols associates the game state at the time of win determination, the random value used for win determination, and the result of the win determination (win or loss). For reference, the approximate probability of winning is listed in the far right column.
[0536] A "win" result indicates that the auxiliary game will be played, while a "loss" result indicates that the auxiliary game will not be played.
[0537] The first characteristic of the win determination table for normal symbols shown in Figure 35(a) is that the probability (percentage) of being judged as a win is the same regardless of the game state. This makes it possible to create the expectation that auxiliary games will be executed regardless of the game state, thereby improving the enjoyment of the game.
[0538] Furthermore, it may be possible to make the probability (percentage) of a win being determined in the time-saving game state higher than in the normal game state (increasing the chance of a normal bonus round).
[0539] (Normal pattern determination table) Figure 35(b) is a regular symbol determination table that is referenced when determining the stopping symbol for a regular symbol based on regular symbol determination information obtained based on the passage of a game ball through the regular symbol gate 44.
[0540] As shown in Figure 35(b), the normal symbol determination table associates the game state at the time of determination, the result of the win determination (win or loss), the random value for determining the winning symbol, the result of the normal symbol determination, the stopped normal symbol data that indicates this determination result, and the normal symbol specification command that indicates the result of the normal symbol determination.
[0541] The regular symbol "0" is a losing symbol, meaning no auxiliary game is played. The regular symbols "1" and "2" are winning symbols that trigger an auxiliary game where, depending on the game state, the second starting opening 47 is opened briefly once at a time when it is difficult (almost impossible or impossible) for the game ball to enter, or the second starting opening 47 is opened twice for a long time when it is easy for the game ball to enter. The regular symbol "3" is a winning regular symbol that triggers an auxiliary game where the second starting opening 47 opens for two long periods of time, regardless of the game state, making it easier for the game ball to enter.
[0542] One of the features of the normal symbol determination table shown in Figure 35(b) is that the number of types of normal symbols displayed when stopped differs between normal gameplay and time-saving gameplay. This makes it possible to differentiate the gameplay related to normal symbols depending on the gameplay state, thereby improving the enjoyment of the game.
[0543] Furthermore, the types of regular symbols displayed when the reels stop may be the same in both normal gameplay and time-saving gameplay modes. In this case, it is preferable that the normal gameplay mode be less advantageous than the time-saving gameplay mode, for example, when regular symbols 2 and 3 are displayed, the auxiliary game is executed in the same manner as when regular symbol 1 is displayed.
[0544] (Normal Figure Variation Pattern Determination Table) Figure 35(c) is a normal symbol variation pattern determination table that is referenced when determining the variation pattern of normal symbols in normal gameplay, and Figure 35(d) is a time-saving normal symbol variation pattern determination table that is referenced when determining the variation pattern of normal symbols in time-saving gameplay.
[0545] As shown in Figures 35(c) to 35(d), the regular symbol variation pattern determination table associates the game state, the hit determination result, the type of regular symbol, the random value of the regular symbol variation pattern, the type of regular symbol variation pattern that results in the determination, and the variation time of each regular symbol variation pattern. For reference, the performance details and average variation time are also listed.
[0546] As shown in the regular variation pattern determination table in Figures 35(c) to 35(d), "normal variation" and "shortened variation" refer to a variation animation in which the three animation symbols 70a change rapidly and stop on random losing symbols without resulting in a reach.
[0547] "Chance variation" refers to a variation that indicates a chance of winning (an auxiliary game where the second start opening 47 is opened for a long time) when the three performance symbols 70a are rapidly changing and displayed. Specifically, it means that the effect button 17 becomes valid for a period of time, and an operation effect is performed that notifies the result of the judgment according to the operation of the effect button 17 during the valid period (if it is a win, the first movable member 73a moves down to the effect position and stops with the three performance symbols aligned, and if it is a loss, the first movable member 73a does not move and the three performance symbols stop with the display in a reach-miss state).
[0548] "Fake Loss Fluctuation" means that, despite being a win, an auxiliary game is executed in which the second starting opening 47 is briefly opened for a time value that makes it difficult (effectively impossible) for the game ball to enter, resulting in a fluctuation animation in which the three display symbols 70a fluctuate rapidly and stop on random losing symbols without resulting in a reach.
[0549] Furthermore, when the remaining number of spins (G) for the time-saving mode ends and the time-saving mode ends, the display of the regular symbols will show a result if it is a miss, or if it is a win where the second starting port 47 opens in a short opening pattern that makes it difficult (effectively impossible) for the game ball to enter, then a result display will be shown showing the results of the game during the advantageous period for the player (the period in which the advantageous state for the player continues, starting from a big win game known as the first win or from the third time-saving mode). This result will show the number of consecutive wins in the big win game, the number of balls dispensed, etc.
[0550] The first characteristic of the regular symbol variation pattern determination table shown in Figures 35(c) to 35(d) is that in a normal game state where no variation effect is performed by the effect symbol 70a during the variation display of the regular symbols (even if auxiliary gameplay is performed, the second start opening 47 does not open for a long time), the variation time of the regular symbols is the same regardless of whether it is a miss or a win. By doing so, the amount of data required to display the variation of the regular symbols in a normal game state can be reduced, making it possible to efficiently control the variation display of the regular symbols. In addition, it is possible to prevent players from having excessive expectations and to improve the enjoyment of the game.
[0551] A second feature of the regular variation pattern determination table shown in Figures 35(c) to 35(d) is that when an auxiliary game is performed in which the second starting opening 47 is short-opened at a time value in which it is difficult (effectively impossible) for the game ball to enter, a variation that disguises a loss is performed by stopping and displaying the three performance symbols 70a in different ways. In this way, when an auxiliary game is performed in which it is difficult (effectively impossible) for the game ball to enter the second starting opening 47, the player's expectations are not raised, and the enjoyment of the game can be improved.
[0552] A third feature of the normal pattern determination table shown in Figures 35(c) to 35(d) is that, in the time-saving game state, when there is a possibility of the second starting opening 47 opening for a long time, making it easier for the game ball to enter, a chance variation is executed, accompanied by the player's operation of the performance button 17 (initiation of an effective period). In this way, the effect of the performance in the time-saving game state can be effectively improved, and the enjoyment of the game can be enhanced.
[0553] The fourth feature of the normal pattern determination table shown in Figures 35(c) to 35(d) is that when an auxiliary game is performed in the time-saving game state, where the second starting opening 47 is opened for a short time when it is difficult (effectively impossible) for the game ball to enter, an effect is performed that suggests an unfavorable result for the player (a losing disguise variation where the three effect symbols 70a stop with different losing outcomes). On the other hand, when an auxiliary game is performed where the second starting opening 47 is opened for a long time when it is easy (almost possible) for the game ball to enter, an effect is performed that suggests an favorable result for the player (a chance variation where the three effect symbols 70a stop with the same outcome). In this way, it becomes easier to distinguish between when an auxiliary game is performed that makes it difficult for the game ball to enter the second starting opening 47 and when an auxiliary game is performed that makes it easy for the game ball to enter the second starting opening 47, thereby improving the enjoyment of the game.
[0554] A fifth feature of the regular pattern determination table shown in Figures 35(c) to 35(d) is that it distinguishes between the combination of symbols displayed when an auxiliary game is performed in the time-saving game state in which the second starting port 47 is short-opened at a time value that makes it difficult (effectively impossible) for the game ball to enter (a losing result where the three symbols 70a are not shown) and the combination of symbols displayed when an auxiliary game is performed in which the second starting port 47 is long-opened at a time value that makes it easy (almost possible) for the game ball to enter (a winning result where the three symbols 70a are shown). This makes it easier to distinguish between cases where an auxiliary game is performed in which it is difficult for the game ball to enter the second starting port 47 and cases where an auxiliary game is performed in which it is easy for the game ball to enter the second starting port 47, thereby improving the enjoyment of the game.
[0555] The sixth feature of the regular symbol variation pattern determination table shown in Figures 35(c) to 35(d) is that in the time-saving game state, the regular symbol variation display (variation effect) can be performed for a longer time value than the time value (5 seconds) of the regular symbol variation display (variation effect) performed in the normal game state, but the average variation time of the regular symbol variation display is shorter than the average variation time of the regular symbol variation display in the normal game state. This makes it easier to heighten the player's expectations in the time-saving game state, and also makes it possible to perform the regular symbol variation display in a manner that is more advantageous to the player in the time-saving game state than in the normal game state, thereby improving the enjoyment of the game.
[0556] The seventh characteristic of the regular symbol variation pattern determination table shown in Figures 35(c) to 35(d) is that the average variation time of the regular symbols differs depending on the type of time-saving game state. This makes it possible to bring out the unique characteristics of each time-saving game state and improve the enjoyment of the game.
[0557] The eighth characteristic of the normal figure variation pattern determination table shown in Figures 35(c) to 35(d) is that a normal figure variation pattern with a shorter variation time is more likely to be determined in the time-saving game state than in the normal game state. In this way, it is possible to give the game characteristics such as different performance depending on the type of game state, which makes it possible to improve the enjoyment of the game.
[0558] The ninth feature of the regular symbol variation pattern determination table shown in Figures 35(c) to 35(d) is that, when determining the variation pattern of special symbols, it is possible to switch the special symbol variation pattern determination table when the number of special symbol variations performed since the fulfillment of predetermined conditions (RWM clear, end of jackpot game) reaches a predetermined number, whereas when determining the variation pattern of regular symbols during normal gameplay or time-saving gameplay, the switching of the regular symbol variation pattern determination table is restricted. This makes it possible to improve the efficiency of control when displaying the variation of regular symbols. Furthermore, it is possible to enhance the display of variation of special symbols that are directly related to jackpots, while making the display of variation of regular symbols that are not directly related to jackpot games simpler and easier to understand, thereby improving the enjoyment of the game.
[0559] A tenth feature of the regular symbol variation pattern determination table shown in Figures 35(c) to 35(d) is that it is possible to switch the regular symbol variation pattern determination table for determining the variation pattern of the regular symbols between the normal game state and the time-saving game state. In this way, it is possible to differentiate between the normal game state, in which the second starting opening 47 is opened only in a short opening pattern in which it is difficult (effectively impossible) for the game ball to enter, and the time-saving game state, in which the second starting opening 47 can be opened in a long opening pattern in which it is easy for the game ball to enter, thereby improving the enjoyment of the game.
[0560] The eleventh characteristic of the regular symbol variation pattern determination table shown in Figures 35(c) to 35(d) is that the number of variations of the regular symbols used to indicate a losing variation in the regular symbols during the time-saving game state (2 types) is greater than the number of variations of the special symbols used to indicate a losing variation in the first or second special symbols during the time-saving game state (1 type each). By doing this, the effect of the presentation in the time-saving game state, where the display of regular symbol variations is important, can be improved, and the enjoyment of the game can be enhanced.
[0561] The twelfth characteristic of the regular symbol variation pattern determination table shown in Figures 35(c) to 35(d) is that the average variation time for the regular symbol variation pattern used to display a losing variation for the regular symbol in the time-saving game state is longer than the average variation time for the special symbol variation pattern used to display a losing variation for the first or second special symbol in the time-saving game state. By doing so, the effect of the presentation in the time-saving game state, where the display of regular symbol variation is important, can be improved, and the enjoyment of the game can be enhanced.
[0562] The thirteenth characteristic of the regular symbol variation pattern determination table shown in Figures 35(c) to 35(d) is that, in the time-saving game state, the number of variations of the regular symbols used to display the winning variation of the regular symbols (3 types) is greater than the number of variations of the special symbols used to display the winning variation of the second special symbol (1 type each). By doing this, the effect of the presentation in the time-saving game state, where the variation display of the regular symbols is important, can be improved, and the enjoyment of the game can be enhanced.
[0563] Furthermore, in a case where an auxiliary game that is a win and performs short opening with a time value that makes it difficult for a game ball to enter the second starting opening 47 (substantially no entry) is executed, a chance effect is not configured to be executed; however, the chance effect may be configured to be executed. In this case, it is preferable that the chance effect is executed at a different ratio from a case of a loss or a case where an auxiliary game that is a win and performs long opening with a time value that makes it easy for a game ball to enter the second starting opening 47 is executed. Specifically, the chance effect may be configured to be executed at a lower ratio than in the case of a loss, or the chance effect may be configured to be executed at a ratio that is higher than that in the case of a loss but lower than that in a case where an auxiliary game that is a win and performs long opening with a time value that makes it easy for a game ball to enter the second starting opening 47 is executed.
[0564] In addition, although there is only one type of chance effect, a plurality of types of chance effects may be provided by differentiating operation modes of the effect button 17. In the case of a first chance effect, a determination result is notified when the effect button 17 is single-pressed during an effective period or when the effective period elapses; in the case of a second chance effect, the determination result is notified when the effect button 17 is continuously pressed a predetermined number of times during an effective period or when the effective period elapses. A ratio at which the first chance effect is executed and a ratio at which the second chance effect is executed may be made different from each other when an auxiliary game in which the second starting opening 47 is long-opened with a time value that allows easy entry of a game ball is executed (for example, the second chance effect may be more easily executed than the first chance effect, or vice versa).
[0565] Furthermore, although the performance symbol 70a does not form a reach state in the chance performance, an operation performance (decisive performance) that generates an effective period while the reach state is formed may be performed, or a reach variation performance may be performed separately from the chance performance. In this case, the execution rate of the reach variation performance may be made different depending on whether it is a miss, whether it is a win and an auxiliary game is performed in which the second start opening 47 is short-open for a time value in which it is difficult (effectively impossible) for the game ball to enter (i.e., not enter), or whether it is a win and an auxiliary game is performed in which the second start opening 47 is long-open for a time value in which it is easy for the game ball to enter (i.e., not enter). Specifically, the probability of executing a reach variation animation may be lower when there is a win ...
Claims
[Claim 1] In a gaming machine that allows for special gameplay that is advantageous to the player, A means of operation that can be operated by the player, A first determination means for determining the determination information obtained based on the fulfillment of the first acquisition condition, A first variation display execution means that executes a first variation display based on the determination result of the first determination means, A first storage means capable of storing the determination information obtained based on the fulfillment of the first acquisition condition as a first reserved storage, A second determination means for determining the determination information obtained based on the fulfillment of the second acquisition condition, A second variation display execution means that executes a second variation display based on the determination result of the second determination means, A second storage means capable of storing the determination information obtained based on the fulfillment of the second acquisition condition as a second reserved storage, A state control means capable of controlling between a first game state and a second game state that is more advantageous to the player than the first game state, The system includes a performance control means capable of executing a first game performance corresponding to the determination result of the first determination means and a second game performance corresponding to the determination result of the second determination means, The aforementioned performance control means is It is possible to perform a pre-announcement effect that provides advance notice of the result of the second variable display corresponding to the second reserved memory, During the execution of the first game performance in the first game state, and during the execution of the second game performance in the second game state, any of a plurality of vibration effects that vibrate the operating means can be performed. If the second variation display is executed during the second game state, the pre-reading effect can be executed. The aforementioned multiple types of vibration effects differ in the vibration mode of the operating means and / or the effect scene in which they are performed. The aforementioned multiple types of vibration effects include: A first vibration effect is performed in response to the operation of the operating means during the operation validity period, This includes a second vibration effect that is performed without causing the aforementioned operation validity period, It is possible to make the vibration patterns of the first vibration effect and the vibration patterns of the second vibration effect different, and it is possible to execute the first vibration effect and the second vibration effect during the execution of the first game effect so that their durations do not overlap. When the first vibration effect is performed, it is possible to perform control to cause the movable effect means to perform an effect in a predetermined manner when the first vibration effect is performed. When the second vibration effect is performed, control is not performed to cause the movable effect means to perform the effect in a predetermined manner when the second vibration effect is performed. A gaming machine characterized in that the number of types of vibration effects performed in the second game performance during the second game state is less than the number of types of vibration effects performed in the first game performance during the first game state.
Citation Information
Patent Citations
Game machine
JP2018057968A
Game machine
JP2018061648A
Game machine
JP2019141431A
Game machine
JP2020192460A