JP2025003897A - Gaming Machines - Google Patents
Gaming Machines Download PDFInfo
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- JP2025003897A JP2025003897A JP2023103810A JP2023103810A JP2025003897A JP 2025003897 A JP2025003897 A JP 2025003897A JP 2023103810 A JP2023103810 A JP 2023103810A JP 2023103810 A JP2023103810 A JP 2023103810A JP 2025003897 A JP2025003897 A JP 2025003897A
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- Y—GENERAL TAGGING OF NEW TECHNOLOGICAL DEVELOPMENTS; GENERAL TAGGING OF CROSS-SECTIONAL TECHNOLOGIES SPANNING OVER SEVERAL SECTIONS OF THE IPC; TECHNICAL SUBJECTS COVERED BY FORMER USPC CROSS-REFERENCE ART COLLECTIONS [XRACs] AND DIGESTS
- Y02—TECHNOLOGIES OR APPLICATIONS FOR MITIGATION OR ADAPTATION AGAINST CLIMATE CHANGE
- Y02E—REDUCTION OF GREENHOUSE GAS [GHG] EMISSIONS, RELATED TO ENERGY GENERATION, TRANSMISSION OR DISTRIBUTION
- Y02E60/00—Enabling technologies; Technologies with a potential or indirect contribution to GHG emissions mitigation
- Y02E60/10—Energy storage using batteries
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- Pinball Game Machines (AREA)
Abstract
Description
æ¬çºæã¯ãéææ©ã«é¢ãããã®ã§ããã The present invention relates to gaming machines.
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Conventionally, gaming machines, such as pinball gaming machines, are configured to hold a lottery for winning when the ball enters the starting hole, and in the pattern changing display game, various game effects (preview effects, etc.) related to the lottery results are generated, making the game more enjoyable (for example,
ããããéæã楜ããŸããããã«æŒåºã倿§åãããšãæŒåºåŠçãè€éåããŠå¶åŸ¡è² æ ãå¢ããŠããŸãã However, diversifying the presentation to make the game more enjoyable results in more complex presentation processing and increased control burdens.
ããã§æ¬çºæã®ç®çã¯ãæŒåºåŠçã®å¹çåãå³ãããšãå¯èœãªéææ©ãæäŸããããšã«ããã The object of the present invention is to provide a gaming machine that can improve the efficiency of presentation processing.
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The above object of the present invention can be achieved by the following means.
(1) a lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine comprising:
The performance control means is configured to execute a lottery process using predetermined reference information a plurality of times for the performance content of the performance, and to determine the performance to be executed;
the reference information includes first reference information determined before the current lottery process is executed and second reference information determined by the current lottery process;
The second reference information is referred to in the next or subsequent lottery process, and the content of the performance is determined.
A gaming machine characterized by:
æ¬çºæã«ããã°ãæŒåºåŠçã®å¹çåãå³ãããšãã§ããã The present invention makes it possible to improve the efficiency of production processing.
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[First embodiment]
Hereinafter, preferred embodiments of the gaming machine according to the present invention will be described in detail with reference to the drawings. Note that in the following embodiments, a pachinko gaming machine will be described as an example of the gaming machine according to the present invention.
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<1. Overview of configuration: Figures 1 and 2>
An outline of the configuration of a pachinko gaming machine according to one embodiment of the present invention (first embodiment) will be described with reference to Figures 1 and 2. Figure 1 is a perspective view of the front side showing the exterior of a pachinko gaming machine according to one embodiment of the present invention, and Figure 2 is a view showing the front side of a gaming board.
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The pachinko gaming machine 1 (hereafter abbreviated as "
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A key cylinder (not shown) for unlocking the door is provided on the front side of the
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A firing operation handle 15 for operating the firing device 32 (see FIG. 3) is provided on the right end side of the
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In addition, speakers 46 (sound production means (sound output means)) that use sound to produce sound effects (sound effects) are provided on both sides of the upper part of the
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The counter circuit includes a random number generation circuit that generates random numbers, and a sampling circuit that samples random numbers from the random number generation circuit at a predetermined timing, and functions as a 16-bit counter as a whole. The
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A "setting value" is, for example, a value that specifies the probability of winning (the probability of winning) a jackpot (a type of winning that will activate a condition device described later) in stages. The higher the setting value, the higher the probability of winning (the probability of winning) a jackpot, which is set to be advantageous to the player. At least two stages of such setting values (at least a first setting value and a second setting value) can be set. For example, if six setting values are set, from setting 1 to 6, the probability of winning a jackpot at low probability can be 1/280 for setting 1, 1/275 for setting 2, 1/270 for setting 3, 1/265 for setting 4, 1/260 for setting 5, and 1/251 for setting 6. In other words, the higher the setting value, the easier it is to win a jackpot (the higher the payout), which is advantageous to the player. In addition, when the probability of winning a jackpot is high (when the special symbol probability function described below is activated), the probability can increase to a value not exceeding 10 times. However, the rate of increase may be the same for each setting value, or it may be different. In the case of this embodiment, the rate of increase is the same for each setting value. In the above example, if the probability of winning a jackpot at a low probability is
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In addition, when there are multiple types of jackpots, the probability of winning at least one of them can be changed according to the setting value. For example, if there are four types of jackpots,
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In this way, the "set value" refers to a grade related to the probability (ease of occurrence) of a specific event, such as a jackpot, occurring (winning), and is a value that defines the events that affect the payout ratio in stages. The
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(How to change the settings)
In this embodiment, when the power is turned on, if at least the setting
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(No setting type, 1-step setting type)
The present invention can also be applied to gaming machines of the "non-setting type" that do not have setting values. In the case of a non-setting gaming machine, since there are no setting values in the first place, there is no need to provide a setting value storage area.
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The present invention can also be applied to gaming machines of a "one-step setting type" in which the setting value cannot be switched between multiple levels, but only one setting value is provided. This "one-step setting type" means that, like the above-mentioned "type with setting function," operations related to the setting value, such as setting change operations, are possible, but only one setting value can be selected. It is mainly used to facilitate the design of new models by providing compatibility and versatility between "type with setting function" and "type without setting." This "one-step setting type" is essentially the same as a "game machine without setting" in that there is only one setting value. Note that in the case of the "one-step setting type," even if the setting
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In addition, a performance indicator 99 (information display means) that reports information relating to game results for a specified period (specific game period) (hereinafter referred to as "performance information") is connected to the
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The above-mentioned "performance information" is information that is primarily used by pachinko parlors and relevant authorities for confirmation and investigation, such as information to investigate whether there are any abnormalities in the ball-dispensing performance due to improper adjustment of the game nails or cheating, and whether the original ball-dispensing performance of the gaming machine (the ball-dispensing performance as designed) is being properly demonstrated, in other words, "information about gaming results (gaming results information)." Therefore, this information is not directly related to the player's enjoyment of the game. For this reason, the
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(Specific examples of performance information)
Here, the performance information is not particularly limited as long as it is useful gaming performance information, and for example, one or more of the various pieces of information shown in (Information 1) to (Information 4) below can be adopted.
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(Information 1-1) The above "total number of paid out balls" refers to the total number of game balls (prize balls) paid out when a ball enters the winning slots (
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(Information 1-3) Furthermore, as the counting target interval for performance information, rather than focusing on the game state such as during the normal state, the time-saving state, or during a jackpot, as described above, it is also possible to adopt counting target intervals such as those described below.
(Information 1-3A: A case focusing on the probability of winning the lottery)
The period of the "low probability state and/or the high probability state" can be counted. For example, the period of the "game state related to the low probability state" and the period of the "game state related to the high probability state" can be counted.
(Information 1-3B: Cases focusing on the presence or absence of electric support)
The period of "electric support state and/or no electric support state" can be counted. For example, "game state related to no electric support state" and "game state related to electric support state" can be counted.
(Information 1-3C: Cases focusing on the probability of winning the lottery and the presence or absence of electric support)
For example, there are "game states relating to a 'low probability state + state without electric support'", "game states relating to a 'high probability state + state without electric support'", "game states relating to a 'low probability state + state with electric support'", "game states relating to a 'high probability state + state with electric support'", etc.
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(Information 1-4) The "total number of payouts" may also be the total number of payouts excluding one or more specific winning slots from the count (total number of payouts excluding specific winning slots). For example, the total number of payouts may be the total number of payouts excluding large winning
ïŒæ ïŒïŒãŸãæ§èœæ å ±ãšããŠãç·æåºåæ°ãç¹å®å ¥è³å£é€å€ç·æåºåæ°ãç·ã¢ãŠãçæ°ãç·çºå°çæ°ãç·ç²åŸçæ°ãããã³çŽå¢åæ°ïŒå·®çæ°ïŒã®ïŒãŸãã¯è€æ°ãã«ãŠã³ããããã®ã«ãŠã³ãçµæãæ§èœæ å ±ãšããŠæ¡çšããŠãããã (Information 2) In addition, as performance information, one or more of the total number of balls paid out, the total number of balls paid out excluding specific winning slots, the total number of balls taken out, the total number of balls fired, the total number of balls won, and the net increase in the number of balls (difference in number of balls) may be counted, and the count results may be used as performance information.
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(Information 3) The ratio of features during a specified gaming period may be used as performance information. The specified gaming period may be a specified number of games (for example, the most recent 6,000 games, a cumulative number of games (a cumulative total of 17,500 games or more, a cumulative total of 175,000 games or more, etc.), a specified period (for example, from power-on to power-off), or a specified time (for example, 10 hours from power-on) (the same applies to (Information 4) to (Information 5) described later).
The "role ratio (%)" is the ratio of the game balls paid out by the operation of the electric role to the game balls paid out from the gaming machine. The role ratio is calculated by "(total number of paid outs during role operation/total number of paid outs) x 100" (in this example, decimal points are rounded down). The role is a normal electric role, a first-class special electric role, a first-class non-special electric role, a role continuous operation device related to a first-class special electric role, etc. As a display mode of the role ratio, for example, the identification segment side displays "7Y.", and the ratio segment side displays the current role ratio (for example, "69" if 69%). In addition, if the predetermined game period is less than (for example, if less than 6000 games), the identification segment is displayed in a flashing manner. In addition, if the predetermined value is equal to or greater than (for example, 70% or more), the ratio segment is displayed in a flashing manner, and if it becomes 100%, the ratio segment is displayed in a flashing manner with "99".
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(Information 4) The ratio of consecutive reels during a specified gaming period may be used as performance information.
The "continuous feature ratio (%)" is the ratio of game medals paid out by the operation of the feature continuous operation device to the game medals paid out from the gaming machine. The continuous feature ratio is calculated by "(total number of medals paid out during the operation of the feature continuous operation device/total number of medals paid out) x 100" (rounded down to the nearest whole number). As a display mode of the continuous feature ratio, for example, the identification segment side displays "6Y.", and the ratio segment side displays the current continuous feature ratio (for example, "59" if it is 59%). Note that if the game period is less than a predetermined period (for example, if it is less than 6000 games), the identification segment is displayed in a blinking manner. Also, if the value is equal to or greater than a predetermined value (for example, equal to or greater than 70%), the ratio segment is displayed in a blinking manner, and if it becomes 100%, the ratio segment is displayed in a blinking manner with "99".
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(Information 5) The ratio of reels to the total number of games (cumulative number of games) may be used as performance information.
As a display mode of the role ratio in the total number of games (cumulative number of games), for example, the identification segment displays "7A.", and the ratio segment displays the current role ratio (for example, "69" if it is 69%). However, if the total number of games is less than a predetermined number of games (for example, less than 17,500 games), the identification segment is displayed in a flashing manner. Also, if the role ratio is a predetermined value or more (for example, 70% or more), the ratio segment is displayed in a flashing manner.
åœç¶ã®ããšã§ã¯ããããæ¡çšããïŒãŸãã¯è€æ°ã®æ§èœæ å ±ã«å¿ããŠãæ§èœæ å ±ã®ç®åºã«å©çšããèšæ°å€ã®èšæ°å¯Ÿè±¡åºéãç°ãªããæ§èœæ å ±ã®ç®åºã«å©çšããèšæ°å€ãšããŠãããšãã°ãéåžžç¶æ ãšåŸ®æçç¶æ ã«ãããç·æåºåæ°ãéåžžç¶æ ãšåŸ®æçç¶æ ã«ããã环èšã¢ãŠãçæ°ãããã³å šéæç¶æ ã«ãããç·ã¢ãŠãçæ°ãå¿ èŠãªå Žåãåœè©²ç·æåºåæ°ãšåœè©²çޝèšã¢ãŠãçæ°ã®èšæ°å¯Ÿè±¡åºéã¯éåžžç¶æ ãšåŸ®æçç¶æ ã§ãããåœè©²ç·ã¢ãŠãçæ°ã®èšæ°å¯Ÿè±¡åºéã¯å šéæç¶æ ãšãªãã Naturally, the counting interval for the counting values used to calculate the performance information differs depending on the performance information or information used. For example, if the counting values required to calculate the performance information are the total number of payouts in the normal state and the slight time-saving state, the cumulative number of out balls in the normal state and the slight time-saving state, and the total number of out balls in all game states, the counting intervals for the total number of payouts and the cumulative number of out balls are the normal state and the slight time-saving state, and the counting interval for the total number of out balls is the all game states.
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(Regarding the counting section according to this embodiment)
As described above, various information can be adopted as the performance information, but in this embodiment, the "normal state" and the "slight time-saving state" are defined as the counting target intervals (game states to be counted). The total number of payouts during these game states (hereinafter referred to as the "normal payout number") and the cumulative number of out balls during the same game states (hereinafter referred to as the "normal out number") are measured in real time, and the value obtained by dividing the normal payout number by the normal out number is multiplied by 100 (the base value calculated by normal payout number ÷ normal out number à 100) is adopted as the above-mentioned "performance information", and this is displayed in a predetermined manner by the
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The processing program and its work area for display control and base values on the
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ãŸããäžè¿°ã®åå¥èšæ¶é åã®èšæ°å€ã«åºã¥ããŠã第ïŒèšæ°å¯Ÿè±¡åºéïŒéåžžç¶æ ïŒãšç¬¬ïŒèšæ°å¯Ÿè±¡åºéïŒåŸ®æçç¶æ ïŒã®ããããã®ããŒã¹å€ïŒä»¥äžãåå¥ããŒã¹å€ããšãç§°ããïŒãç®åºãããããããŒã¹å€ïŒéåžžç¶æ ããŒã¹å€ã埮æçç¶æ ããŒã¹å€ïŒã®ãããããèšæ¶ããèšæ¶é åïŒç¬¬ïŒåå¥ããŒã¹å€èšæ¶é åã第ïŒåå¥ããŒã¹å€èšæ¶é åïŒãèšããŠãããããã®å Žåãéåžžç¶æ ããŒã¹å€ãšã埮æçç¶æ ããŒã¹å€ãšãç®åºããŠããã®å¹³åå€ã衚瀺察象ã®ããŒã¹å€ãšããŠãããããã®ããã«ãèšæ°å¯Ÿè±¡åºéå¥ã«å®ããèšæ°å€ãããŒã¹å€ãèšæ¶å¯èœã«æ§æããå Žåã«ã¯ãåå¥èšæ°å€ãåå¥ããŒã¹å€ã管çå¯èœãšãªãããã®å Žåã«ã¯ãåå¥èšæ°å€ããã³ïŒãŸãã¯åå¥ããŒã¹å€ã衚瀺察象ãšããããšãã§ãããšããå©ç¹ãããã In addition, a base value (hereinafter also referred to as "individual base value") for each of the first counting target section (normal state) and the second counting target section (slight time-saving state) may be calculated based on the count value in the individual memory area described above, and a memory area (first individual base value memory area, second individual base value memory area) may be provided to store each of these base values (normal state base value, slight time-saving state base value). In this case, the normal state base value and the slight time-saving state base value may be calculated, and their average value may be used as the base value to be displayed. In this way, when the count value and base value set for each counting target section are configured to be able to be stored, it becomes possible to manage the individual count value and individual base value. In this case, there is also the advantage that the individual count value and/or the individual base value can be displayed.
ç·ã¢ãŠãçæ°ãæå®ã®èŠå®åæ°ã«éããŠä»åã®ããŒã¹å€ãå±¥æŽæ å ±ãšããŠèšæ¶ããåŸã¯ãä»åã®èšæž¬ã§äœ¿çšããèšæ°æ å ±æ ŒçŽé åãã¯ãªã¢ïŒåæåïŒããæ°ããªéåžžææåºåæ°ãéåžžæã¢ãŠãåæ°ãå šç¶æ ã¢ãŠãçæ°ãããã³ããŒã¹å€ã®èšæž¬ã»ç®åºãéå§ãããããã«ãããä»åã®ããŒã¹å€ãå±¥æŽæ å ±ãšããŠèšæ¶ããããšãšãã«ã次åã®æ§èœæ å ±ããªã¢ã«ã¿ã€ã ã«èšæž¬ã»ç®åºãããèšæ¶ãããã After the total number of balls out reaches a specified number and the current base value is stored as history information, the counting information storage area used in this measurement is cleared (initialized), and measurement and calculation of new normal payout numbers, normal out numbers, total state number of balls out, and base value begins. This causes the current base value to be stored as history information, and the next performance information is measured, calculated, and stored in real time.
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Furthermore, when the number of items out in all states reaches a predetermined number (60,000 in this case) after the start of the initial (first) measurement, the base value at this point (initial base value) is stored in the performance display storage area of
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The past base value (historical base value) as the above-mentioned historical information and the base value currently being measured in real time (real-time base value) are displayed in an alternating manner at predetermined intervals (for example, 5 seconds). In this embodiment, of the four 7-
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The identification display section (identification segment) displays, for example, the following:
(1) To display the real-time base value: "bL."
(2) To display the historical base value: "b6."
(3) During the test period: "--"
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The history base value is not limited to the previous base value, and may be configured to display a specific number of base values, such as the value before last or the value before that (3 times before), and the number of previous base values to be displayed can be determined as appropriate. For example, multiple measurement periods can be displayed by switching them at predetermined intervals, such as "third history base value (measurement result three times before)", "second history base value (measurement result before last)", "first history base value (previous measurement result)", and "real-time base value (current base value)". In this case, in order to distinguish the measurement results of each section, the display of the identification display part can be made to have different display modes. For example, the identification display part "b3." is displayed for the "third history base value", the identification display part "b2." is displayed for the "second history base value", the identification display part "b1." is displayed for the "first history base value", and the identification display part "bL." is displayed for the "real-time base value". In addition, when a test section is displayed, the identification display part "--" is displayed. In addition, when one or more performance information is displayed on the
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(3-1. Game with changing symbols)
(3-1-1. Special symbol change display game, decorative symbol change display game)
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Here, in this embodiment, the jackpot lottery based on winning the
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For the sake of convenience, the first special symbol change display game on the special
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When the special symbol change display game is started, the decorative symbol change display game is started by changing and displaying decorative symbols (game symbols for dramatic effect) on the liquid
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Therefore, for example, if the result of the special symbol change display game (the result of the jackpot lottery) is a "jackpot," the decorative symbol change display game will develop an effect that reflects that result. Then, when the special symbol is displayed on the special symbol display device in a display mode that indicates a jackpot (for example, the 7-segment display shows "7"), the decorative symbols are displayed on the liquid
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When this "jackpot" occurs, specifically, the special pattern change display game ends, followed by the decorative pattern change display game, and as a result, the pattern form of the "jackpot" is derived and displayed, and then the large
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Then, as a presentation control command specifying the processing state, a "variation pattern designation command" including at least special symbol variation pattern information (for example, information related to the jackpot lottery result and the special symbol variation time) is sent to the
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The special symbol variation pattern information may include information specifying the execution of a specific advance notice performance (such as the reach performance, pseudo consecutive performance, pre-reading advance notice, setting suggestion performance, etc., described below) in addition to the jackpot lottery result. It may also include information regarding the type of advance notice performance (such as the type of reach performance and the number of pseudo consecutive performances). In more detail, the variation pattern of the special symbol is roughly divided into a "hit variation pattern" in the case of a hit and a "miss variation pattern" in the case of a miss, depending on the jackpot lottery result, and these variation patterns may include various variation patterns such as the following, for example.
(1) "Reach fluctuation pattern" that specifies the execution of reach effects (including the specification of the type of reach),
(2) "Normal fluctuation pattern" that does not specify the execution of reach performance,
(3) A "pseudo consecutive reach variation pattern" that specifies the execution of a pseudo consecutive performance and the execution of a reach performance,
(4) A "pseudo consecutive normal variation pattern" that specifies the execution of a pseudo consecutive performance and does not specify the execution of a reach performance,
(5) A "reach fluctuation pattern for pre-reading notice" that specifies the execution of a pre-reading notice and the execution of a reach performance,
(6) A "normal fluctuation pattern for pre-reading notice" that specifies the execution of pre-reading notice but does not specify the execution of a reach performance.
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Based on the information contained in the presentation control commands (here, the variation pattern designation command and the decorative pattern designation command) sent from the
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When this "auxiliary hit" occurs, the normal
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(3-1-3. Activated ball)
In this embodiment, when a winning entry occurs in each start
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In this embodiment, up to four activation reserved balls for
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Next, the game states will be described. In the
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The normal symbol probability change function changes the probability of winning the auxiliary hit from a predetermined low probability (normal probability) to a high probability (for example, from 1/256 to 255/256), creating a "auxiliary hit probability change state" that is more favorable than the normal state. In a game state where this normal symbol probability change function is in operation (auxiliary hit probability change state), the auxiliary hit lottery probability becomes a high probability state, making auxiliary hits more likely to occur, and normal power open play occurs frequently, resulting in an improved operation rate state in which the operation rate of the
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ç¹å¥å³ææçæ©èœã¯ãïŒåã®ç¹å¥å³æå€å衚瀺ã²ãŒã ã«èŠããå¹³åçãªæéïŒç¹å¥å³æãå€åãéå§ããŠããåæ¢è¡šç€ºãããè¿ã®å¹³åæéïŒå¹³åå€åæéïŒïŒãççž®ãããç¹å¥å³ææçç¶æ ããçºçãããæ©èœã§ããããã®ç¹å¥å³ææçæ©èœãäœåäžã®éæç¶æ ïŒç¹å¥å³ææçç¶æ ïŒäžã§ã¯ãïŒåã®ç¹å¥å³æå€å衚瀺ã²ãŒã ã«ãããç¹å¥å³æã®å¹³åçãªå€åæéãççž®ããïŒããšãã°ããªãŒããªãããºã¬å€åã«èŠããå¹³åæéãïŒç§ããïŒç§ã«ççž®ãããïŒãéåžžç¶æ ãããåäœæéãããã®å€§åœãæœéžåæ°ãåäžããæœéžåæ°åäžç¶æ ãšãªãã The special symbol time-saving function is a function that generates a "special symbol time-saving state" that shortens the average time required for one special symbol change display game (the average time (average change time) from when the special symbol starts changing to when it stops being displayed). In a game state (special symbol time-saving state) where this special symbol time-saving function is active, the average change time of the special symbol in one special symbol change display game is shortened (for example, the average time required for a no-reach miss change is shortened from 8 seconds to 2 seconds), resulting in an increased number of draws state in which the number of jackpot draws per unit time is increased compared to the normal state.
æ®é峿æçæ©èœã¯ãïŒåã®æ®é峿å€å衚瀺ã²ãŒã ã«èŠããå¹³åçãªæéïŒæ®é峿ãå€åãéå§ããŠããåæ¢è¡šç€ºãããè¿ã®å¹³åæéïŒå¹³åå€åæéïŒïŒãççž®ãããæ®é峿æçç¶æ ããçºçãããæ©èœã§ãããæ®é峿æçæ©èœãäœåäžã®éæç¶æ ïŒæ®é峿æçç¶æ ïŒäžã§ã¯ãïŒåã®æ®é峿å€å衚瀺ã²ãŒã ã«ãããæ®é峿ã®å¹³åçãªå€åæéãççž®ããïŒããšãã°ãïŒç§ããïŒïŒïŒç§ã«ççž®ãããïŒãéåžžç¶æ ãããåäœæéãããã®è£å©åœãæœéžåæ°ãåäžããæœéžåæ°åäžç¶æ ãšãªãã The normal pattern time-saving function is a function that generates a "normal pattern time-saving state" that shortens the average time required for one normal pattern change display game (the average time from when the normal pattern starts changing to when it stops being displayed (average change time)). In a game state (normal pattern time-saving state) where the normal pattern time-saving function is operating, the average change time of the normal pattern in one normal pattern change display game is shortened (for example, from 5 seconds to 0.6 seconds), resulting in an increased number of lottery draws state in which the number of lottery draws per auxiliary per unit time is improved compared to the normal state.
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(1) "Crazy state"
A gaming state in which the special symbol probability change function, the special symbol time-saving function, the normal symbol probability change function, the normal symbol time-saving function, and the opening extension function are activated is referred to as a "probability change state."
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(2) "Time-saving state"
A game state in which at least the time-saving function (special symbol time-saving function and/or normal symbol time-saving function) is activated and the special symbol probability variable function is not activated is referred to as a "time-saving state." In this embodiment, a game state in which the special symbol probability variable function related to the probability variable state is removed, that is, a game state in which the special symbol time-saving function, normal symbol probability variable function, normal symbol time-saving function, and opening extension function are activated is referred to as a "time-saving state."
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(3) "Latent state"
A gaming state in which at least the special symbol probability function is activated and the opening extension function is not activated is called a "latent probability state." For example, a gaming state in which only the special symbol probability function is activated corresponds to this.
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(4) "Normal state"
A gaming state in which all functions are not in operation (non-operation) is called the "normal state."
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(5) "Slight time-saving state"
A gaming state in which at least the time-saving function (special symbol time-saving function and/or normal symbol time-saving function) is activated and the special symbol probability variable function is not activated, and the average change time (average execution time of one symbol change display game) of the symbol side (special symbol and/or normal symbol) in which the time-saving function is activated is at least shorter than that in the normal state, is called a "micro-time-saving state". The micro-time-saving state is a gaming state of the same kind as the above-mentioned "time-saving state" in that the time-saving function is activated. Therefore, when the "time-saving state" and the "micro-time-saving state" are controllable as gaming states, the former "time-saving state" can be called a first time-saving state, and the latter "micro-time-saving state" can be expressed as a second time-saving state (a time-saving state different from the first time-saving state).
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In addition, the slight time-saving state is basically less advantageous than the time-saving state, and can be controlled to, for example, the game states such as (Slight 1) to (Slight 3) below.
(Minor 1) At least the electric support state is less favorable than the time-saving state (low-advantage electric support state). For example, the advantage of the electric support state is lower than the time-saving state due to "the occurrence rate of the electric support state is lower than the time-saving state" and/or "the opening period of the
(Minor 2) The average fluctuation time of the pattern on which the time-saving function is activated is longer than in the time-saving state.
(Minor 3) The average fluctuation time of the pattern on which the time-saving function is activated is the same or approximately the same as in the time-saving state, but the electric support state works more unfavorably than the time-saving state.
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(3-3: About the "micro-time saving state")
Here, in order to facilitate understanding of the present invention, the above-mentioned "slightly time-shortened state" will be described in detail.
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(3-3A: When at least the special time-saving function is activated)
(Time α) If the average change time (average time required for one special chart change display game) of the change pattern of the special chart (
At least "X<Y" is satisfied. In other words, the average fluctuation time of the special chart during the micro-time saving state is shorter than that in the normal state.
In this case, it can be "X â Y (almost the same)" (Formula A1). For example, this applies to cases where the difference in the average fluctuation time between the micro-time-saving state and the normal state is a small difference of the order of milliseconds. The relationship between the average fluctuation times of special figures 1 and 2 during the micro-time-saving state and/or the normal state can be appropriately determined according to the gameplay. In this embodiment, the relationship during both the micro-time-saving state and the normal state is "special figure 1 (long) > special figure 2 (short)" (see Figures 26 and 27), but depending on the gameplay, any relationship such as "special figure 1 < special figure 2", "special figure 1 â special figure 2", or "special figure 1 = special figure 2" can be adopted.
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(3-3B: When at least the normal time-saving function is activated)
(Time β) If the average change time of the normal map's change pattern during the micro-time-saving state (the average time required for one normal map change display game) is S seconds, and the average change time of the normal map's change pattern during the normal state is T seconds,
At least "S <T" is satisfied. In other words, the average fluctuation time of the normal map during the micro-time-saving state is shorter than that in the normal state.
In this case, "S â T (almost the same)" (Formula A2) can be used. For example, this applies when the difference in the average fluctuation time between the micro-time-saving state and the normal state is on the order of milliseconds (for example, see Figure 4D (a) and (d) below).
ãªããâæ®å³æçæ©èœãäœåãããç¹å³æçæ©èœãäœåãããªãâå Žåã«ã¯ã埮æçç¶æ äžã®ç¹å³ã®å¹³åå€åæéãšãéåžžç¶æ äžã®ç¹å³ã®å¹³åå€åæéã®é¢ä¿ã«ã€ããŠã¯ããâŠïŒ¹ãããïŒïŒ¹ãããâãããâ§ïŒ¹ããŸãã¯ãïŒïŒ¹ãã®ããããæ¡çšããŠãããã In addition, when "the normal time-saving function is activated and the special time-saving function is not activated," the relationship between the average fluctuation time of the special chart during the slight time-saving state and the average fluctuation time of the special chart during the normal state may be any of "XâŠY," "X<Y," "XâY," "Xâ§Y," or "X>Y."
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(Example of a slight time-saving state: FIG. 4D)
Next, a specific example of the short time-saving state will be described with reference to Fig. 4D. Fig. 4D shows an example of the short time-saving state, and here, a specific example of the short time-saving state will be described while focusing on the function of the normal side.
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(Specific example 1: FIG. 4D (a))
FIG. 4D (A) is an example of a micro-time-saving state in which at least the "normal time-saving function" is activated. In the case of this specific example 1, the "normal time-saving function + open extension function" is activated, but the open extension state is generated according to the type of auxiliary hit (for example, auxiliary hit A, auxiliary hit B). In this example, when the auxiliary hit A (winning probability = "
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In addition, the average fluctuation time of the normal map (in the case of the normal map, there may be only one type of fluctuation time depending on the game state) is extremely short, 2000 ms when the normal map time-saving function is not activated, and 1996 ms when the normal map time-saving function is activated, but the fluctuation time is shortened (see
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In addition, if the extended opening state does not occur, the opening time of the
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Therefore, even if the player intentionally "hits to the right", unless the player wins the auxiliary hit A, which has a very low probability of winning, the operating status of the normal
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As described above, if the relationship between the average fluctuation times on the special chart side is "X â Y", the normal state and the slight time-saving state can have the following common points.
(1) The base values for the normal state and the slight time-saving state can be made common (the same or approximately the same).
(2) The effects (e.g., during-variation effects, background effects, etc.) that are displayed in the normal state and the micro-time-saving state can be made common (identical or substantially identical). In other words, in terms of effects (appearance), it can be made difficult or impossible to distinguish whether the state is the micro-time-saving state or the normal state.
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(Specific example 2: FIG. 4D (b))
Fig. 4D (b) is an example of a micro-time-saving state in which at least the "normal time-saving function" is not activated. In the case of this specific example 2, the "normal time-saving function" and the "open extension function" are not activated, and as shown in the figure, for the normal map, the micro-time-saving state and the normal state are the same. Therefore, even if the player intentionally "hits to the right", the operating status of the normal
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(Specific example 3: FIG. 4D(c))
FIG. 4D (c) is an example of a micro-time-saving state in which at least the normal time-saving function is not activated and the normal time-saving function is activated. In the case of this specific example 3, the "normal time-saving function + open extension function" is activated, but as in the above-mentioned specific example 1, the open extension state is generated according to the auxiliary hit type (for example, auxiliary hit A, auxiliary hit B). In this example, the "normal time-saving function" is activated during the micro-time-saving state, and the auxiliary hit probability changes to a high probability (low probability = 10/100, high probability = 99/100: see
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(Specific example 4: FIG. 4D (ii))
FIG. 4D (D) is an example of a micro-time-saving state in which at least the "normal time-saving function" and the "normal probability-changing function" are activated. In the case of this specific example 4, the "normal time-saving function + normal probability-changing function + opening extension function" are activated, but as in the above-mentioned specific examples 1 and 3, the opening extension state is generated according to the type of auxiliary hit (for example, auxiliary hit A, auxiliary hit B). In this example, the "normal probability-changing function" is activated during the micro-time-saving state, and the auxiliary hit probability changes to a high probability (low probability = 10/100, high probability = 99/100: see
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If we look at the probability of winning a jackpot in each of the above game states, when the game state is the "time-saving state", "slightly time-saving state" or "normal state", the probability of winning a jackpot is a "low probability state (normal probability)", and when the game state is the "latent probability state" or "probability variable state", the probability of winning a jackpot is a "high probability state". During a jackpot related to the operation of the condition device, a jackpot game occurs in which the jackpot entry port is continuously opened up to the maximum number of rounds, but all of the above functions are inactive, and the game is basically in the same game state as the above normal state.
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In the probability change state or time-saving state, the above-mentioned functions related to the normal symbols, that is, the normal symbol probability change function, the normal symbol time-saving function, and the open extension function, are activated by the same opportunity. However, when the normal symbol probability change function, the normal symbol time-saving function, and the open extension function are considered individually, when at least one of these functions is activated, the operation rate of the above-mentioned
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In this embodiment, as an example of the above-mentioned "high base game state", the electric chute support state in which at least the opening extension function is given is treated as a "high base game state". In this electric chute support state, the operation rate (opening time and number of openings) of the
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(3-2-1. Internal Game Status (Game Status Judgment Number YJ): FIG. 25)
The operation status of each of the above functions (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and release extension function) that determine the game state is managed by the
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(3-2-2. Fluctuation pattern allocation designation number Tcode: FIG. 25)
In this embodiment, in order to realize various effects related to the internal game state, one internal game state is divided into a plurality of parts and can be managed as a plurality of game states. For example, if it is desired to divide the time-saving state into a plurality of types of time-saving states such as "time-saving A", "time-saving B", and "time-saving C", these can be managed as different time-saving states using an identifier called a "variation pattern allocation designation number Tcode".
äžèšãå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ãã®å®äœã¯ãçŸåšã®éæç¶æ ã«å¯Ÿå¿ãããå€åãã¿ãŒã³æ¯åããŒãã«ãïŒããšãã°ãåŸè¿°ã®å³ïŒïŒïœå³ïŒïŒåç §ïŒãéžæããéã«å©çšãããèå¥åïŒå€åãã¿ãŒã³éžæã¢ãŒããç¹å®ããããŒã¿ïŒã§ããã詳现ã¯åŸè¿°ãããããã®ãå€åãã¿ãŒã³æ¯åããŒãã«ãã«ã¯ãïŒãŸãã¯è€æ°çš®é¡ã®å€åãã¿ãŒã³ïŒç¹å¥å³æã®å€åãã¿ãŒã³ïŒããå°ãªããšãçŸåšã®éæç¶æ ïŒå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ïŒãšå€§åœãæœéžçµæïŒåœéžçš®å¥ïŒãšã«é¢é£ä»ããŠå®ããããŠããã峿å€å衚瀺ã²ãŒã ã«ä¿ãç¹å¥å³æã®å€åãã¿ãŒã³ã決å®ããéã«å©çšãããããããã£ãŠãããšãã°ãæçç¶æ ïŒïŒ¹ïŒªïŒïŒïŒïŒšïŒããæçããšãæçããšãæçããšã«åºåããå Žåãæçç¶æ ïŒïŒ¹ïŒªïŒïŒïŒïŒšïŒã«ä¿ãå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ããâïœïœïœïœ ïŒãïŒïŒïŒšïŒæçïŒãããïŒïŒïŒšïŒæçïŒãããïŒïŒïŒšïŒæçïŒãâã®ïŒçš®é¡ãå®ããã°ããïŒïŒïŒšïŒæçïŒãïœãïŒïŒïŒšïŒæçïŒãã®ããããã§ãç°ãªãå€åãã¿ãŒã³æ¯åããŒãã«ãéžæããéæç¶æ ã«å¿ããå€åãã¿ãŒã³ãéžæããããšãå¯èœãšãªãïŒå³ïŒïŒã®ãïœïœïœïœ ãã®æ¬ãåŸè¿°ã®å³ïŒïŒïœå³ïŒïŒã®ãïœïœïœïœ ãã®æ¬åç §ïŒããªããæ¬å®æœåœ¢æ ã§ã¯ã埮æçç¶æ ïŒïŒ¹ïŒªïŒïŒïŒïŒšïŒã«ä¿ãå°çã¢ãŒãããšãå°çã¢ãŒãããšã¯ãå ±éã®å€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ïŒïŒŽïœïœïœïœ ïŒïŒïŒïŒšïŒãšãªã£ãŠãããïŒå³ïŒïŒåç §ïŒããå°çã¢ãŒãããšãå°çã¢ãŒãããšã§å€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ãç°ãªãå Žåã«ã¯ãããããç°ãªãå€åãã¿ãŒã³æ¯åããŒãã«ãéžæãããããšãã§ããã The substance of the above-mentioned "variation pattern allocation designation number Tcode" is an identifier (data specifying a variation pattern selection mode) used when selecting a "variation pattern allocation table" (see, for example, Figures 26 to 28 described below) corresponding to the current game state. Details will be described later, but in this "variation pattern allocation table", one or more types of variation patterns (variation patterns of special symbols) are defined in association with at least the current game state (variation pattern allocation designation number Tcode) and the jackpot lottery result (winning type), and are used when determining the variation pattern of special symbols related to the symbol variation display game. Therefore, for example, when the time-saving state (YJ=02H) is divided into "time-saving A", "time-saving B" and "time-saving C", by defining the fluctuation pattern allocation designation number Tcode for the time-saving state (YJ=02H) as three types, "Tcode="02H (time-saving A)", "03H (time-saving B)", and "04H (time-saving C)", it becomes possible to select a different fluctuation pattern allocation table for each of "02H (time-saving A)" to "04H (time-saving C)" and select a fluctuation pattern according to the game state (see the "Tcode" column in Figure 25 and the "Tcode" columns in Figures 26 to 28 described below). In this embodiment, "Hell Mode A" and "Hell Mode B" related to the minute time-saving state (YJ = 02H) have a common fluctuation pattern allocation designation number Tcode (Tcode = 01H) (see FIG. 25), but if "Hell Mode A" and "Hell Mode B" have different fluctuation pattern allocation designation numbers Tcode, different fluctuation pattern allocation tables can be selected for each.
ãããã£ãŠã倧åœãæœéžç¢ºçãé»ãµãã®æç¡ãªã©ã®æ±ºå®ã«é¢ããåæ©èœïŒç¹å¥å³æç¢ºå€æ©èœãç¹å¥å³ææçæ©èœãæ®éå³æç¢ºå€æ©èœãæ®é峿æçæ©èœãããã³éæŸå»¶é·æ©èœïŒã®äœåç¶æ³ãããªãã¡ãå éšéæç¶æ ãã«çç®ããå Žåã«ãããšãã°åããæçç¶æ ãã§ãããªããããç¹å¥å³æã®å€åãã¿ãŒã³ã«é¢ããŠã¯ãæçãïœãæçããšããåéæç¶æ ïŒïŒŽïœïœïœïœ ïŒãïŒïŒïŒšãïœãïŒïŒïŒšãïŒã«å¯Ÿå¿ããå€åãã¿ãŒã³ãéžæããããšãå¯èœãšãªãã Therefore, when focusing on the operating status of each function (special symbol probability change function, special symbol time-saving function, normal symbol probability change function, normal symbol time-saving function, and open extension function) related to determining the probability of winning the jackpot and the presence or absence of electric support, i.e., the "internal game state," it is possible to select a special symbol fluctuation pattern that corresponds to each game state, "time-saving A" to "time-saving C," (Tcode = "02H" to "04H"), even in the same "time-saving state."
ãã®ããã«ã倧åœãæœéžç¢ºçãé»ãµãã®æç¡ãªã©ã®æ±ºå®ã«é¢ããåæ©èœã«çç®ããå Žåã®ãå éšéæç¶æ ïŒïŒ¹ïŒªïŒããšãç¹å¥å³æã®å€åãã¿ãŒã³ã®æ±ºå®ïŒæŒåºã®æ±ºå®ïŒã«çç®ãããå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ããšãããããç°ãªãããŒã¿ãšããŠç®¡çããããšã«ãããåäžã®å éšéæç¶æ äžã§ãã£ãŠããå€åãã¿ãŒã³ããã€ãããã¯ã«å€åãããããšãã§ããããã®çµæãåãå éšéæç¶æ äžã§ãã£ãŠãã峿å€å衚瀺ã²ãŒã ã®æ¶åæéïŒç¹å¥å³æã®å€åæéïŒãããã®ã²ãŒã äžã®æŒåºïŒå€åäžæŒåºïŒã«å€§ããªå€åãããããããšãã§ãããããã«ãããéææ§ãæŒåºã®èªç±åºŠãå¢ããéæã®é¢çœã¿ãåäžãããããšãã§ããã In this way, by managing the "internal game state (YJ)" that focuses on the various functions related to determining the probability of winning a jackpot and the presence or absence of electric support, and the "variation pattern allocation designation number Tcode" that focuses on determining the variation pattern of special symbols (determination of presentation) as different data, it is possible to dynamically change the variation pattern even in the same internal game state. As a result, even in the same internal game state, it is possible to bring about major changes in the duration of the pattern variation display game (variation time of special symbols) and the presentation during that game (presentation during variation). This increases the playability and freedom of presentation, making the game more interesting.
æ¬å®æœåœ¢æ ã®å Žåãå³ïŒïŒã«ç€ºãéããäžèšãå éšéæç¶æ ïŒïŒ¹ïŒªïŒãã®çš®é¡ã«ã¯ãéåžžç¶æ ã埮æçç¶æ ãæçç¶æ ãªã©ãå«ãŸããïŒããã®æ¬åç §ïŒã仿¹ãç¹å¥å³æã®å€åãã¿ãŒã³ã®æ±ºå®ã«é¢ããéæç¶æ ãããªãã¡ãå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ïŒå€åãã¿ãŒã³éžæã¢ãŒãïŒã«é¢é£ããéæç¶æ ïŒéæã¢ãŒãïŒã®çš®é¡ã«ã¯ãå éšéæç¶æ ã®çš®é¡ãããå€ãè€æ°ã®éæã¢ãŒããå«ãŸãããïŒå³ïŒïŒã®ãïœïœïœïœ ãã®æ¬ã®å€©åœã¢ãŒãïœé£èã¢ãŒãåç §ïŒã In this embodiment, as shown in FIG. 25, the types of the "internal game state (YJ)" include the normal state, the slight time-saving state, the time-saving state, etc. (see the "YJ" column). On the other hand, the game state related to the determination of the fluctuation pattern of the special symbol, that is, the type of game state (game mode) related to the fluctuation pattern allocation designation number Tcode (fluctuation pattern selection mode), may include a number of game modes that are greater than the types of internal game states (see Heaven mode to Consecutive mode in the "Tcode" column of FIG. 25).
ãªããå³ïŒïŒã«ç€ºããïœïœïœïœ ããšãããšæ¬ã«ç€ºãéããå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ãå©çšããŠãç¹å®ã®å éšéæç¶æ ãè€æ°ã®éæç¶æ ã«åºåããŠããããããããã®å éšéæç¶æ ãè€æ°ã®éæç¶æ ã«åºåããªããŠãããããããã«ããŠããéæç¶æ ã«å¿ããå€åãã¿ãŒã³ïŒå€åãã¿ãŒã³æ¯åããŒãã«ïŒãéžæå¯èœãªæ§æã«å€ããã¯ç¡ãã As shown in the "Tcode" and "YJ" columns in FIG. 25, a specific internal game state may be divided into multiple game states using the variation pattern allocation designation number Tcode, or no internal game state may be divided into multiple game states. In any case, the configuration remains the same, allowing the selection of a variation pattern (variation pattern allocation table) according to the game state.
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Next, the "winning type" according to this embodiment will be described with reference to Figures 4A to 4C. Figures 4A to 4C are explanatory diagrams for explaining the winning type related to the big win lottery target, the winning game operation mode, and the transition destination game state (transition destination game mode) according to the winning type.
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(4-1. About the winning types)
First, the winning types will be described with reference to FIG. 4A and FIG. 4B.
æ¬å®æœåœ¢æ ã«ãããåœãã«ã¯ã倧å¥ããŠã倧åœãïŒïŒçš®åœãïŒãšå°åœããšãå°åœãã«åœéžããåŸããã®å°åœãéæäžã«ïŒ¶å ¥è³ããããšã«ãããç¹å¥åœãïŒïŒçš®åœãïŒïŒ¶åœãïŒããšãããã In this embodiment, wins can be broadly divided into big wins (one type win), small wins, and "special wins (two types win: V win)" that occur when you win a small win and then get a V during the small win game.
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Therefore, when a "small win" is won (excluding V winning during a small win), the condition device does not operate, and the consecutive operation device of the role does not operate either, so there is no transition of the internal game state (just winning a small win does not control the transition of the internal game state), but the transition control of the variable pattern allocation designation number Tcode can be performed. Also, in the winning game due to the small win (small win game), the consecutive operation device of the role does not operate, so a round game like a big win is not executed, but depending on how the opening and closing pattern of the big winning port is determined, it is possible to realize a "pseudo round game" that behaves as if a round game is being executed. The operation mode of the small win game is basically the same as that of the big win game, except that a round game is not executed. Specifically, after a predetermined start interval time (start INT) has elapsed, an "opening and closing action game (pseudo round game)" is played to open the large prize opening, and when the opening and closing action game ends, a series of small prize games ends after a predetermined end interval time (end INT). Such small prizes are different in nature from simple "misses" in that they are a type of winning that triggers a transition (execution trigger) to a winning game (special game state) that involves the opening and closing of the large prize opening, just like a large prize. Depending on the gameplay, one or more types of large prizes or small prizes can be provided on either the
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(4-2. About winning games)
Next, the winning games (big win game, small win game) based on each of the above winnings will be explained.
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(Jackpot Game)
When "Big Win A", "Big Win B" or "Big Win C" is won, the maximum number of rounds is 3 rounds (3R), when "Big Win D" is won, the maximum number of rounds is 7 rounds (7R), and the maximum opening time of the big prize winning port in one round play is set to a long opening pattern (long opening time: for example, 29.8 seconds) that is likely to fully expect the number of winnings in the big prize winning port to reach the maximum number of winnings (for example, 10). The profit state (profit degree, advantage degree) during the big win game is basically higher the relatively larger the maximum number of rounds, and the longer the maximum opening time of the big prize winning port, the higher the profit state during the big win game. In the case of this embodiment, since the maximum opening time for each big win is the same, the more the maximum number of rounds for a big win, the higher the profit state during the big win game, which works to the player's advantage (the same applies to the V-win game described later). In addition, the
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(4-3. Small hit game, V hit game)
Next, we will explain about small hit game and V hit game.
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(Small win game)
As described above, the winning game (small winning game) by the "small winning" does not execute a round game like the "big winning", but by opening and closing the large winning
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(V hit game)
When a game ball enters the large winning
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Therefore, the number of rounds played (the number of consecutive operations of the special electric device during the operation of the device consecutive operation device) is, to be precise, "the number of specified rounds - 1". For example, in the case of a V-win game with a maximum number of rounds of 7R, after the small win game ends, a round game of "2R to 7R" is played as a V-win game, and the total number of prize balls that the player can actually win (the number of balls dispensed during a V-win) is "the number of prize balls won by winning balls during the opening and closing action game (1R deemed to be from the opening and closing action game) + the number of prize balls won by winning balls during the round game for 6R". For example, if the number of prize balls in the large winning
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In addition, if there is no V winning during the small win game (in the case of non-V winning), the V winning game is not executed and the series of small win games will end. In addition, when there is no V winning, only a simple small win game is executed and the internal game state does not transition (see
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(4-4. Regarding the game state to which you transition after winning)
Next, the game state to which the game is transferred after each winning game ends will be described with reference to Fig. 4A and Fig. 4B. Fig. 4A and Fig. 4B show the relationship between the game state at the time of winning and the game state to which the game is transferred after the winning game according to the winning type (the game state to which the game is transferred after the winning game based on the "game state at the time of winning" and/or the "type of winning big win"). Fig. 4A shows the big win and the small win, and Fig. 4C shows the V win (at the time of winning). The "at the time of winning" column shown in the figure shows the game state type at the time of winning (the game mode type described later), and the "game state to which the game is transferred" shows the game state type (the game mode type) to which the game is transferred. In addition, the "micro time-saving A" and "micro time-saving B" shown in the figure belong to the "micro time-saving state" in the internal game state, and the "time-saving A" and "time-saving B" belong to the "time-saving state" in the internal game state (see the "YJ" column in Fig. 25).
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(In the case of jackpot A or jackpot B)
In the case of "Big Win A" or "Big Win B", as shown in FIG. 4A, the game state to which the player transitions differs depending on the game state at the time of the winning.
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When the above-mentioned "micro time-saving state (micro time-saving A or micro time-saving B)" is entered, the special symbol change display game is continued until a specified number of times (maximum number of micro time-saving times) is completed, and when the special symbol change display game ends without a big win or V hit occurring within the specified number of times (end of the micro time-saving number of times), the micro time-saving state ends and the state transitions to the normal state (see
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The above-mentioned specified number of times (termination condition) of such a slight time-saving state or time-saving state can be determined as follows (Rule 1) or (Rule 2).
(Rule 1) When the total number of times that the special pattern change display game 1 (
(Rule 2) When either the special symbol
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In this embodiment, the above-mentioned (Rule 1) is adopted (the same applies to the time-saving state), and the maximum number of micro-time-saving times for micro-time-saving A is 150 times, and the maximum number of micro-time-saving times for micro-time-saving B is 250 times (see
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In the case of a jackpot C, regardless of the game state at the time of the winning, the game will transition to the "normal state" after the jackpot game.
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In the case of the jackpot D, the game state to which the player is transferred differs depending on the game state at the time of the winning, just like the "jackpot A" or "jackpot B". In the case of the jackpot D, if the game state at the time of the winning is the "normal state", the player is transferred to the "time-saving B", and if the game state at the time of the winning is the "slight time-saving state" or the "time-saving state", the player is transferred to the "time-saving A".
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When the "time-saving state" is entered, the special symbol change display game continues to be played until a specified number of times (maximum number of time-saving times) is completed, and when the special symbol change display game ends without a big win or V hit occurring within the specified number of times (time-saving times end), the time-saving state ends and the state transitions to the normal state (see
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(If you win the V prize)
Next, referring to FIG. 4B, the game state to which the game is transitioned after a V hit game will be described.
æ¢ã«èª¬æããããã«ãåœãéæã¯ãå°åœãéæäžã®ïŒ¶å ¥è³ã«ããçºçããããã®ïŒ¶åœãéæçµäºåŸã¯ãåœéžããå°åœãçš®å¥ãšãã®åœéžæã®éæç¶æ ãšã«å¿ããŠãç§»è¡å ã®éæç¶æ ãç°ãªãã As already explained, a V hit game occurs when a V wins during a small hit game. After the V hit game ends, the game state to which the player transitions differs depending on the type of small hit that was won and the game state at the time of the win.
å°åœããŸãã¯å°åœãã®ãããããåœéžæã®éæç¶æ ããéåžžç¶æ ãã§ããã°ãåœãéæåŸã«ãæçãã«ç§»è¡ãããåœéžæã®éæç¶æ ãã埮æçç¶æ ããŸãã¯ãæçç¶æ ãã§ããã°ãåœãéæåŸã«ãæçãã«ç§»è¡ãããããã«ãªã£ãŠããã For either small win A or small win B, if the game state at the time of winning is "normal state", it will transition to "time-saving B" after playing the V hit, and if the game state at the time of winning is "slight time-saving state" or "time-saving state", it will transition to "time-saving A" after playing the V hit.
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(Variations of the jackpot)
In addition, the jackpot (including V hit) according to this embodiment does not have a hit that triggers a transition to time-saving C (one time of time-saving), but the present invention is not limited to this, and one or more jackpots that can be transitioned to time-saving C can be provided. For example, in the case of jackpot A and jackpot B, if the game state at the time of winning is "normal state", it can be configured to transition to "time-saving C", and if it is "slight time-saving state" or "time-saving state", it can be configured to transition to "slight time-saving A". Also, for example, in the case of jackpot D, if the game state at the time of winning is "normal state", it can be configured to transition to "time-saving C", and if the game state at the time of winning is "slight time-saving state" or "time-saving state", it can be configured to transition to "time-saving A". Various modified examples regarding jackpots will be explained in the fifth embodiment (FIGS. 58 to 60) described later.
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Next, referring to FIG. 4C, the types of misses according to this embodiment will be described. In this embodiment, as shown in the figure, the
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Next, with reference to Figure 4C, the special time-saving type related to this embodiment will be explained.
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(This ticket 1) means "without taking advantage of the fact that a prize has been won."
(This Contract 2) Means "without going through a winning game (jackpot game, V winning game, or small winning game)."
(This Agreement 3) "At least without the condition of the operation of the condition device and the operation of the consecutive operation device of the reel" or "At least without the condition of the operation of the condition device and the end of the operation of the consecutive operation device of the reel". In other words, it means "at least without the condition of the execution of the big win game or the V win game".
ç¹æ®æçã¯ãåºçŸ©ã«ã¯ãåœãç¶æ ïŒåœãéæïŒã«å¶åŸ¡ãããããšãªãïŒå€§å ¥è³å£ãééããããšãªãïŒãæçç³»ã®éæç¶æ ïŒæçç¶æ ãŸãã¯åŸ®æçç¶æ ïŒãä»äžå¯èœãªåœéžçš®å¥ïŒæœéžçš®å¥ïŒãã§ããããŸããç¹æ®æçã«ããä»äžãããæçç¶æ ãŸãã¯åŸ®æçç¶æ ã¯ããåœãç¶æ ãçµç±ããããšãªãç§»è¡å¯èœãªç¹å®ç¶æ ãã®äžæ æ§ã§ããã In a broad sense, the special time-saving feature is a "winning type (lottery type) that can grant a time-saving game state (a time-saving state or a micro-time-saving state) without being controlled by a winning state (winning game) (without opening or closing the large prize slot)." In addition, the time-saving state or micro-time-saving state granted by the special time-saving feature is one aspect of a "specific state that can be entered without passing through a winning state."
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(Conditions for occurrence of time-saving game states due to special time-saving)
In this embodiment, if neither the big win nor the small win is won, it is possible to win the special time-saving. If the special time-saving is won, the time-saving state or the micro-time-saving state is controlled after the winning game ends. If neither the big win, the small win, nor the special time-saving is won, the big win lottery result is a "miss" and one of the misses A to C is won.
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However, the occurrence of a time-saving game state due to the special time-saving feature is permitted (the special time-saving feature winning is treated as valid) only in a specific game state (for example, a game state in which the probability of winning a jackpot is low; in this embodiment, the normal state). In other words, in a specific game state, the special time-saving feature winning is treated as valid, and in any other game state, the special time-saving feature winning is treated as invalid (the lottery is not held, or if a win occurs, it is treated as a loss: a state in which the special time-saving feature is prohibited (restricted)) (see
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(Special time-saving features)
In this embodiment, as shown in Fig. 4C, multiple types of special time-saving A, B, and C are provided on the
(A) If you win the "Special Time-Saving A," you will be granted Micro Time-Saving A (150 Micro Time-Savings) (transition to Micro Time-Saving A).
(B) If you win the "Special Time-Saving B", you will be granted Micro Time-Saving B (250 Micro Time-Savings) (transition to Micro Time-Saving B).
(C) If you win the "Special Time-Saving C", you will be granted Time-Saving C (one time of time-saving) (transition to Time-Saving C).
The relationship in performance (degree of advantage) of the special time-saving features in this embodiment is "special time-saving feature B < special time-saving feature B < special time-saving feature C."
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In addition, whether one or more types of special time-saving features are adopted on the
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In addition, the type of performance (time-saving performance, minute time-saving performance) of the special time-saving function can be appropriately determined. For example, the following performance can be set.
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As an example, a special time-saving feature having the following time-saving capabilities (Special Time 1) to (Special Time 3) can be established.
(Special Time 1) At least one special time-saving state can be provided that provides the same "time-saving number P times" as the time-saving state (time-saving state of a jackpot) provided (transitioned) by a jackpot. If there are multiple types of jackpots that provide a time-saving state, the "time-saving number P times" may be the same as the number of time-saving times of at least one of the multiple types of jackpots. For example, if there is a jackpot with a time-saving number of 50 times and a jackpot with a time-saving number of 100 times, the above-mentioned "time-saving number P times" may be 50 times or 100 times.
(Special Time 2) At least one special time-saving state that grants a "time-saving number Q times" different from the time-saving state granted by the jackpot can be provided. In addition, if there are multiple types of jackpots that grant a time-saving state, if the most number of time-saving times among the time-saving times related to all jackpots is "α times" and the least number of time-saving times is "β times", the relationship can be "time-saving number Q times > α times" or "time-saving number Q times < β times".
(Special Time 3) The above-mentioned "number of times Q of time reductions" may be "finite (a finite number of times of minute time reductions)" or "infinite (an infinite number of times of minute time reductions)."
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In addition, special time-saving measures with slight time-saving capabilities such as the following (Special Time 4) to (Special Time 6) can be established.
(Special Time 4) At least one special time shortening can be provided that gives the same "micro time shortening number p times" as the micro time shortening state (jackpot micro time shortening state) given by a jackpot. If there are multiple types of jackpots that give the micro time shortening state, the "micro time shortening number p times" can be the same micro time shortening number as at least one of the multiple types of jackpots. For example, if there is a jackpot with a micro time shortening number of 50 times and a jackpot with a micro time shortening number of 100 times, the micro time shortening number p times may be 50 times or 100 times. In addition, if multiple special time shortenings are provided, at least one of the special time shortenings may be a different micro time shortening number.
(Special Time 5) At least one special time-saving state that is different from the micro-time-saving state granted by a jackpot and that is granted a "micro-time-saving number of times q times" can be provided. When there are multiple types of jackpots that grant a micro-time-saving state, if the most number of micro-time-saving times among the micro-time-saving times related to all jackpots is "γ times" and the least number of micro-time-saving times is "Ύ times", the relationship can be "micro-time-saving number of times q times > γ times" or "micro-time-saving number of times q times < Ύ times".
(Special Time 6) Note that the above-mentioned "number of times q of micro-time saving" may be "finite (a finite number of times of micro-time saving)" or "infinite (an infinite number of times of micro-time saving)."
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In addition, in this embodiment, the probability of winning the special time-saving is set to about 1/10, which is higher than the probability of winning the jackpot, but there is no particular limit to the probability of winning the special time-saving. For example, it can be configured as follows.
(Lottery A) It is possible to set a lottery format in which if a winning (big winning and/or small winning) is not won, the special time-saving lottery is always won. In this case, the winning probability of a losing lottery may be set to 0%.
(Lottery B) It is possible to make the lottery form such that if you do not win (big win and/or small win), you will almost always win the special time-saving lottery. For example, the winning probability of a miss is set to an ultra-low probability of 1/65536, or at least a lower probability than the winning probability of a big win (about 1/251 in this embodiment). In this case, it is a lottery form similar to the above-mentioned (Lottery A), but it is different in that there is a possibility of winning a miss.
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(5-1. Presentation mode)
Next, the presentation mode (presentation state) will be described. In this embodiment, a plurality of types of presentation modes that perform presentations related to each game state are provided, and the transition between each presentation mode can be controlled in response to the transition (update) of the game state.
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ãªããæŒåºã¢ãŒãã¯ãç®çãéææ§ã«å¿ããŠãè€æ°ã®éæç¶æ ã§åäžã®æŒåºã¢ãŒããæ¡çšããŠããããããšãã°ãéåžžç¶æ ãšåŸ®æçç¶æ ïŒå°ãªããšãïŒã€ã®ç°ãªãå éšéæç¶æ ã§åäžã®æŒåºã¢ãŒããšããïŒãæçïŒ¡ãšæçãšã§åäžã®æŒåºã¢ãŒãïŒå°ãªããšãïŒã€ã®ç°ãªãéæã¢ãŒãã§åäžã®æŒåºã¢ãŒãããïŒãšããããšãã§ããã端çã«èšãã°ãå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ãè€æ°ããå Žåãå°ãªããšãïŒä»¥äžã®ïŒŽïœïœïœïœ ã§åäžã®æŒåºã¢ãŒããšããŠãããããå éšéæç¶æ ãè€æ°ããå Žåãå°ãªããšãïŒä»¥äžã®ïŒ¹ïŒªã§åäžã®æŒåºã¢ãŒããšããŠãããããªããå°ãªããšãïŒä»¥äžã®é¡äŒŒããéæç¶æ å士ã§åäžã®æŒåºã¢ãŒããšããããšã奜ãŸãããããšãã°ãæçç¶æ ã«å±ããæçïŒ¡ãšæçããéåžžç¶æ ãšåŸ®æçç¶æ ïŒããŒã¹å€ãç¥åäžãšããã±ãŒã¹ïŒåŸ®æçç¶æ ãç䌌çãªéåžžç¶æ ãšããŠæ©èœãããã±ãŒã¹ïŒïŒã§ãåäžã®æŒåºã¢ãŒããšããããšãã§ããã The same presentation mode may be adopted for multiple game states depending on the purpose and gameplay. For example, the normal state and the minute time-saving state (the same presentation mode is adopted for at least two different internal game states), and the same presentation mode may be adopted for the time-saving A and time-saving B (the same presentation mode is adopted for at least two different game modes). In short, when there are multiple variation pattern allocation designation numbers Tcode, the same presentation mode may be adopted for at least two or more Tcodes, and when there are multiple internal game states YJ, the same presentation mode may be adopted for at least two or more YJs. It is preferable to adopt the same presentation mode for at least two or more similar game states. For example, the same presentation mode may be adopted for the time-saving A and time-saving B that belong to the time-saving state, or the normal state and the minute time-saving state (where the base value is approximately the same (where the minute time-saving state is made to function as a pseudo normal state)).
åæŒåºã¢ãŒãã§ã¯ãè£ é£Ÿå³æã®å€å衚瀺ç»é¢ã®ããã¯ã°ã©ãŠã³ããšããŠã®èæ¯è¡šç€ºïŒèæ¯æŒåºïŒããæŒåºã¢ãŒãã«å¯Ÿå¿ããæŒåºæ æ§ã«å€æŽããããããšãã°ãéåžžæŒåºã¢ãŒããäžã§ã¯ãå£ç¯âæ¥âã飿³ãããèæ¯æŒåºïŒããšãã°ãæ¡ã®æšã®èæ¯ç»åã衚瀺ïŒãçŸåºããããæçæŒåºã¢ãŒããäžã§ã¯ãå£ç¯âå€âã飿³ãããèæ¯æŒåºïŒããšãã°ãæµ·ã®èæ¯ç»åã衚瀺ïŒãçŸåºããããããã«ãããæ»åšäžã®éæç¶æ ã瀺åãããããªããèæ¯è¡šç€ºã倿Žãããã ãã§ãªããïŒãè£ é£Ÿå³æïŒçµµæïŒãªã©ããåæŒåºã¢ãŒãã«å¿ããŠå€æŽããŠãããããŸããäžã®æŒåºã¢ãŒããšä»ã®æŒåºã¢ãŒããšã§ãèæ¯è¡šç€ºãïŒãããã³è£ é£Ÿå³æã®å°ãªããšãïŒã€ãå ±éæŒåºãšããŠããããããšãã°ãéåžžæŒåºã¢ãŒããšã埮æçæŒåºã¢ãŒããšã§å ±éã®èæ¯æŒåºïŒããããæ¡ã®æšã®èæ¯ç»åã衚瀺ïŒãšããŠãããã In each presentation mode, the background display (background presentation) as the background of the decorative pattern variable display screen is changed to a presentation mode corresponding to the presentation mode. For example, in the "normal presentation mode", a background presentation reminiscent of the season "spring" (for example, a background image of cherry blossom trees is displayed), and in the "time-saving presentation mode", a background presentation reminiscent of the season "summer" (for example, a background image of the sea is displayed). This suggests the gaming state during the stay. In addition to changing the background display, the background music and decorative patterns (pictures) may also be changed according to each presentation mode. In addition, at least one of the background display, background music, and decorative patterns may be a common presentation between one presentation mode and another presentation mode. For example, a common background presentation (both displaying a background image of cherry blossom trees) may be used for the normal presentation mode and the slight time-saving presentation mode.
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The presentation control unit 24 (CPU 241) is configured to be able to control the transition between each presentation mode in response to the transition (update) of the game state, and has a functional unit (presentation state transition control means (presentation mode transition control means)) that controls the transition between multiple types of presentation modes. The
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(5-2. Preview performance)
Next, the preview performance will be described. The
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(5-2-1. Reach performance)
The above-mentioned "reach effect" refers to an effect mode accompanying a reach state (a variable display mode accompanying a reach state), and specifically refers to an effect mode in which the game result can be derived and displayed via the reach state.
ããªãŒãç¶æ ããšã¯ãè£ é£Ÿå³æå€å衚瀺ã²ãŒã ã®çµæãå°åºãããåæ®µéã«ãããŠãåœè©²è£ é£Ÿå³æå€å衚瀺ã²ãŒã ã®éäžã§å°åºè¡šç€ºãããäžéšã®è£ é£Ÿå³æãã倧åœãçºçïŒå€§åœãåœéžïŒã瀺ãè¡šç€ºæ æ§ã®äžéšãæ§æããŠããç¶æ ã§ãæªã å°åºè¡šç€ºãããŠããªãè£ é£Ÿå³æã®å€å衚瀺ãè¡ãããŠããè¡šç€ºæ æ§ã§ãããæŒåºçãªè£ é£Ÿå³æã®å€åè¡šç€ºæ æ§ãå©çšããŠãç¹å®ã®åœéžçš®å¥ïŒå€§åœããå°åœããŸãã¯ç¹æ®æçãªã©ïŒã瀺ãè¡šç€ºæ æ§ãå°åºããæãããšïŒç¹å®ã®åœéžçš®å¥ã®åœéžå¯èœæ§ãããããšïŒã瀺åïŒäºåïŒããéæè ã®åœéžæåŸ æãç œãå€åè¡šç€ºæ æ§ããããããšãã°ã倧åœãåœéžïŒå€§åœãçºçïŒã瀺ãè£ é£Ÿå³æã®çµåãïŒå€§åœã峿ïŒããïŒïŒå·Šå³æïŒããïŒïŒäžå³æïŒããïŒïŒå³å³æïŒããªã©ã®å³ææãã§ããå Žåãæå®ã®åœãæå¹ã©ã€ã³äžã«ãããŠã峿æãã®äžéšã§ããå·Šå³æãšå³å³æãšããïŒãã衚瀺ãïŒãã³ãã€ç¶æ ïŒãæ®ãã®äžå³æïŒãã³ãã€ç¶æ ãæ§æããŠããªãæ®ãã®å³æïŒããé«éå€åãã³ãéããæºåãæ¡å€§çž®å°ãå€åœ¢ãªã©ãããªããå€å衚瀺ãè¡ã£ãŠããç¶æ ã§ããã A "reach state" is a display mode in which, before the result of a decorative pattern change display game is derived, some of the decorative patterns derived and displayed during the decorative pattern change display game form part of a display mode indicating the occurrence of a jackpot (a jackpot win), and decorative patterns that have not yet been derived and displayed are being displayed in a changing state; this refers to a changing display mode that uses the changing display mode of decorative patterns for dramatic effect to suggest (predict) that a display mode indicating a specific type of win (such as a jackpot, small win or special time-saving win) is likely to be derived (that there is a possibility of winning a specific type of win), thereby increasing the player's anticipation of winning. For example, if the combination of decorative symbols (jackpot symbols) indicating a jackpot win (occurrence of a jackpot) is a pattern combination such as "7 (left symbol)," "7 (middle symbol)," and "7 (right symbol)," then on a specified effective winning line, the left and right symbols that are part of the pattern combination will display "7" (a ready state), and the remaining middle symbols (the remaining symbols that are not part of the ready state) will be changing and displaying by rapidly fluctuating, frame-by-frame, oscillating, enlarging/reducing, deforming, etc.
ãããã£ãŠãããšããªãŒãç¶æ ã圢æããããããšãã£ãŠãè£ é£Ÿå³æå€å衚瀺ã²ãŒã ã®çµæãå¿ ãããã倧åœããã«ãªããšã¯éãããæçµçã«å°åºãããçµæã倧åœãã瀺ãåæ¢è¡šç€ºæ æ§ïŒå€§åœã峿ïŒã§ãªãå Žåã¯ãä»åã®ã²ãŒã çµæã¯ãããºã¬ããšãªãããªããäžè¿°ã®äŸã§ããã³ãã€ç¶æ ïŒãªãŒã峿ïŒãæ§æããŠããå·Šå³æãšå³å³æã¯ããªãŒãç¶æ ãæ§æãã峿ã§ããããã®æå³ã§ããªãŒãæ§æå³æããšãç§°ãããã Therefore, even if a reach state is formed, the result of the decorative symbol variation display game does not necessarily result in a "jackpot", and if the final result is not a stop display pattern (jackpot pattern) that indicates a jackpot, the game result will be a "miss". Note that in the above example, the left and right patterns that make up the ready state (reach pattern) are patterns that make up the reach state, and in this sense are also called "reach constituent patterns".
ãªãŒãæŒåºïŒãªãŒãå€åïŒã¯ã倧å¥ãããšãããªãŒãåïŒãã³ãã€åããã³ãã€ç œãäžïŒã段éãããªãŒãäžïŒãã³ãã€äžãåœåŠç œãäžïŒã段éãããªãŒãåŸã段éãªã©ã®æ®µéçãªæŒåºã·ããªãªããæ§æãããããªããããªãŒãåŸã段éã¯ãæçµçã«ã²ãŒã çµæïŒãªãŒãæŒåºçµæïŒåœåŠçµæïŒãå ±ç¥ããæéã§ãããææ ŒæŒåºã埩掻æŒåºãªã©ãçºçãããæéãå«ãŸããããªãããææ ŒæŒåºããšã¯ãå©çç¶æ ãäœãåœãã«åœéžããããšãå ±ç¥ããåŸã«ããããããå©çç¶æ ãé«ãåœãã«åœéžããããšãå ±ç¥ããæŒåºæ æ§ã§ãããããšãã°ãæç倧åœãïŒæçç¶æ ç§»è¡å¥æ©å€§åœãïŒã瀺ãè£ é£Ÿå³æã衚瀺ããåŸã確å€å€§åœãïŒç¢ºå€ç§»è¡å¥æ©å€§åœãïŒã瀺ãè£ é£Ÿå³æã衚瀺ããŠãä»åã®ã²ãŒã çµæïŒå€§åœãæœéžçµæïŒã確å€å€§åœãã§ãã£ãæšãå ±ãããããªæŒåºæ æ§ã§ããããŸãã埩掻æŒåºããšã¯ãããºã¬ãå ±ç¥ããåŸã«ãåœãåœéžã確å®çã«å ±ç¥ããæŒåºæ æ§ã§ãããããšãã°ãããºã¬ã瀺ãè£ é£Ÿå³æïŒããºã¬ç®ïŒã衚瀺ããåŸã倧åœãã瀺ãè£ é£Ÿå³æïŒå€§åœã峿ïŒããšãã°ã峿æãïŒã衚瀺ãããã倧åœãåœéžã確å®çã«å ±ç¥ããæŒåºïŒåœç¢ºæŒåºïŒãçŸåºãããããæŒåºæ æ§ã§ããã Reach effects (reach fluctuations) are broadly divided into a "before reach (before tenpai, tenpai teasing)" stage, a "reach (tenpai, hit/miss teasing)" stage, and a "post-reach" stage. The "post-reach" stage is the period in which the game result (reach effect result: hit/miss result) is finally announced, and includes a period in which promotion effects and revival effects may occur. The "promotion effect" is an effect mode in which, after announcing a win in a low profit state, an announcement is made that a win in a higher profit state has been made. For example, it is an effect mode in which a decorative pattern indicating a time-saving jackpot (a jackpot that triggers a time-saving state transition) is displayed, and then a decorative pattern indicating a probability-changing jackpot (a probability-changing jackpot) is displayed to announce that the game result (jackpot lottery result) was a probability-changing jackpot. The "revival effect" is an effect mode in which, after announcing a miss, an announcement is made that a win has definitely been made. For example, after displaying a decorative pattern (missing symbol) indicating a miss, a decorative pattern (a jackpot pattern: for example, a matching pattern) indicating a jackpot is displayed, or a presentation (a confirmed win presentation) is shown to definitively notify the player that they have won the jackpot.
äžèšã®ããªãŒãæŒåºãã¯ãåœéžæåŸ 床ã«é¢é£ä»ããããè€æ°ã®ãªãŒãæŒåºãå«ãŸãããããšãã°ãç¹å®ã®ãªãŒãæŒåºãåºçŸããå Žåãéåžžã®ãªãŒãæŒåºïŒããŒãã«ãªãŒãïŒïŒ®ãªãŒãïŒãåºçŸããå Žåã«æ¯ã¹ãŠãåœéžæåŸ 床ãçžå¯Ÿçã«é«ãŸããã®ãããããã®ãããªç¹å®ã®ãªãŒãæŒåºãâã¹ãŒããŒãªãŒãïŒïŒ³ïŒ°ãªãŒãïŒâãšããããã®ããªãŒããã®å€ãã¯ã倧åœããžã®åœéžæåŸ æãç œãã¹ãããªãŒãã«ãããçžå¯Ÿçã«é·ãæŒåºæéïŒå€åæéïŒãæã€ããŸãããªãŒãã«ã¯ãéåžžã®ïŒ³ïŒ°ãªãŒãïŒããŒãã«ïŒ³ïŒ°ãªãŒãïŒã ãã§ãªããçš®ã ã®ïŒ³ïŒ°ãªãŒããå«ãŸããã以äžã«ãåãªãŒãæŒåºïŒãªãŒãå€åæ æ§ïŒã®å 容ã説æããã The above-mentioned "reach performance" includes multiple reach performances that are associated with the probability of winning. For example, when a specific reach performance appears, the probability of winning is relatively higher than when a normal reach performance (normal reach = N reach) appears. Such a specific reach performance is called a 'super reach (SP reach)'. Many of these "SP reaches" have a relatively longer performance time (variation time) than N reaches, in order to increase the expectation of winning a jackpot. Also, SP reaches include not only normal SP reaches (normal SP reaches), but various other SP reaches. The content of each reach performance (reach variation mode) is explained below.
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(r1) "N Reach"
"N reach" is a fluctuation mode in which, after normal fluctuation, it simply passes through the normal reach state and ends by announcing the game result (hit or miss (information related to the jackpot lottery result)) without the occurrence of an SP reach, and is the reach presentation with the lowest probability of winning. There are two types of N reach: N reach 1 and N reach 2, which have different probability of winning. Furthermore, among all reach types, N reach is the reach fluctuation type with the shortest fluctuation time (for example, N1 reach = 20 seconds, N reach 2 = 25 seconds).
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(r2) "SP Reach (Normal SP Reach)"
"SP reach" is a reach variation mode in which a first reach presentation (SP reach) occurs via a normal reach, and then the game result is announced and the game ends.
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(r3) "SP reach + SPSP reach" (advanced SPSP reach)
"SP reach + SPSP reach" is a reach variation mode in which, after a normal variation, a first reach performance (SP reach) occurs via a normal reach state, a miss is notified, and then a second reach performance (SPSP reach) with a higher winning expectation than the first reach performance occurs (develops into another SP reach type), and the game result is notified and the game ends. "SP reach + SPSP reach" is also called "developed SPSP reach" in that it develops into another SP reach via an SP reach. In addition, "SP reach + SPSP reach" is the reach variation type with the longest variation time among reach types because it passes through various reaches (for example, 200 seconds to 260 seconds with pseudo consecutive (1 to 3 times), 180 seconds without pseudo consecutive, etc.). In addition, the reach itself that develops into may also be called "SPSP reach".
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(r4) "SPSP reach" (direct hit SPSP reach)
"SPSP reach" is a reach fluctuation mode in which, after a normal fluctuation, it passes through a normal reach state, but does not pass through the first reach performance (SP reach), i.e., is omitted, and the second reach performance (SPSP reach) occurs immediately (directly develops into an SPSP reach), and ends by announcing the game result. The SPSP reach is also called a "direct type SPSP reach" because it develops directly into an SPSP reach without passing through an SP reach. Note that both the direct type SPSP reach and the above-mentioned developed type SPSP reach are treated as belonging to the SPSP reach.
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(r5) "Full rotation reach"
A "full rotation reach" is a premium reach fluctuation in which, with or without going through a reach state, a fluctuation display is made while maintaining the pattern display state indicating a win (for example, a line-up of patterns) for a specified fluctuation time, and this fluctuation display predicts a confirmed win (a sure win).
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(r6) "Direct hit reach (sudden hit)"
The "direct hit reach" is a variation mode that takes the player by surprise, in that it looks like a non-reach performance (normal variation) that does not go through a reach state, and gives the player the impression of a losing variation, but the game result that is finally derived is a winning pattern. For example, it is a variation mode in which the "left pattern, middle pattern, right pattern" are stopped in sequence, that is, without going through a reach state, and when the final right pattern stops, the patterns are aligned (winning pattern), and it is also called a "sudden hit" because the winning pattern is stopped and displayed suddenly. In addition, a reach variation mode in which a winning pattern is stopped and displayed without developing into a SP-type reach while remaining in an N reach (low expectation reach performance) also belongs to this direct hit reach. This direct hit reach is also one of the premium reach variations, like the full rotation reach mentioned above, but it can be exceptionally treated as a non-reach type (normal variation type) in that it includes one in which the winning pattern is displayed stationary without going through the reach state.
ãªãŒãæŒåºã«ãããåœéžæåŸ 床ã¯ãäž»ãšããŠããªãŒãæŒåºã®éžæçã®é«äœã«å¿ããŠå€åãããããšãã°ãéåžžäžã®ãªãŒãéã§ã¯ããªãŒãïŒïŒïŒ®ãªãŒãïŒïŒïŒ³ïŒ°ãªãŒãïŒçºå±åãªãŒãïŒçŽæåãªãŒããã®åœéžæåŸ 床ã®é¢ä¿ãšãªãããã«ã倧åœãæœéžçµæã«é¢é£ããŠãã®éžæçãå®ããããŠããããŸããæçäžã®ãªãŒãéïŒå³ïŒïŒåç §ïŒã§ã¯ãæçäžãªãŒãïŒïŒæçäžãªãŒãïŒãã®åœéžæåŸ 床ã®é¢ä¿ãšãªãããã«ã倧åœãæœéžçµæã«é¢é£ããŠãã®éžæçãå®ããããŠããããªããçŽåœããªãŒããå šå転ãªãŒãã¯ãåœéžç¢ºå®ãçŽæ¥çã«å ±ç¥ããããªãŒãã§ããããšãããæé«æåŸ 床ãæãããªãŒãæŒåºïŒæ¬å®æœåœ¢æ ã§ã¯ãå°ãªããšãçŽæåãªãŒã以äžã®åœéžæåŸ 床ïŒãšããŠã®äœçœ®ä»ããšãªã£ãŠããã The winning expectation in the reach performance mainly varies depending on the selection rate of the reach performance. For example, the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship between the normal reaches is "N reach 1 < N reach 2 < SP reach < advanced SPSP reach < direct hit SPSP reach". Also, the selection rate is determined in relation to the jackpot lottery result so that the winning expectation relationship between the reaches during time reduction (see FIG. 28) is "time reduction reach 1 < time reduction reach 2". Note that the direct hit reach and full rotation reach are reaches that can directly notify the winning confirmation, and therefore are positioned as the reach performance with the highest expectation (at least the winning expectation rate of the direct hit SPSP reach or higher in this embodiment).
ãªããå®éã®åœéžæåŸ 床ã¯ãïŒãŸãã¯è€æ°ã®ä»ã®äºåæŒåºã䌎ããåŠãã«å¿ããŠå€åãããããšãã°ãçºå±åãªãŒããåºçŸããå Žåã§ãã£ãŠããåœéžæåŸ 床ã®é«ãäºåæŒåºã絡ãã°ãçŽæåãªãŒããšåçãããã¯ãã以äžã®åœéžæåŸ 床ãšãªãããã The actual probability of winning varies depending on whether or not one or more other preview effects are present. For example, even if an advanced SPSP reach appears, if a preview effect with a high probability of winning is involved, the probability of winning may be equal to or greater than that of a direct SPSP reach.
ãã®ããã«ããªãŒãçºçã®æç¡ã¯ãéæè ã«ãšã£ãŠãæãåœéžçš®å¥ïŒããšãã°ã倧åœãïŒã®åœéžå¯èœæ§ãç¥ãæããããšãªããããã§ããªãŒãã®çºçå¯èœæ§ã瀺åããæŒåºãæèšããã°ãåœéžæåŸ 床ãããæç¢ºã«ãããæ§ã ãªäºåæŒåºãèšããããŠããã峿å€å衚瀺ã²ãŒã äžã§ã¯ãïŒãŸãã¯è€æ°çš®é¡ã®äºåæŒåºãè€åçã«çºçãããå ŽåãããïŒå¥ã ã®ã¿ã€ãã³ã°ã§çºçããããåæçã«çºçãããããïŒãäºåæŒåºãè€åçºçããããšã§ãããæç¢ºãªåœéžæåŸ 床ã瀺ãããããã«ãªã£ãŠãããããšãã°ããªãŒãæŒåºãåç¬ã§çºçããå ŽåããããïŒãŸãã¯è€æ°ã®äºåæŒåºã䌎ãã°ãåœéžæåŸ 床ãããæç¢ºåãããåœéžæåŸ 床ãé«ãŸããæ¯æ§ãªäºåæŒåºã«ã¯ã倧å¥ããŠããªãŒãåïŒãã³ãã€åïŒã«çºçããããåäºåæŒåºããšããªãŒãåŸïŒãªãŒãäžïŒã«çºçããããåŸäºåæŒåºããããããŸããäºåæŒåºã«ã¯ããªãŒãæŒåºä»¥å€ã®ä»ã®äºåæŒåºïŒããšãã°ãç䌌é£ãã¹ããŒãžãã§ã³ãžæŒåºãªã©ïŒã®çºçå¯èœæ§ãŸãã¯çºç確å®ãäºåãããã®ãããã In this way, the occurrence of a reach gives the player a clue as to the possibility of winning a certain type of win (for example, a big win). Therefore, various advance notice effects are provided that suggest the possibility of a reach occurring, in other words, that can make the probability of winning clearer. In a game with a variable symbol display, one or more types of advance notice effects may occur in combination (occurring at different times or simultaneously), and the occurrence of advance notice effects in combination indicates a clearer probability of winning. For example, if one or more advance notice effects are present, the probability of winning is clearer and higher than when a reach effect occurs alone. Such advance notice effects can be broadly divided into "pre-advance notice effects" that can occur before a reach (before a winning combination is reached) and "post-advance notice effects" that can occur after a reach (during a reach). Some advance notice effects also announce the possibility or certainty of the occurrence of other advance notice effects other than a reach effect (for example, pseudo consecutive wins and stage change effects).
ãªããæ¬æçްæžäžã§ã¯ããªãŒãã«å±ãããªãŒãçš®å¥ãããªãŒãç³»ãããªãŒãçš®å¥ïŒïŒ³ïŒ°ïŒ³ïŒ°ãªãŒãçš®å¥ãå«ãïŒã«å±ãããªãŒããããªãŒãç³»ãããã¬ãã¢ã ãªãŒãã«å±ãããªãŒãçš®å¥ããåœç¢ºãªãŒãç³»ããšç§°ããå ŽåãããããŸããæããªãŒãããä»ã®ãªãŒãã«çºå±ãããªãŒãããçºå±åãªãŒãç³»ããšãç§°ããã In this specification, reach types that belong to N reach may be referred to as "N reach type", reaches that belong to SP reach type (including SPSP reach type) may be referred to as "SP reach type", and reach types that belong to premium reach may be referred to as "sure win reach type". In addition, reaches that develop from one reach to another may be referred to as "developing reach type".
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(5-2-2. Pseudo-connection performance (pseudo-connection))
In this embodiment, one of the preview effects is a "pseudo consecutive effect (hereinafter abbreviated as "pseudo consecutive"). "Pseudo consecutive" refers to a pseudo continuous variable display state of decorative symbols (a so-called "pseudo consecutive"). This "pseudo-change" refers to a performance mode that involves a temporary stop of some or all of the decorative symbols during one decorative symbol change display game (not a normal decorative symbol, but The display operation is repeated one or more times, such as executing a re-variable display operation of the decorative pattern from the provisionally stopped state, or using one or more pseudo-repeatable symbols. For example, The symbol is temporarily stopped at "775" (pseudo change), and the decorative symbol is changed again, and then the final decorative symbol is stopped. This can be performed over multiple symbol change display games. This is different from the "preview preview performance" described below.
ãç䌌é£ãã¯ãåºæ¬çã«ã¯ãç䌌å€ååæ°ãå€ããªãã»ã©åœéžæåŸ 床ãé«ãŸãããã«ããã®çºççãå®ããããŠãããããšãã°ãç䌌å€ååæ°ïŒåãããïŒåã®æ¹ããåœéžæåŸ 床ã®é«ãäºåæŒåºïŒããšãã°ããªãŒãïŒã®çºçæåŸ 床ãé«ãŸãããšã«ãªãããããã£ãŠãä»åã®å€åäžæŒåºãããªãŒãæŒåºãå«ãæŒåºã·ããªãªã§æ§æãããŠããå Žåããç䌌é£ãã¯ãäž»ã«ããªãŒãç¶æ ã圢æãããåæ®µéïŒãªãŒãæŒåºã®å段éïŒã«çºçãããããšãå€ããïŒãŸãã¯è€æ°åã®ç䌌å€åãè¡ã£ãåŸãæ¬å€åã«ãããŠãªãŒãæŒåºãå®è¡ãããæçµçãªã²ãŒã çµæãå°åºè¡šç€ºããããæ¬æçްæžäžã§ããç䌌ããšç§°ããå Žåãç䌌å€åïŒåãšæ¬å€åãšãåãããåæ°ãæå³ãããããšãã°ããç䌌ïŒããšè¡šèšããå Žåã¯ãç䌌å€åïŒåïŒæ¬å€åãããç䌌ïŒããšè¡šèšããå Žåã¯ãç䌌å€åïŒåïŒæ¬å€åããæå³ããïŒããšãã°ãå³ïŒïŒäžã®ãç䌌ïŒïŒïŒ³ïŒ°ãªãŒããããç䌌ïŒïŒïŒ³ïŒ°ãªãŒãããªã©ïŒããŸããç䌌ïŒïœïŒãä»ãããŠããªãå Žåã¯ãç䌌é£ç¡ããã®æã§ãããç䌌é£ã¯çºçããªãã The occurrence rate of "pseudo consecutive wins" is basically set so that the more pseudo fluctuations there are, the higher the chance of winning. For example, the more pseudo fluctuations there are, the higher the chance of a pre-announced performance (such as SP reach) with a high chance of winning will occur than if there are two pseudo fluctuations. Therefore, if the current fluctuation performance is composed of a performance scenario including a reach performance, "pseudo consecutive wins" often occur mainly in the stage before the reach state is formed (the stage before the reach performance), and after one or more pseudo fluctuations are performed, the reach performance is executed in the main fluctuation, and the final game result is derived and displayed. In this specification, "pseudo N" means the total number of pseudo fluctuations M times and the main fluctuation. For example, when "pseudo 2" is written, it means "one pseudo fluctuation + main fluctuation", and when "pseudo 3" is written, it means "two pseudo fluctuations + main fluctuation" (for example, "pseudo 2 + SP reach" or "pseudo 3 + SP reach" in FIG. 26). Also, if there is no pseudo 2 or 3, it means "no pseudo consecutive wins" and no pseudo consecutive wins will occur.
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(5-2-3. Player Participation Effects)
In this embodiment, one type of preview performance is a preview performance that belongs to "player participation type performance." A "player participation type performance" is a preview performance mode in which, when a predetermined operation (for example, a single press, a long press, or repeated taps) is performed on the operation means (
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In the player participation type performance, when a predetermined button valid period arrives, a predetermined performance (pre-operation performance) occurs, including an "operation instruction performance" that prompts the player to perform a predetermined operation on the operating means. During the button valid period, when the player operates the operating means or the button valid period has elapsed, the currently displayed performance changes to another performance (post-operation performance) based on the operation content. Depending on the performance state (performance content) before and after this operation, information on the expected winning probability, the jackpot lottery result (win/lose result, pattern lottery result), or setting suggestion can be notified. The
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(5-2-4. Step-up notice)
In this embodiment, one of the preview performances is a "step-up preview (SU preview)" in which the performance can develop stepwise. In the "step-up preview," a performance corresponding to the number of steps (stages) is executed, and the expectation of winning increases when the performance develops to a further step number. Therefore, the expectation of winning is lowest when the performance ends at the first stage, and the expectation of winning is highest when the performance develops to the final stage. For example, in the case of a step-up preview that can develop into three stages consisting of
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(5-2-5. Stage change effects)
In this embodiment, one of the preview effects is a "stage change effect." The "stage change effect" is a preview effect mode that can suggest the probability of winning by shifting the current performance stage to another performance stage (for example, by changing the background display) during the pattern change display game (triggered by the arrival of a predetermined timing during the pattern change display game). Note that the stage change effect is a performance mode in which the performance stage changes as a preview effect, and the occurrence of a stage change effect does not mean that a transition (change) of the game state (YJ, Tcode) occurs and the performance mode such as the background display changes. The "stage change effect" has the following preview forms.
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(C1) A notice mode suggesting a winning expectation degree, etc. according to a transition destination production stage. For example, a transition to production stage A suggests a low expectation degree, and a transition to production stage B suggests a high expectation degree.
(C2) A notice mode in which the degree of expectation of winning is suggested by the difference in the cut-in effect that occurs when the performance stage transition is made. For example, when the performance stage transition occurs with the appearance of character A, a low expectation degree is suggested, and when the performance stage transition occurs with the appearance of character B, a high expectation degree is suggested.
ãªããã¹ããŒãžãã§ã³ãžæŒåºã«ã¯ãç¹ã«åœéžæåŸ 床ã瀺åãããåã«ã¹ããŒãžãã§ã³ãžãè¡ãæŒåºæ æ§ãšããŠãããããã®å Žåã¯ãå°ããæŒåºãå調åãããªãããã«çšããããã The stage change effect may not indicate the probability of winning, but may simply change the stage. In this case, it is used primarily to prevent the effect from becoming monotonous.
ïŒïŒïŒïŒïŒïŒïŒå²èŸŒäºåæŒåºïŒ (5-2-6. Interruption notice performance)
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(5-2-6. Interruption notice performance)
In this embodiment, one of the preview effects is an "interrupt preview effect" (hereinafter, abbreviated as "interrupt preview"). This "interrupt preview" is a performance mode that occurs in the form of an interrupt during the execution of a specific preview effect, and after the interrupt preview, the performance mode transitions to a preview effect different from the specific preview effect. The interrupt preview is mainly executed as a part of a reach performance scenario.
ãã®å²èŸŒäºåãå«ãæŒåºã·ããªãªã¯ãä»ã®ãªãŒãæŒåºãšã¯æ¬¡ã®ç¹ã§ç°ãªããããã§ã¯ããªãŒãæŒåºãšããŠãäžèšããªãŒããã®ããã«ãã第ïŒãªãŒãæŒåºïŒïŒ®ãªãŒãïŒâ第ïŒãªãŒãæŒåºïŒïŒ³ïŒ°ãªãŒãïŒããšããæŒåºãå±éãããŠãããªãŒãæŒåºã代衚äŸã«ãšã説æããããªãã説æã®äŸ¿å®ã®ããã«ãå²èŸŒäºåãä»åšãããªãŒãæŒåºããå²èŸŒæããªãŒãæŒåºããšç§°ããå²èŸŒäºåãä»åšããªããªãŒãæŒåºããå²èŸŒç¡ããªãŒãæŒåºãïŒããã§ã¯ããªãŒãïŒãšç§°ããŠèª¬æããã This presentation scenario that includes an interrupt notice differs from other reach presentations in the following ways. Here, we will use as an example a reach presentation that unfolds in the sequence of "first reach presentation (N reach) -> second reach presentation (SP reach)" as in the above-mentioned "SP reach." For ease of explanation, we will refer to a reach presentation that includes an interrupt notice as an "interrupt reach presentation," and a reach presentation that does not include an interrupt notice as a "non-interrupt reach presentation" (here, SP reach).
âå²èŸŒç¡ããªãŒãæŒåºâã§ã¯ãã第ïŒãªãŒãæŒåºïŒïŒ®ãªãŒãïŒããšã第ïŒãªãŒãæŒåºïŒïŒ³ïŒ°ãªãŒãïŒããšãé æ¬¡å®è¡ãããŠããæŒåºæ æ§ã§ãããä»åã®ã²ãŒã çµæã«ã€ããŠã¯ãæçµçã«å®è¡ããã第ïŒãªãŒãæŒåºã«ãŠå ±ç¥ãããããšãã£ãæŒåºæ æ§ã§ãããå ·äœçã«ã¯ãããšãã°ãä»åã®ã²ãŒã çµæã倧åœãã§ããå Žåãå²èŸŒç¡ããªãŒãæŒåºã§ã¯ã第ïŒãªãŒãã®æŒåºçµæãšããŠããºã¬ãå ±ç¥ãïŒäžæŠãããºã¬ãå ±ç¥ããïŒããã®åŸã第ïŒãªãŒãæŒåºã«çºå±ãã第ïŒãªãŒãæŒåºã®æŒåºçµæãšããŠãä»åã®ã²ãŒã çµæã§ãã倧åœããå ±ç¥ããïŒå²èŸŒç¡ããªãŒãæŒåºã®æçµçãªæŒåºçµæãšããŠãä»åã®ã²ãŒã çµæãå ±ç¥ããïŒãšããæŒåºã·ããªãªãå±éãããã In the "non-interrupt reach performance", a "first reach performance (N reach)" and a "second reach performance (SP reach)" are executed in sequence, and the current game result is announced in the second reach performance that is executed finally. Specifically, for example, if the current game result is a jackpot, the non-interrupt reach performance announces a miss as the performance result of the first reach (it initially announces a miss), and then progresses to the second reach performance, and announces the current game result, a jackpot, as the performance result of the second reach performance (it announces the current game result as the final performance result of the non-interrupt reach performance).
ããã«å¯Ÿããâå²èŸŒæããªãŒãæŒåºâã§ã¯ãã第ïŒãªãŒãæŒåºå®è¡äžã®æå®ã®ã¿ã€ãã³ã°ã§ãç¹å®äºåïŒå²èŸŒäºåïŒãçºçãã第ïŒãªãŒãæŒåºã«çºå±ããããšãã£ããç¹æ®ãªæŒåºæ æ§ãšãªã£ãŠãããããªãã¡ãéåžžå€ååŸã«ç¬¬ïŒãªãŒãæŒåºã«çºå±ãããããã®ç¬¬ïŒãªãŒãæŒåºã®æŒåºçµæãèŠãåã«å²èŸŒäºåãçºçãïŒç¬¬ïŒãªãŒãæŒåºãå²ã蟌ã圢ã§ãå²èŸŒäºåãå®è¡ãããïŒããã®å²èŸŒäºååŸã«ç¬¬ïŒãªãŒãæŒåºãå®è¡ãããŠããããšãã£ãæŒåºæ æ§ãå±éãããããããã£ãŠãéæè åŽããèŠãã°ãæè¡šãçªããã圢ã§ãªãŒãæŒåºãå±éãããŠããããšã«ãªããæŒåºå¹æã®é«ãäºåæŒåºãå®çŸãããã In contrast, the "interrupt reach performance" is a special performance mode in which "at a specific timing during the execution of the first reach performance, a specific notice (interrupt notice) occurs, and develops into the second reach performance." In other words, after the normal fluctuation, it develops into the first reach performance, but before the performance result of the first reach performance is seen, an interrupt notice occurs (the interrupt notice is executed in a way that interrupts the first reach performance), and the second reach performance is executed after the interrupt notice. Therefore, from the player's perspective, the reach performance unfolds in a surprising way, realizing a notice performance with a high performance effect.
æ¯æ§ãªå²èŸŒäºåãçºçããå Žåã«ã¯ãçºå±ç³»ã®äºåæŒåºãšåãããã«ãåºæ¬çã«ã¯ãå²èŸŒäºåãçºçãããªãŒãæŒåºïŒããã§ã¯ã第ïŒãªãŒãæŒåºïŒããããåœéžæåŸ 床ãé«ãä»ã®æŒåºïŒããã§ã¯ã第ïŒãªãŒãæŒåºïŒã«ç§»è¡ãããããã«ãªã£ãŠããã When such an interrupt notice occurs, just like with an advanced notice performance, the game will basically transition to another performance (here, the second reach performance) that has a higher chance of winning than the reach performance where the interrupt notice occurred (here, the first reach performance).
ãªããäžèšã§ã¯ãããªãŒãïŒïŒ³ïŒ°ïŒ³ïŒ°ãªãŒããã代衚äŸã«ãšã説æããããçš®ã ã®äºåæŒåºã®å®è¡äžã«ãå²èŸŒäºåãå®è¡å¯èœã«æ§æããããšãã§ããã Note that, although the above explanation uses "SP Reach + SPSP Reach" as a representative example, it is possible to configure it so that an interrupt announcement can be executed while various announcement performances are being executed.
å²èŸŒäºåã®çºçã¿ã€ãã³ã°ã¯ããªãŒãæŒåºæ¯ã«å®ããããŠãããããšãã°ã第ïŒãªãŒãæŒåºã®ããªãŒãåïŒãã³ãã€åããã³ãã€ç œãäžïŒã段éãããªãŒãäžïŒãã³ãã€äžãåœåŠç œãäžïŒã段éãããªãŒãåŸã段éã®æå®ã®ã¿ã€ãã³ã°ã§çºçãããããªããçºçã¿ã€ãã³ã°ã«ã€ããŠã¯è€æ°ãã£ãŠãããããããã®ã¿ã€ãã³ã°ã§çºçããããã¯ãæå®ã®æŒåºæœéžã«ããæ±ºå®ãããããªããå²èŸŒäºåãçºçãããå Žåã以äžã®ãããªã¿ã€ãã³ã°ã§çºçãããããšãã§ããã The timing of the interrupt notice is determined for each reach performance. For example, it can occur at a specific timing during the "before reach (before tenpai, during tenpai teasing)" stage, the "during reach (during tenpai, during hit/miss teasing)" stage, and the "after reach" stage of the first reach performance. There may be multiple occurrences, and the timing at which it will occur is determined by a specific performance lottery. When an interrupt notice occurs, it can occur at the following times.
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(Preliminary 1) While an audio performance such as dialogue (hereinafter referred to as "audio performance A") is being executed (while a specified audio part is being executed).
(Pre1α) The timing when more than half of the execution time of audio performance A has elapsed.
(Preliminary 1β) The timing when more than half of the lines in the audio production have passed (for example, if the lines have 30 characters, the timing when more than 15 characters have passed).
ïŒäºïŒïŒæãäºåæŒåºäžã«ãæå®ã®å æŒåºãå®è¡ãããå Žåã«ãããŠïŒæå®ã®å æŒåºããŒãå®è¡äžïŒãåœè©²å æŒåºãè€æ°ã®çºå è²ãäŒŽãæŒåºãå®è¡å¯èœã§ããå Žåãäžã®ç¹å®çºå è²ïŒããšãã°ãçœè²çºå ïŒããä»ã®ç¹å®çºå è²ïŒããšãã°ãéè²çºå ïŒã«åãæ¿ãã£ãåŸã®æå®ã®ã¿ã€ãã³ã°ã (Preliminary 2) When a specific light effect is executed during a preview performance (when a specific light effect part is being executed), if the light effect is capable of executing an effect involving multiple light colors, a specific timing after switching from one specific light color (e.g., white light) to another specific light color (e.g., blue light).
ïŒäºïŒïŒæãäºåæŒåºã«ä¿ãæå®æŒåºãè€æ°ã®ã«ããå²ãã§æ§æãããŠããå ŽåïŒããšãã°ãæ åã·ãŒã³ã®åãæ¿ããè€æ°ããå ŽåïŒãå²èŸŒäºåãå®è¡å¯èœãªç¹å®ïŒã«ããã®å®è¡æéãåå以äžçµéããã¿ã€ãã³ã°ã (Prediction 3) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple video scene switches), the timing when more than half of the execution time of a specific cut at which an interrupt preview can be executed has elapsed.
ïŒäºïŒïŒæãäºåæŒåºã«ä¿ãæå®æŒåºãè€æ°ã®ã«ããå²ãã§æ§æãããŠããå ŽåïŒããšãã°ãæ åã·ãŒã³ã®åãæ¿ããè€æ°ããå ŽåïŒãå²èŸŒäºåãå®è¡å¯èœãªç¹å®ïŒã«ããã§å®è¡ãã鳿ŒåºïŒé³å£°æŒåºïŒã®ã»ãªãæ°ãåå以äžçµéããã¿ã€ãã³ã°ã (Pre-4) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing when more than half of the lines of the sound performance (audio performance) to be executed in a specific cut in which the preview can be executed have been executed.
ïŒäºïŒïŒæãäºåæŒåºã«ä¿ãæå®æŒåºãè€æ°ã®ã«ããå²ãã§æ§æãããŠããå ŽåïŒããšãã°ãæ åã·ãŒã³ã®åãæ¿ããè€æ°ããå ŽåïŒãå²èŸŒäºåãå®è¡å¯èœãªç¹å®ïŒã«ããã®å æŒåºã®å®è¡ã®å®è¡æéãåå以äžçµéããã¿ã€ãã³ã°ã (Prediction 5) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple video scene switches), the timing when more than half of the execution time of the light performance of a specific cut in which an interrupt preview can be executed has elapsed.
ïŒäºïŒïŒæãäºåæŒåºã«ä¿ãæå®æŒåºãè€æ°ã®ã«ããå²ãã§æ§æãããŠããå ŽåïŒããšãã°ãæ åã·ãŒã³ã®åãæ¿ããè€æ°ããå ŽåïŒãå²èŸŒäºåãå®è¡äžå¯èœãªæãïŒã«ãããããå²èŸŒäºåãå®è¡å¯èœãªä»ã®ïŒã«ããã«åãæ¿ãããåœè©²ä»ã®ïŒã«ããã®å®è¡æéã®ååãçµéãããããåã®ã¿ã€ãã³ã°ã (Pre-6) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing when switching from one cut in which an interrupt preview cannot be executed to another cut in which an interrupt preview can be executed has occurred before half of the execution time of the other cut has elapsed.
ïŒäºïŒïŒæãäºåæŒåºã«ä¿ãæå®æŒåºãè€æ°ã®ã«ããå²ãã§æ§æãããŠããå ŽåïŒããšãã°ãæ åã·ãŒã³ã®åãæ¿ããè€æ°ããå ŽåïŒãå²èŸŒäºåãå®è¡äžå¯èœãªæãïŒã«ãããããå²èŸŒäºåãå®è¡å¯èœãªä»ã®ïŒã«ããã«åãæ¿ãããåœè©²ä»ã®ïŒã«ããã«ä¿ã鳿Œåºã®å®è¡æéã®ååãçµéãããããåã®ã¿ã€ãã³ã°ã (Pre-7) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing is when switching from one cut in which the preview cannot be executed to another cut in which the preview can be executed, and before half of the execution time of the sound performance related to that other cut has elapsed.
ïŒäºïŒïŒæãäºåæŒåºã«ä¿ãæå®æŒåºãè€æ°ã®ã«ããå²ãã§æ§æãããŠããå ŽåïŒããšãã°ãæ åã·ãŒã³ã®åãæ¿ããè€æ°ããå ŽåïŒãå²èŸŒäºåãå®è¡äžå¯èœãªæãïŒã«ãããããå²èŸŒäºåãå®è¡å¯èœãªä»ã®ïŒã«ããã«åãæ¿ãããåœè©²ä»ã®ïŒã«ããã«ä¿ãå æŒåºã®å®è¡æéã®ååãçµéãããããåã®ã¿ã€ãã³ã°ã (Pre-8) When a specific performance related to a certain preview performance is composed of multiple cuts (for example, when there are multiple changes in video scenes), the timing is when switching from one cut in which the preview cannot be executed to another cut in which the preview can be executed, and before half of the execution time of the light performance related to that other cut has elapsed.
ãªããå²èŸŒäºåã®æŒåºæ æ§ãšããŠã¯ãããšãã°ããã©ãã¯ã¢ãŠãæŒåºïŒæè»¢æŒåºïŒãæ¶ç¯æŒåºãç¡é³æŒåºãç鳿Œåºãå°é³æŒåºãéå æŒåºãªã©ãæ¡çšããããšãã§ãããå²èŸŒäºåãçºçãããå ŽåããããŸã§å®è¡ããŠããæå®æŒåºã®å®è¡ãäžæ¢ãïŒéäžã§äžæ¢ããïŒãä»ã®æŒåºã«ç§»è¡ãããããäžè¿°ã®ãããªæŒåºæ æ§ãå®è¡ããããšã§ãéæè ã®æ³šæãåŒãä»ããããéæè ã®æè¡šãçªãããšãå¯èœã«ãªããå²èŸŒäºåã®å¹æãæå€§éã«çããããã«ã¯ãå²èŸŒäºåãçºçããã¿ã€ãã³ã°ã«ãããŠå®è¡ãããŠããæå®æŒåºããæŽŸæç®ãªæŒåºããŸãã¯ãå°å³ãªæŒåºãã§ããããšã奜ãŸããããæŽŸæç®ãªæŒåºãã®å®è¡äžã«ãçªç¶ãå šæ¶ç¯ãç¡é³ãæè»¢ãããããã°ïŒå²èŸŒäºåãšããŠãæ¶ç¯æŒåºãŸãã¯ç¡é³æŒåºãããã¯ãã©ãã¯ã¢ãŠãæŒåºãæ¡çšããã±ãŒã¹ïŒãéæè ã«äžããã€ã³ãã¯ãã¯çµ¶å€§ãªãã®ã«ãªãããŸãããå°å³ãªæŒåºãã®å®è¡äžã«ãçªç¶ãçé³ãéå ãçºãããããã±ãŒã¹ïŒå²èŸŒäºåãšããŠãç鳿ŒåºãŸãã¯éå æŒåºãæ¡çšããã±ãŒã¹ïŒãåæ§ã«ãéæè ã«äžããã€ã³ãã¯ãã¯çµ¶å€§ãªãã®ã«ãªããå²èŸŒäºåãçºçæã«å®è¡ãããŠããæå®æŒåºã¯ã次ã®ãããªæŒåºæ æ§ã§ããããšã奜ãŸããã In addition, as the presentation mode of the interrupt notice, for example, a blackout presentation (a darkening presentation), a lights-out presentation, a silent presentation, a loud sound presentation, a soft sound presentation, a flashing light presentation, etc. can be adopted. When an interrupt notice is generated, the execution of the predetermined presentation that has been executed up until that point is stopped (stopped midway) and a different presentation is started. By executing the presentation mode as described above, it is possible to attract the player's attention or take the player by surprise. In order to maximize the effect of the interrupt notice, it is preferable that the predetermined presentation executed at the timing when the interrupt notice occurs is a "flashy presentation" or a "subtle presentation". If the lights suddenly go out, there is no sound, or the screen goes dark during the execution of a "flashy presentation" (when the lights-out presentation, silent presentation, or blackout presentation is adopted as the interrupt notice), the impact on the player will be enormous. Similarly, when a "subtle presentation" is executed and a loud sound or a flashing light suddenly occurs (when the loud sound presentation or flashing light presentation is adopted as the interrupt notice), the impact on the player will be enormous. It is preferable that the specified performance that is executed when an interrupt notice occurs be the following performance type.
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(Interrupt 1) When an interrupt notice occurs, there are multiple types of effects being executed. The types of effects are at least two of a light effect, a sound effect, an image display effect, and a movable object effect.
(Interval 2) The number of types of performances executed in one cut in which an interrupt notice can occur is greater than the number of types of performances executed in one cut in which an interrupt notice cannot occur.
(3) The brightness of the light effect (light effect using at least one light effect means) executed in one shot in which an interruption notice can occur is greater than the brightness of the light effect executed in one shot in which an interruption notice cannot occur.
(Cut 4) The volume of the sound effect (which may be a specific sound effect or the overall sound effect) executed in one cut in which an interruption notice can occur is louder than the volume of the sound effect executed in one cut in which an interruption notice cannot occur (a form in which an interruption notice is generated while a relatively flashy sound effect is being executed).
(Interruption 5) The volume of the sound effect executed in one cut in which an interruption notice can occur is smaller than the volume of the sound effect executed in one cut in which an interruption notice cannot occur (a form in which an interruption notice is generated during the execution of a relatively quiet effect).
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(5-2-7. Pre-reading preview performance: Fig. 5A, Fig. 5B)
The "pre-reading notice performance (pre-reading notice)" is a performance mode that can notify in advance the expected winning probability for an activated reserved ball (an unconsumed activated reserved ball) that has not yet been used in the execution of a pattern change display game (special pattern change display operation) by utilizing the reserved display mode or a performance during a pattern change display game that is executed first chronologically.
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Using FIG. 5A, an overview of the screen display of the liquid crystal display device according to this embodiment, including the above-mentioned pre-reading notice, will be described. FIG. 5A is an explanatory diagram used to explain the screen display of the liquid
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(About advance notices)
Next, the pre-reading notice will be explained. Regarding the appearance control regarding this pre-reading notice, first, in the
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äžèšå èªã¿äºåæœéžã®å®è¡ç¢ºçã¯ããããºã¬ããããã倧åœããã®æ¹ãããŸããåœéžæåŸ 床ãçžå¯Ÿçã«é«ãå èªã¿å€åãã¿ãŒã³çš®å¥ã®å Žåã®æ¹ãé«ç¢ºçãšãªã£ãŠããããã£ãŠãå èªã¿äºåãçºçãããåŠãã«ããåœéžæåŸ 床ã瀺ãããããªããå èªã¿äºåã¯ãäœåä¿ççã®çºçããã¿ã€ãã³ã°ããŸãã¯æç³»åçã«å ã«è¡ããã峿å€å衚瀺ã²ãŒã ã®éå§ãšåæã«ããããã¯ãã®ã²ãŒã äžã®æå®ã®ã¿ã€ãã³ã°ã§ãä»åã®äœåä¿ççã察象ãšããå èªã¿äºåãå®è¡å¯èœã§ããã The probability of the above-mentioned pre-reading prediction lottery being executed is higher for a "jackpot" than a "miss", and also for the pre-reading variation pattern type with a relatively high probability of winning. Therefore, the probability of winning is indicated by whether or not a pre-reading prediction occurs. Note that a pre-reading prediction can be executed for the current pre-reading ball at the timing when the activated reserved ball occurs, or at the same time as the start of the pattern variation display game that is played chronologically first, or at a specified timing during that game.
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(Winning time prediction: Hold change prediction)
In this embodiment, when a look-ahead notice is executed (when the look-ahead notice lottery is won), a look-ahead notice is executed in which the reserved icon that is the target of the look-ahead notice among the reserved icons in the reserved display sections a1 to d1 and a2 to d2 changes from the white color of the normal reserved display (normal reserved display mode) to a reserved display (special reserved display mode) with a special reserved color or color such as a flashing white, blue, yellow, green, red, or rainbow color. This reserve change notice is also called a "win-time-based look-ahead notice" because it can be triggered by a win (a new operating reserved ball's reserved display).
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In this embodiment, the hold change notification can be configured to be executable as described below in (A) to (C).
(A) A case where a special reserved display is displayed upon winning (the above-mentioned winning time reserved change notice). For example, a case where a special reserved display is displayed at the timing of executing the reserved display of a new operating reserved ball.
(B) A case where the normal hold display is changed to a special hold display at a predetermined timing. For example, when a prize is won, the normal hold display (white) is displayed, but at a predetermined timing, the normal hold display is changed to a special hold display (white â blue, white â red, etc.).
(C) At a predetermined timing, the current reserved display (normal reserved display or special reserved display) is changed to a special reserved display with a relatively higher winning expectation than that of the current reserved display. For example, the reserved color is changed from white flashing or blue to yellow or higher in a step-up manner (a reserved color with a higher expectation by one or more steps).
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When the game-in-progress reserved ball K is placed on the receiving seat J, the display mode is basically the same as the reserved ball display mode in the reserved
ãªããååãšããŠãçŸåšã®ä¿çè²ããåœéžæåŸ 床ãçžå¯Ÿçã«äœãä¿çè²ã«å€åãããç¹å¥ä¿çè¡šç€ºã®æãäžãããã¯ç¡ãããäŸå€çã«æãäžãããçºçããå Žåã¯ããã®äœåä¿ççãåœç¢ºïŒé«æåŸ 床ã§ãã£ãŠãããïŒã§ããæšã瀺åããããã¬ãã¢ã çãªä¿çå€åäºåãšãªããæãäžãã®ã±ãŒã¹ãšããŠã¯ãããšãã°ãä¿çè²ããéè²âçœè²ãããèµ€è²âéè²ããªã©ãçŸåšã®ä¿ç衚瀺ãããåœéžæåŸ 床ãäœãä¿ç衚瀺ã«å€åããå Žåã§ããããŸããä¿çè¡šç€ºæ æ§ã¯ã鿢ç»ã«ããä¿çã¢ã€ã³ã³è¡šç€ºïŒéçè¡šç€ºæ æ§ïŒã«éãããåç»ïŒã¢ãã¡ãŒã·ã§ã³ïŒã«ããä¿çã¢ã€ã³ã³è¡šç€ºïŒåçè¡šç€ºæ æ§ïŒããšãã°ãä¿çã¢ã€ã³ã³ãåè»¢ãæ¯åãæåãç¹æ» ïŒé«éç¹æ» ãäœéç¹æ» ïŒããããŠè¡šç€ºããïŒã«ããŠãããã As a general rule, there is no "special reserve display downgrade" in which the current reserve color changes to a reserve color with a relatively low winning probability, but in exceptional cases where a downgrade occurs, it indicates that the active reserve ball is a sure win (or may have a high winning probability), and serves as a premium reserve change notice. An example of a downgrade is when the reserve color changes to a reserve display with a lower winning probability than the current reserve display, such as "blue to white" or "red to blue." In addition, the reserve display mode is not limited to a still image reserve icon display (static display mode), but may also be a video (animation) reserve icon display (dynamic display mode: for example, the reserve icon is displayed by rotating, vibrating, rocking, or flashing (fast flashing or slow flashing)).
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(Pattern change mid-system prediction (changing mid-system prediction))
In this embodiment, a "pre-reading notice" can be executed when the symbol-changing display game starts or at a predetermined timing during the game. This pre-reading notice can appear during the symbol-changing, so it is a pre-reading notice of the symbol-changing start time change or the symbol-changing mid-change, and is referred to as a "pre-reading notice during the change" in this specification.
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This "pre-reading during change" can be, for example, the above-mentioned "step-up reserved change notice" or "continuous notice." A "continuous notice" is a pre-reading notice in which a special pre-reading notice image is displayed on the screen of the liquid
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For example, during all or some of the pattern change display games related to the existing reserved balls from the oldest reserved ball in memory to the reserved ball that is the target of the pre-reading notice, a pre-reading notice image (for example, the lightning image in FIG. 5B) is displayed on the screen of the liquid
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(Example of pre-reading notice performance: FIG. 5B)
Next, referring to FIG. 5B, an example of a pre-reading preview effect created by the
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(5-2-8. Setting hints)
In addition, in this embodiment, it is possible to present a presentation mode (setting suggestion presentation) that suggests information regarding the above-mentioned "setting value." For example, the following setting suggestion presentations (A) to (C) are possible.
(a) A "low setting suggestion" that suggests a low setting range (
(c) A "high setting suggestion effect" that suggests a high setting range (
(k) An "even number setting suggestion effect" that suggests an even number setting (
(Yu) An "odd number setting suggestion effect" that suggests an odd number setting (
(M) A "specific setting confirmation effect" that definitively notifies a specific setting value (which can be any of
(m) A "specific setting negation effect" that definitively notifies that a specific setting value (which may be any of
(l) "Specific range suggestion effect" that suggests a specific range of setting values. For example, it suggests
ãªããèšå®ç€ºåæŒåºã®çŸåºçïŒå®è¡ç¢ºçïŒã¯ãèšå®å€ã«å¿ããŠé©å®å®ããããšãã§ãããããšãã°ãèšå®å€ãçžå¯Ÿçã«äœãã»ã©èšå®ç€ºåæŒåºã®åºçŸçãäœããªãããã«å®ããŠãããããŸããèšå®ç€ºåæŒåºã®æŒåºæ æ§ã«ã¯ç¹ã«å¶éã¯ãªãã鳿Œåºãå æŒåºãç»å衚瀺æŒåºãå¯åäœæŒåºã®ãã¡ãïŒãŸãã¯è€æ°ã®æŒåºãå©çšããããšãã§ããã The appearance rate (execution probability) of the setting suggestion effect can be set appropriately according to the setting value. For example, it may be set so that the appearance rate of the setting suggestion effect decreases as the setting value is relatively lower. In addition, there are no particular restrictions on the presentation mode of the setting suggestion effect, and one or more of the following effects can be used: sound effects, light effects, image display effects, and movable object effects.
ãŸããèšå®ç€ºåæŒåºã¯ã峿å€å衚瀺ã²ãŒã äžã®æå®ã®ã¿ã€ãã³ã°ãããšãã°ãäºåæŒåºãšè€åçãŸãã¯åç¬çã«çŸåºãããããšãã§ããããŸããã²ãŒã äžã«éããã倧åœãéæäžããå®¢åŸ ã¡åŸ æ©äžïŒééææéïŒãªã©ã«ãçŸåºãããããšãã§ããã The setting suggestion effect can be displayed at a specific timing during the symbol change display game, for example, in combination with the preview effect or alone. Also, it can be displayed not only during the game, but also during a jackpot game, while waiting for customers (non-play period), etc.
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(Decorative design presentation)
In addition, the decorative pattern effects (decorative pattern changing display effects) are used as part of the effects during the pattern changing display game; the decorative pattern effects are used to notify reach effects (reach state), the occurrence of pseudo-consecutive wins, and the final game results (jackpot lottery results), and to liven up the preview effects (preview during change), as well as functioning as important identification information to notify the start and end of the game, and can be said to form the core of the decorative pattern changing display game.
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In order to facilitate understanding of the present invention, the basic game form (game characteristics, characteristics of each game state, transition between game states, and presentation modes related to game states) of the
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The type of hitting technique that is advantageous for the player varies depending on the game state. Basically, the game state that is advantageous for left-handed hits is a game state related to a state without electric support (including a game state that is essentially treated as a state without electric support, for example, a normal state, a slight time-saving state, a potential state), and the game state that is advantageous for right-handed hits is a game state related to a state with electric support (for example, a time-saving state, a probability state). In the case of this embodiment, in the normal state or the slight time-saving state, a "left-handed hit" (subject to the lottery on the
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(Internal game state type (YJ type), game mode type (Tcode type))
First, the game state types according to this embodiment will be described.
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In this embodiment, the game is controlled mainly under multiple states such as "winning game (special game state)", "normal state (YJ = 00H)", "slight time-saving state (YJ = 01H)", and "time-saving state (YJ = 02H)". As shown in Figures 6 and 25, these game states (excluding winning game) are provided with multiple game modes classified using the variation pattern allocation designation number Tcode and presentation modes related to these. The specific contents are shown in "
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The heaven mode is a game mode in which the internal game state is related to the "normal state". This heaven mode is the initial game mode (default game mode) that is started when the game machine is shipped or when a RAM clear operation is performed. The RAM clear operation includes RAM clearing by the RAM
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In this embodiment, if a special time-saving feature is selected during normal mode (heaven mode), the selection is treated as valid (special time-saving feature activation permitted state) (see
倩åœã¢ãŒãïŒéåžžç¶æ ïŒã«ãããç¹æ®æçã®åœéžç¢ºçã¯ãçŽïŒïŒïŒïŒããšé«ç¢ºçã§ã¯ããããç¹æ®æççš®å¥ã®ãã¡ãç¹æ®æçãŸãã¯ç¹æ®æçã«åœéžããå Žåã¯ãåŸè¿°ã®å°çã¢ãŒãïŒåŸ®æçïŒãŸãã¯å°çã¢ãŒãïŒåŸ®æçïŒã«ç§»è¡ãããç¹æ®æçã®åœéžãç¡å¹æ±ãïŒç¹æ®æççºåçŠæ¢ç¶æ ïŒã®éæç¶æ äžã«çœ®ãããïŒå³ïŒäžã®ã©ã€ã³ïŒ¬ïŒãå³ïŒïŒ£åç §ïŒã The probability of winning the special time-saving effect in Heaven Mode (normal state) is high at about 1/10, but if you win Special Time-Saving A or Special Time-Saving B among the special time-saving effects, you will be transferred to Hell Mode A (slight time-saving A) or Hell Mode B (slight time-saving B) described below, and the game will be placed in a state where the special time-saving effect is invalid (the special time-saving effect cannot be activated) (see line L1 in Figure 6 and Figure 4C).
äžæ¹ãç¹æ®æçã«åœéžããå Žåã¯ãåŸè¿°ã®é£èã¢ãŒãïŒ£ïŒæçïŒã«ç§»è¡ãããéæè ã«ãšãæå©ãªå©çç¶æ ã«ç§»è¡ãããïŒå³ïŒäžã®ã©ã€ã³ïŒ¬ïŒãå³ïŒïŒ£åç §ïŒããªãã倩åœã¢ãŒãäžã«å€§åœãïœïŒ£ã«åœéžããå Žåã«ã¯ããã®å€§åœãéæåŸã«ãå床ã倩åœã¢ãŒãã«ç§»è¡ãããããã«ãªã£ãŠããïŒå³ïŒäžã®ã©ã€ã³ïŒ¬ïŒããã³ïŒ¬ïŒããåœããã®å²ã¿æ ãå³ïŒïŒ¡åç §ïŒã On the other hand, if the player wins the special time-saving C, the game will move to consecutive win mode C (time-saving C) described below, which will put the player in a profitable state (see line L4 in Figure 6 and Figure 4C). If the player wins any of the jackpots A to C during the Heaven mode, the game will move back to Heaven mode after the jackpot (see lines L8 and L9 in Figure 6, the "win" box, and Figure 4A).
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The hell mode is a game mode in which the internal game state is related to the âmicro time-saving state.â The hell mode includes a plurality of game modes, and in this embodiment, there are the following two types of hell modes.
(A) "Hell mode A" related to micro-time saving A (micro-time saving number of 150 times),
(B) "Hell Mode B" relating to micro-time saving B (250 micro-time saving times).
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However, in this embodiment, although "Hell Mode A" and "Hell Mode B" have different micro-time shortening times, they are managed by a common fluctuation pattern allocation designation number Tcode "01H" and a common fluctuation pattern allocation table is selected (see the hell mode frame in FIG. 6 and
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ïŒå°ïŒïŒç¹æ®æçåœéžãç¡å¹æ±ããšãããç¹æ®æççºåçŠæ¢ç¶æ äžã§ããïŒå³ïŒäžã®ãå°çã¢ãŒããã®å²ã¿æ ãå³ïŒïŒ£åç §ïŒã (Area 1) The special time-saving feature is prohibited from being activated, and any winnings made during the special time-saving feature are treated as invalid (see the "Hell Mode" box in Figure 6 and Figure 4C).
ïŒå°ïŒïŒå€©åœã¢ãŒãïŒéåžžïŒãžã®ç§»è¡ãäœç¢ºçã§ãããæ¬å®æœåœ¢æ ã§ã¯ãéåžžç§»è¡å¥æ©ãšãªãåœéžçš®å¥ã¯ã倧åœããéãããïŒå³ïŒäžã®ãåœããã®å²ã¿æ ãå³ïŒïŒ¡åç §ïŒã (Earth 2) There is a low probability of transitioning to Heaven Mode (normal). In this embodiment, the winning type that triggers a transition to normal is limited to "Big Win C" (see the "Win" box in Figure 6 and Figure 4A).
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(Ground 3) Hell Mode A (Slight Time Reduction A) lasts for 150 games, and Hell Mode B (Slight Time Reduction B) lasts for 250 games. Once you fall into Hell Mode, it is difficult to advance to Heaven Mode (normal) (see
ïŒå°ïŒïŒå°çã¢ãŒãïŒåŸ®æçïŒã¯ãå°çã¢ãŒãïŒåŸ®æçïŒããã埮æçåæ°ãå€ãåãæå©åºŠãçžå¯Ÿçã«äœãéæç¶æ ã§ãããããªãã¡ã埮æçç¶æ ã¯ããã®åŸ®æçåæ°ãå€ãã»ã©ãéæè ã«ãšã£ãŠäžå©ã«äœçšãããããã®ç¹ãæçåæ°ãå€ããªãã»ã©éæè ã«ãšã£ãŠæå©ã«äœçšãããéæç¶æ ïŒããšãã°ãæçç¶æ ã確å€ç¶æ ãªã©ïŒãšã¯æ§è³ªãç°ãªãïŒæ¬å®æœåœ¢æ ã®åŸ®æçç¶æ ã¯ãæçç¶æ ãšã¯éã®æ§è³ªãæã€ïŒã (Ground 4) Hell Mode B (Micro Time Saving B) is a game state with a relatively lower degree of advantage than Hell Mode A (Micro Time Saving A) because it has a greater number of micro time saving periods. In other words, the more micro time saving periods there are, the more disadvantageous the micro time saving state can be to the player. In this respect, it differs in nature from game states (such as time saving state and special bonus state) in which the more time saving periods there are, the more advantageous the state can be to the player (the micro time saving state in this embodiment has the opposite nature to the time saving state).
ïŒå°ïŒïŒéæé²è¡äžãæãé·ãæ»åšãããéæã¢ãŒãã§ãããéæè ã«ãšãæãäžå©ãªéæç¶æ ãšããŠäœçšãããéæè ã®å€ãã¯ãå°çã¢ãŒãã§éæãæ¢ããããããéæéå§æãå°çã¢ãŒãããã¹ã¿ãŒãããšããäºæ ã«é«ç¢ºçã§ééãã倩åœã¢ãŒãã§éå§ãããããšã¯çšã§ããã (Earth 5) This is the game mode that players can stay in for the longest time in terms of game progress, and acts as the most disadvantageous game state for the player. Since most players stop playing in Hell mode, there is a high probability that they will "start playing in Hell mode," and it is rare for them to start in Heaven mode.
ãããã£ãŠãéæè ãèªå·±ã®å©çãå¢ããããã®çéã«ãŒããšããŠã¯ãåºæ¬çã«ã¯ããå°çã¢ãŒãïŒåŸ®æçïŒâ埮æçåæ°çµäºã«ããå°çã¢ãŒãçµäºâ倩åœã¢ãŒãïŒéåžžïŒâç¹æ®æçåœéžâåŸè¿°ã®é£èã¢ãŒãïŒæçïŒããšããéæã«ãŒããšãªãïŒå³ïŒïŒ¡ãå³ïŒïŒ£ãå³ïŒäžã®ïŒ¬ïŒãã©ã€ã³ïŒ¬ïŒãããã³ïŒ¬ïŒçåç §ïŒã Therefore, the standard route for a player to increase his/her profits is basically "Hell mode (slight time saving) â end of Hell mode due to the number of slight time saving rounds reached â Heaven mode (normal) â win special time saving C â consecutive win mode (time saving)" (see L1, lines L2, and L4 in Figures 4A, 4C, and 6).
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The consecutive win mode is a game mode in which the internal game state is related to the âtime-shortened state.â The consecutive win mode includes a plurality of game modes, and in this embodiment, there are the following three consecutive win modes.
(A) "Continuous mode A" related to time reduction A (
(B) "Continuous mode B" related to time reduction B (
(C) "Consecutive mode C" related to time reduction C (time of time reduction: 1).
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"Continuous Winning Mode" is a game mode related to the time-saving state, and is provided with an electric chute support function, making it a game state in which the player can actively participate in the jackpot lottery on the
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In this embodiment, the probability of winning a small jackpot, that is, the chance of winning a V jackpot, can change depending on consecutive win modes A to C (depending on the number of time-saving modes). Specifically, for small jackpot wins, if time-saving mode B (time-saving
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<Morning function>
Therefore, in this embodiment, in order to provide the player with a particularly advantageous gaming state, the gaming state is forcibly transitioned to the default normal state (heaven mode) by performing a RAM clear operation, thereby forcibly creating a state in which it is possible to win the special time-saving bonus C, thereby providing the player with a chance (privilege) to win the special time-saving bonus C (see line M1 (morning function) in Figure 6).
ïŒã¯ãªã¢æäœèªäœã¯ãããã³ã³ããŒã«ïŒéæåºïŒåŽã®å¶æ¥æŠç¥ïŒããšãã°ã忥ã®éæç¶æ ãåŒãç¶ãããããªãã±ãŒã¹ããèšå®å€æŽããããã±ãŒã¹ãªã©ïŒã«åºã¥ããæ¬æ¥ã®å¶æ¥ãéå§ãããåã«ããŒã«åºå¡ã«ããé©å®è¡ãããæäœã§ããããæ¬å®æœåœ¢æ ã§ã¯ãïŒã¯ãªã¢ã«ãã£ãŠãéæè ã«æå©ãªéæç¶æ ã匷å¶çã«çèµ·å¯èœãªç¹ã«ç¹åŸŽãããã The RAM clear operation itself is an operation that is appropriately performed by hall staff before the start of business for the day based on the business strategy of the pachinko hall (game arcade) (for example, when the game state from the previous day is not to be carried over, or when settings are to be changed), but this embodiment is characterized in that RAM clearing can forcibly create a game state that is advantageous to the player.
ãã®ããã«ãïŒã¯ãªã¢æäœããæ¬æ¥ã®å¶æ¥ãéå§ãããåãæèšããã°ãæäžçªïŒæã€ãïŒã®ç¹å žä»äžããšããŠäœçšããããšãããïŒã¯ãªã¢ã«ããéåžžç¶æ ïŒå€©åœã¢ãŒãïŒããæ¬æçްæžäžã§ã¯ãã¢ãŒãã³ã°æ©èœããŸãã¯ãã¢ãŒãã³ã°ç¶æ ããšç§°ããã In this way, the RAM clear operation acts as a "first thing in the morning bonus grant" before business begins for the day, so the normal state (heaven mode) achieved by clearing the RAM is referred to in this specification as the "morning function" or "morning state."
ãªããå¶æ¥äžã«ïŒ²ïŒ¡ïŒã¯ãªã¢æäœãè¡ãã±ãŒã¹ãããšãã°ãïŒã¯ãªã¢ãããªããã°è§£é€äžèœãªç¹å®ã®ãšã©ãŒãçºçããå Žåããéæè ãäœããã®äºæ ã«ããæçç¶æ ãåœãéæãæ¶åããã«éæããããŠããŸã£ãå Žåã«ããã®ç¶æ ããªã»ãããããªã©ã®ã±ãŒã¹ãããããããã§ã¯ããæäžçªã®ç¹å žä»äžããšããŠæ©èœãããã±ãŒã¹ïŒããã³ã³ããŒã«ã®å¶æ¥æŠç¥ã®äžã€ãšããŠãæ¬æ¥ã®å¶æ¥éå§åã«ïŒ²ïŒ¡ïŒã¯ãªã¢ããŠãã¢ãŒãã³ã°ç¶æ ãçèµ·ãããã±ãŒã¹ïŒã代衚äŸã«ãšã説æããã There are cases where the RAM clearing operation is performed during business hours, such as when a specific error occurs that cannot be resolved without clearing the RAM, or when a player quits playing without completing the time-saving mode or winning game for some reason, and the state is reset. However, here we will explain the case where it functions as a "first thing in the morning bonus" (clearing the RAM before the start of business to create a morning state as part of the business strategy of a pachinko hall).
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(Morning state concealment)
When functioning as "first thing in the morning bonus", it is preferable to conceal the fact that the RAM has been cleared from the player (non-morning notification form). If the morning state is made public (for example, the morning state is notified by a special effect), problems such as (Mo1) and (Mo2) below may occur. Note that "not notifying the player of the fact" above means that the morning state is made concealable from the player (difficult or impossible to distinguish) by means of special effects and/or device operation, and for example, external notifications by external end signals (security signals) for preventing fraud, such as a RAM clear signal sent to an external device, can be excluded. This is because the external notifications are not intended to inform the player in the first place.
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(Problems with not concealing morning status)
(Mo 1) The fact that the machine has fallen into the Hell mode or is still in the Hell mode is quickly discovered, which leads to a decline in the operating rate of the gaming machine. For example, players may stop playing when they can predict that the machine will fall into the Hell mode, or they may not play the game at all unless they are in the Morning state, which may result in a decline in the operating rate of the gaming machine.
(Mo2) In addition, it may unnecessarily stimulate players' gambling instincts, leading to problems between customers, such as players fighting over gaming machines.
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(Morning state concealment method (morning state concealment form))
In order to conceal whether or not the state is in the morning state, it is necessary to conceal the fact that the state is the "heaven mode (normal)" (at least the heaven mode after the RAM is cleared is concealed). As already explained, since the game progress mainly goes back and forth between the heaven mode (normal) and the hell mode (slight time shortening), for example, it is conceivable to make the heaven mode (normal) and the hell mode (slight time shortening) substantially the same or the same presentation mode, and to make the game mode in which the player is staying indistinguishable (substantially indistinguishable) or difficult to distinguish from the presentation. As one of the methods, when the "normal presentation mode" related to the heaven mode (normal) and the "slight time shortening presentation mode" related to the hell mode (slight time shortening) are configured to be controllable, during the short time shortening presentation mode, the presentation mode is made to be substantially the same or the same as the normal presentation mode (morning state concealment form). For example, a "slight time shortening concealed presentation mode" is provided, which is a presentation mode different from the normal presentation mode, but conceals the short time shortening from the presentation. Also, instead of providing a separate presentation mode, the normal presentation mode and the short time shortening presentation mode may be a common presentation mode. By adopting such a presentation mode form, it is possible to pretend to be in the normal state even during the short time-saving state, and it is possible to conceal the morning state. Although details will be described later, in the case of this embodiment, a common variation pattern can be selected between the normal state and the short time-saving state, and it is possible to provide the above-mentioned short time-saving concealment presentation mode or to share the presentation mode.
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However, even if the game is concealed in a dramatic way, the game mode that is being played can still be easily discovered by closely observing the operating state of the mechanical parts (for example, the operating state of the movable wing 47). If the micro-time-saving state were to be treated as a "state with electric support" similar to the time-saving state, the
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Therefore, in this embodiment, the micro-time-saving state is made to function as a game state in which the operation of the device (here, the operating state of the
ãŸãæ¬å®æœåœ¢æ ã§ã¯ãããã«ç§å¿åã匷åãªãã®ãšããã¹ããéæè ãå€ãééããããºã¬åœéžã«çç®ããå°ãªããšãããºã¬æŒåºïŒããºã¬æã®å€åäžæŒåºïŒã€ããŠã¯ã倩åœã¢ãŒãïŒéåžžïŒãšå°çã¢ãŒãïŒåŸ®æçïŒãšã§ãåäžãŸãã¯ç¥åäžã®æŒåºæ æ§ãçŸåºå¯èœãšãªã£ãŠãããå ·äœçã«ã¯ã倩åœã¢ãŒãã«ä¿ãããºã¬å€åãã¿ãŒã³æ¯åããŒãã«ãšãå°çã¢ãŒãã«ä¿ãããºã¬å€åãã¿ãŒã³æ¯åããŒãã«ãšãç¥åäžã®æ§æãšããå ±éã®å€åãã¿ãŒã³ãéžæå¯èœãšãªã£ãŠããïŒåŸè¿°ã®å³ïŒïŒããã³å³ïŒïŒåç §ïŒãããã«ããã倩åœã¢ãŒãïŒéåžžïŒãšå°çã¢ãŒãïŒåŸ®æçïŒãšã§ãåäžãŸãã¯ç¥åäžã®å€åäžæŒåºãå®çŸããŠããã In addition, in this embodiment, in order to further strengthen the secrecy, attention is focused on the miss winnings that players often encounter, and at least for the miss effects (effects during fluctuations when a miss occurs), the same or nearly the same effect can be displayed in Heaven mode (normal) and Hell mode (slight time saving). Specifically, the miss fluctuation pattern allocation table for Heaven mode and the miss fluctuation pattern allocation table for Hell mode have nearly the same configuration, and a common fluctuation pattern can be selected (see Figures 26 and 27 described below). This allows the same or nearly the same during fluctuation effects to be displayed in Heaven mode (normal) and Hell mode (slight time saving).
倩åœã¢ãŒãïŒéåžžïŒã§ãããå°çã¢ãŒãïŒåŸ®æçïŒã§ããããå€å¥å°é£ãŸãã¯å€å¥äžèœãªãã®ãšããã°ãéæè ãéæã«èããäžã§ãããããä»ã倩åœã¢ãŒãäžã§ããã°ãé£èã¢ãŒãç§»è¡ã®ãã£ã³ã¹ãããïŒïŒïŒãïŒæå©ç¶æ ç§»è¡æåŸ æïŒãããŸã 倩åœã¢ãŒãããç¥ããªããããããå°ãç²ã£ãŠã¿ããã»ã»ã»ãïŒæå©ç¶æ æ»åšæåŸ æïŒãªã©ã®æåŸ æãäžããããšãã§ããããã®çµæãéæè ã®éæææ¬²ãåäžãããéææ©ã®çšŒåçãåäžãããããšãã§ããã By making it difficult or impossible to distinguish between Heaven mode (normal) and Hell mode (slight time saving), players can be given a sense of expectation while playing, such as "If we're in Heaven mode now, there's a chance we'll move to consecutive mode!!!" (expectation of moving to an advantageous state) or "It might still be Heaven mode, so let's hang in there a bit longer..." (expectation of staying in an advantageous state). As a result, players' motivation to play can be increased, and the operating rate of the gaming machine can be improved.
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(Morning Semi-Confidentiality)
In addition, the morning state may not necessarily be concealed, and the player may be informed of whether the current game state is heaven mode (normal) or hell mode (slight time reduction). However, it is preferable that the morning is not definitively notified (disclosed), but rather informed to the extent that it gives the player an element of guesswork (morning semi-concealed form). For example, as a variation effect, a "game state suggestion effect" that can suggest the current game state may be configured to be able to appear, and giving the player an element of guesswork about the current game state may be one of the things that makes the game interesting.
ãªããäžèšãéæç¶æ ç€ºåæŒåºãã¯ãçŸåšã®å éšéæç¶æ ã瀺åããæŒåºæ æ§ïŒä»¥äžãå éšéæç¶æ ç€ºåæŒåºããšç§°ããïŒã§ãã£ãŠãããããçŸåšã®éæã¢ãŒãã瀺åããæŒåºæ æ§ïŒä»¥äžãéæã¢ãŒãç€ºåæŒåºããšç§°ããïŒã§ãã£ãŠãããã The above-mentioned "game state suggestion effect" may be an effect that suggests the current internal game state (hereinafter referred to as "internal game state suggestion effect"), or an effect that suggests the current game mode (hereinafter referred to as "game mode suggestion effect").
å éšéæç¶æ ç€ºåæŒåºãéæã¢ãŒãç€ºåæŒåºã«ã€ããŠããçïŒæ¬ç©ïŒã®ç€ºåæŒåºããšããåœïŒã¬ã»ïŒã®ç€ºåæŒåºããå®è¡å¯èœã«æ§æããããšã奜ãŸãããããšãã°ã倩åœã¢ãŒãäžã«ãããŠç€ºåæŒåºãçŸåºããå Žåã倩åœç€ºåæŒåºïŒæ¬ç©ïŒãé«ç¢ºçïŒããšãã°ãïŒïŒïŒ ïŒã§çŸåºããéåžžç€ºåæŒåºïŒã¬ã»ïŒãäœç¢ºçïŒããšãã°ïŒïŒïŒ ïŒã§çŸåºããããŸããæå®ã®å€åãã¿ãŒã³ïŒæå®ã®å€åäžæŒåºïŒãéžæãããå Žåã«éãåºçŸãããªã©ã§ããããããã«ããŠããæå®ã®ç¢ºçã§ãç€ºåæŒåºãçŸåºããããšã奜ãŸããã It is preferable to configure the internal game state suggestion effects and game mode suggestion effects so that "true (genuine) suggestion effects" and "false (fake) suggestion effects" can be executed. For example, when suggestion effects are displayed during heaven mode, heaven suggestion effects (genuine) appear with a high probability (e.g., 60%), while normal suggestion effects (fake) appear with a low probability (e.g., 40%), or they appear only when a predetermined variation pattern (predetermined variation effect) is selected. In any case, it is preferable to display suggestion effects with a predetermined probability.
ãªããäžèšãå éšéæç¶æ ç€ºåæŒåºããšããŠã¯ãããšãã°ã埮æçäžã§ããæšãŸãã¯éåžžäžã§ããæšã瀺åïŒå ±ç¥ïŒããæŒåºïŒåŸ®æçäžç€ºåæŒåºãéåžžäžç€ºåæŒåºïŒããç¹å®ã®å éšéæç¶æ äžïŒããšãã°ãéåžžç¶æ äžïŒã«éãåºçŸãããæŒåºãã€ãŸãããã®æŒåºãåºçŸããæç¹ã§ãçŸåšã®å éšéæç¶æ ã確å®çã«å ±ç¥ãããåç¥æŒåºïŒå éšéæç¶æ åç¥æŒåºïŒãªã©ãããã The above-mentioned "internal game state indication effects" include, for example, effects that suggest (inform) that the game is in a micro-time-saving mode or normal mode (micro-time-saving mode indication effects, normal mode indication effects), effects that can only appear during a specific internal game state (for example, during the normal mode), in other words, notification effects that definitively notify the current internal game state when the effect appears (internal game state notification effects), etc.
ãŸãäžèšãéæã¢ãŒãç€ºåæŒåºããšããŠã¯ãããšãã°ã倩åœã¢ãŒããå°çã¢ãŒããå°çã¢ãŒãã®ããããã®éæã¢ãŒãã§ãããã瀺åå¯èœãªæŒåºïŒç¹å®éæã¢ãŒãç€ºåæŒåºïŒããç¹å®ã®éæã¢ãŒãäžïŒããšãã°ã倩åœã¢ãŒãäžïŒã«éãåºçŸãããæŒåºãã€ãŸãããã®æŒåºãåºçŸããæç¹ã§ãçŸåšã®éæã¢ãŒãã確å®çã«å ±ç¥ãããåç¥æŒåºïŒéæã¢ãŒãåç¥æŒåºïŒãªã©ãããã The above-mentioned "game mode suggestion effects" include, for example, effects that can suggest whether the current game mode is Heaven mode, Hell mode A, or Hell mode B (specific game mode suggestion effects), and effects that can only appear during a specific game mode (for example, Heaven mode), i.e., announcement effects (game mode announcement effects) that definitively notify the current game mode when the effect appears.
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(Morning state non-anonymization method)
Although the above describes a configuration for concealing the morning state, the morning state may be configured to be notifiable (morning notification form). This is because, depending on the nature of the game, it may be preferable to suggest or disclose the morning state rather than conceal it.
ã¢ãŒãã³ã°ç¶æ ãå ±ç¥ããææ³ãšããŠã¯ãããšãã°ãäžèšã®ãããªéæç¶æ ç€ºåæŒåºã«ãã£ãŠãã¢ãŒãã³ã°ç¶æ ïŒéåžžç¶æ ïŒãå ±ç¥ããããšãå¯èœã§ãããã黿ºæå ¥åŸã«ãããå®¢åŸ ã¡åŸ æ©äžã®å®¢åŸ ã¡åŸ æ©çšæŒåºãå©çšããŠãã¢ãŒãã³ã°ç¶æ ãå ±ç¥å¯èœã«æ§æããããšãå¯èœã§ããã以äžããã®å®¢åŸ ã¡åŸ æ©çšæŒåºãå©çšããŠãã¢ãŒãã³ã°ç¶æ ãå ±ç¥ããææ³ã«ã€ããŠèª¬æããã As a method of notifying the morning state, for example, it is possible to notify the morning state (normal state) by using the game state suggestion effects as described above, but it is also possible to configure the machine to be able to notify the morning state by using the customer waiting standby effects while the machine is waiting for customers after the power is turned on. Below, we will explain the method of notifying the morning state by using these customer waiting standby effects.
äžèšã®å®¢åŸ ã¡åŸ æ©çšæŒåºã«ã¯ãïŒã¯ãªã¢ã«ããå®¢åŸ ã¡åŸ æ©çšæŒåºïŒïŒ²ïŒ¡ïŒã¯ãªã¢æå®¢åŸ ã¡åŸ æ©çšæŒåºïŒãšãããã¯ã¢ãã埩垰ã«ããå®¢åŸ ã¡åŸ æ©çšæŒåºïŒããã¯ã¢ãã埩垰æå®¢åŸ ã¡åŸ æ©çšæŒåºïŒãšãããããããã®åŸ æ©çšæŒåºã«ã€ããŠèª¬æããŠããã The above-mentioned waiting effects include those caused by RAM clearing (waiting effects when RAM is cleared) and those caused by returning to backup (waiting effects when backup is restored). We will explain these waiting effects below.
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(About the waiting performance after the RAM is cleared)
First, the performance for waiting for customers after the RAM is cleared will be explained. When the RAM clear operation is performed, the game state, performance mode, number of balls in operation, etc. are all set to the default state (initial state), and the performance for waiting for customers is executed after the RAM clear notification performance (RAM clear error notification) that notifies that the RAM has been cleared is executed for a predetermined time. In the case of this embodiment, when the RAM is cleared, the internal game state is set to the normal state, the game mode is set to the heaven mode, and the performance mode is set to the normal performance mode as the default state.
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In detail, after the RAM clear notification, the "customer waiting pre-show (first customer waiting standby show)" is executed first. This customer waiting pre-show is a show (pre-demo display) before the start of the "customer waiting show (demo display)" described later, and for example, the liquid
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(About the performance while waiting for customers after the backup is restored)
Next, the performance for waiting for customers after the backup is restored will be described.
ãªãã黿æã«ããã¯ã¢ãããããå 容ããã²ãŒã å®è¡äžã倧åœãéæäžãªã©ã§ããå Žåã¯ããã®éæç¶æ³ãã埩垰ããããããã§ã¯ãããã¯ã¢ãããããå 容ããã²ãŒã å®è¡äžã倧åœãéæäžãªã©ã§ã¯ç¡ãããã€äœåä¿ççãååšããªãã±ãŒã¹ïŒééæäžã§åŸ©åž°ããã±ãŒã¹ïŒãããªãã¡ãããã¯ã¢ãã埩垰åŸãçŽã¡ã«ãå®¢åŸ ã¡åŸ æ©çšæŒåºãå®è¡ãããã±ãŒã¹ãäžå¿ã«èª¬æããã If the content backed up at the time of power outage is during a game or a jackpot, the game will be restored from that game state. However, here we will focus on the case where the backed up content is not during a game or a jackpot and there are no active reserved balls (restored during non-play), i.e., the case where the waiting performance for customers is executed immediately after the backup is restored.
ããã¯ã¢ãã埩垰åŸã®å®¢åŸ ã¡åŸ æ©çšæŒåºã«ã€ããŠã¯ãïŒã¯ãªã¢å ±ç¥ãå®è¡ãããªã以å€ã¯ãåºæ¬çã«ã¯ãäžè¿°ã®ïŒ²ïŒ¡ïŒã¯ãªã¢ãããå Žåãšåãã§ããããã ããããã¯ã¢ãã埩垰åŸã®å®¢åŸ ã¡åæŒåºã«ã€ããŠã¯ã黿æã®éæç¶æ ã®æŒåºã¢ãŒãã«ä¿ãèæ¯è¡šç€ºã衚瀺ãããïŒã¯ãªã¢æãšåãæå®ã®è£ é£Ÿåæ¢å³æïŒããšãã°ããïŒïŒïŒãïŒã衚瀺ãããããããã£ãŠãïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æã®éãã¯ãåºæ¬çã«ã¯ãèæ¯è¡šç€ºïŒèæ¯æŒåºïŒãç°ãªãã ãã§ããã The performance during the waiting period for customers after the backup is restored is basically the same as when the RAM is cleared as described above, except that the RAM clear notification is not executed. However, for the performance before waiting for customers after the backup is restored, a background display related to the performance mode of the game state at the time of the power outage is displayed, and the same predetermined decorative stop pattern (for example, "731") as when the RAM was cleared is displayed. Therefore, the only difference between when the RAM is cleared and when the backup is restored is basically the different background display (background performance).
ããããç°ãªãéæç¶æ éãŸãã¯ç°ãªãæŒåºã¢ãŒãéã§ãå®¢åŸ ã¡åŸ æ©çšæŒåºãå®è³ªåäžãŸãã¯å ±éã®ã±ãŒã¹ã§ããå Žåãå®¢åŸ ã¡åŸ æ©çšæŒåºãèŠãŠãããããã®éæç¶æ ã§ãããå€å¥å°é£ç¶æ ïŒå€å¥å°é£ãŸãã¯å€å¥äžèœïŒãã€ãŸããã¢ãŒãã³ã°ç¶æ ãå€å¥å°é£ç¶æ ãšãªããããšãã°ãéåžžç¶æ ãšåŸ®æçç¶æ ãšã§å ±éã®æŒåºã¢ãŒããšããããäžèšåŸ®æçç§å¿æŒåºã¢ãŒããæ¡çšããå Žåã¯ãèæ¯è¡šç€ºãåãã«ãªããããããïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ããããã®éæç¶æ ã§ããããå€å¥ã§ãããã¢ãŒãã³ã°ç¶æ ãå€å¥ã§ããªããããã§ãã¢ãŒãã³ã°ç¶æ ãå€å¥å¯èœã«å ±ç¥ããææ³ïŒã¢ãŒãã³ã°å ±ç¥æ©èœïŒãšããŠã¯ã次ã®ãããªæ§æãšããããšã奜é©ã§ããã However, when the customer waiting standby effects are substantially the same or common between different game states or different presentation modes, the customer waiting standby effects make it difficult to distinguish which game state it is (difficult to distinguish or indistinguishable), in other words, the morning state is also difficult to distinguish. For example, if a common presentation mode is used for the normal state and the micro-time-saving state, or if the above-mentioned micro-time-saving hidden presentation mode is adopted, the background display may also be the same, so it is impossible to distinguish which game state it is when the RAM is cleared and when it is restored to backup, and it is also impossible to distinguish the morning state. Therefore, the following configuration is preferable as a method for notifying the morning state in a distinguishable manner (morning notification function).
å®¢åŸ ã¡åŸ æ©çšæŒåºã«ã¯ãå®¢åŸ ã¡åæŒåºã®æ®µéïŒãã¢è¡šç€ºåïŒãšãå®¢åŸ ã¡æŒåºïŒãã¢è¡šç€ºïŒã®æ®µéãšãå«ãŸããã®ã§ããããæŒåºã®å°ãªããšãäžæ¹ã®æŒåºæ æ§ããïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ç°ãªãæŒåºæ æ§ãšãããããã«ãããããã¯ã¢ãã埩垰ãããç¶æ ã§ããã®ãããããšãïŒã¯ãªã¢ãããç¶æ ã§ããã®ããæŒåºçã«å ±ç¥ïŒã¢ãŒãã³ã°ç¶æ ã®å ±ç¥ïŒããããšãå¯èœã§ããã The performance for waiting for customers includes a stage of the performance before waiting for customers (before the demo display) and a stage of the performance for waiting for customers (demo display), so the performance mode of at least one of these performances is set to be different when the RAM is cleared and when the backup is restored. This makes it possible to notify the user through the performance whether the backup has been restored or the RAM has been cleared (notifying the morning state).
ç°ãªãæŒåºãšããå Žåã¯ãããšãã°ã次ã®ïŒã³ïŒïŒïœïŒã³ïŒïŒã®ãããªæŒåºç³»ãæ¡çšããããšãã§ããã If you want to use a different presentation, you can use the following presentation systems (K1) to (K9), for example.
ïŒã³ïŒïŒïŒ²ïŒ¡ïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ãå®¢åŸ ã¡åŸ æ©çšæŒåºïŒå®¢åŸ ã¡åæŒåºïŒã«ãããè£ é£Ÿå³æã®è¡šç€ºæ æ§ãç°ãªããããšãã°ãïŒã¯ãªã¢åŸã®å Žåã¯ãïŒïŒïŒïŒç¬¬ïŒè£ é£Ÿåæ¢å³æïŒãã衚瀺ããããã¯ã¢ãã埩垰åŸã¯ãããšã¯ç°ãªããïŒïŒïŒïŒç¬¬ïŒè£ é£Ÿåæ¢å³æïŒãã衚瀺ããããã ãã黿ºæå ¥åŸãïŒã²ãŒã ã§ãå®è¡ãããŠããŸããšãææ©ãã¢ãŒãã³ã°ç¶æ ã®å€å¥ãäžèœãšãªããã²ãŒã çµäºåŸã«äœåä¿ççæ°ãïŒã«ãªããšã黿ºæå ¥æãšåãããæå®æéçµéåŸã«å®¢åŸ ã¡åæŒåºãå®è¡ããããããã®å Žåãåœè©²ïŒã²ãŒã ç®ã®çµæã§ããè£ é£Ÿåæ¢å³æããå®¢åŸ ã¡åæŒåºã«ãããè£ é£Ÿåæ¢å³æãšããŠè¡šç€ºãããŠããŸãããã§ããïŒåŸè¿°ã®å³ïŒïŒã®ã¹ãããïŒïŒïŒã®ïŒ¹ïŒ¥ïŒ³ã®åŠçã«ãŒãïŒã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒïŒåç §ïŒããã®ç¹ã§ãæ¬äŸã¯ãæäžçªã®ïŒã²ãŒã éãã®ç¹å žïŒé»æºæå ¥åŸïŒïŒ²ïŒ¡ïŒã¯ãªã¢åŸïŒã®ïŒã²ãŒã éãã®ç¹å žïŒãšããŠæ©èœãããããšãã§ããããŸããè£ é£Ÿåæ¢å³æãå©çšããã®ã§ã¯ãªããè£ é£Ÿå³æèªäœãç°ãªãããŠããããããšãã°ãïŒã¯ãªã¢æã®è£ é£Ÿå³æã«ã€ããŠãæå®ã®ãšãã§ã¯ããæœãïŒããšãã°ãè£ é£Ÿå³æã®åšå²ã«åŸå ãšãã§ã¯ãåŠçãæœãïŒãæ°å衚瀺ãçµµæãå°çšè¡šç€ºã«ããïŒããšãã°ãéåžžã¯ç®çšæ°åã§ããããïŒã¯ãªã¢æã¯æŒ¢æ°åããïŒããªã©ã§ããããã®å Žåã¯ãäžè¿°ã®è£ é£Ÿåæ¢å³æãå©çšããããã§ã¯ãªãã®ã§ãïŒã²ãŒã ã«éãããè€æ°ã²ãŒã éã«ããããïŒã¯ãªã¢æå°çšã®è¡šç€ºæ æ§ãšããããšãã§ããã (K1) The display mode of the decorative pattern in the performance for waiting for customers (performance before waiting for customers) is different when the RAM is cleared and when the backup is restored. For example, after the RAM is cleared, "731 (first decorative stop pattern)" is displayed, and after the backup is restored, a different "732 (second decorative stop pattern)" is displayed. However, if even one game is executed after the power is turned on, it is no longer possible to determine the morning state. When the number of balls in operation becomes 0 after the end of the game, the performance before waiting for customers is executed after a predetermined time has elapsed, just like when the power is turned on. In this case, the decorative stop pattern that is the result of the first game is displayed as the decorative stop pattern in the performance before waiting for customers (see the processing route of YES in step S402 in FIG. 12 (steps S417 to S419) described later). In this respect, this example can function as a special offer for one game only in the morning (a special offer for one game only after the power is turned on (after the RAM is cleared)). In addition, instead of using the decorative stop pattern, the decorative pattern itself may be different. For example, a specific effect may be applied to the decorative symbols when the RAM is cleared (for example, a halo effect may be applied around the decorative symbols), or numbers or pictures may be displayed in a special way (for example, Arabic numerals are usually used, but Chinese numerals are used when the RAM is cleared), etc. In this case, since the decorative stop symbols described above are not used, the display mode may be specially designed for when the RAM is cleared, not just for one game, but over multiple games.
ïŒã³ïŒïŒïŒ²ïŒ¡ïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ãå®¢åŸ ã¡åŸ æ©çšæŒåºïŒå®¢åŸ ã¡åæŒåºïŒã«ãããèæ¯è¡šç€ºãç°ãªããããšãã°ãïŒã¯ãªã¢æã¯ãïŒã¯ãªã¢æå°çšã®èæ¯æŒåºãçŸåºãããïŒããã¯ã¢ãã埩垰æã¯ã黿æã®æŒåºã¢ãŒãã«ä¿ãèæ¯æŒåºãçŸåºãããïŒã (c2) The background display in the performance during waiting for customers (performance before waiting for customers) differs when the RAM is cleared and when the machine returns to backup. For example, when the RAM is cleared, a background performance that is specifically designed for when the RAM is cleared is displayed (when the machine returns to backup, a background performance related to the performance mode when the power is cut is displayed).
ïŒã³ïŒïŒïŒ²ïŒ¡ïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ãå®¢åŸ ã¡åŸ æ©çšæŒåºïŒå®¢åŸ ã¡åæŒåºããã³ïŒãŸãã¯å®¢åŸ ã¡æŒåºïŒã§å®è¡ãããæŒåºæ æ§ïŒæŒåºå 容ïŒãç°ãªããããšãã°ãïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ç¹å®ã®æŒåºã®æŒåºæ æ§ãç°ãªããç¹å®ã®æŒåºãåºçŸããïŒåºçŸããªããªã©ãšããããšãã§ãããå ·äœçã«ã¯ãïŒã¯ãªã¢ã®å Žåã¯ç¹å®ã®ãã£ã©ã¯ã¿ãèµ€è²ã§ããããããã¯ã¢ãã埩垰ã®å Žåã¯ç¹å®ã®ãã£ã©ã¯ã¿ãéè²ãšãããïŒã¯ãªã¢ã®å Žåã¯ç¹å®ã®ãã£ã©ã¯ã¿ãåºçŸããããããã¯ã¢ãã埩垰ã®å Žåã¯ç¹å®ã®ãã£ã©ã¯ã¿ãåºçŸããªããªã©ã§ããïŒåè ãšåŸè ãéã®ãã¿ãŒã³ã§ãããïŒããŸããäžèšãéæç°å¢èšå®ç»é¢ïŒã¡ãã¥ãŒç»é¢ïŒãã衚瀺å¯èœã§ããæšïŒéæç°å¢èšå®æäœãå¯èœã§ããæšïŒã®æ¡å ããæŒåºè¡šç€ºïŒéæèšå®æ¡å æŒåºïŒãå®è¡å¯èœãªå Žåã«ã¯ãïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ãéæèšå®æ¡å æŒåºã®å®è¡ã®æç¡ãããã³ïŒãŸãã¯ãã®æŒåºæ æ§ïŒããšãã°ãæ¡å ã¡ãã»ãŒãžè¡šç€ºã®ãã©ã³ãã衚瀺è²ïŒãç°ãªããã®ãšããããšãã§ããã (K3) The presentation mode (presentation content) executed in the customer waiting standby presentation (customer waiting pre-presentation and/or customer waiting presentation) is different when the RAM is cleared and when the backup is restored. For example, the presentation mode of a specific presentation can be different when the RAM is cleared and when the backup is restored, or a specific presentation can appear/not appear. Specifically, when the RAM is cleared, a specific character can be red, but when the backup is restored, the specific character can be blue, or when the RAM is cleared, a specific character can appear, but when the backup is restored, the specific character can not appear (the former and latter patterns can be reversed). In addition, if a presentation display (game setting guide presentation) that informs that the above-mentioned "game environment setting screen (menu screen)" can be displayed (that the game environment setting operation can be performed) can be executed, the presence or absence of the game setting guide presentation and/or its presentation mode (for example, the font and display color of the guide message display) can be different when the RAM is cleared and when the backup is restored.
ïŒã³ïŒïŒïŒ²ïŒ¡ïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ãå®¢åŸ ã¡æŒåºïŒãã¢è¡šç€ºïŒã®æŒåºæ æ§ãç°ãªãããã¢è¡šç€ºã§ã¯ãæ©çš®ã補é ã¡ãŒã«ã®å®£äŒåºåçã»æ³šæå起衚瀺ãªã©ã®çš®ã ã®æŒåºå 容ãããšãã°ãã¢ãã¡ãŒã·ã§ã³ãçæš©åãæ©çš®åãäŒæ¥ããŽãéæèª¬æãéæã«å¯Ÿããæ³šæå起衚瀺ãªã©ãçŸåºãããããïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ããã¢è¡šç€ºã®å°ãªããšãäžéšãç°ãªãæŒåºæ æ§ãšããããšãã§ããã (C4) The presentation style of the customer waiting effect (demo display) differs when the RAM is cleared and when the machine is restored from a backup. In the demo display, various presentation contents such as advertisements and warning displays for the machine and manufacturer, such as animation, copyright name, machine name, company logo, game explanation, and warning displays for the game, are displayed, but at least a part of the demo display can be presented in a different style when the RAM is cleared and when the machine is restored from a backup.
ïŒã³ïŒïŒïŒ²ïŒ¡ïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ãå®¢åŸ ã¡åŸ æ©çšæŒåºïŒå®¢åŸ ã¡åæŒåºããã³ïŒãŸãã¯å®¢åŸ ã¡æŒåºïŒã®æŒåºæéïŒæŒåºå°ºïŒãç°ãªããããšãã°ãïŒã¯ãªã¢ã®å Žåã¯å®¢åŸ ã¡åæŒåºã®æŒåºæéãç§ãããã¯ã¢ãã埩垰ã®å Žåã¯å®¢åŸ ã¡åæŒåºããç§ããšããå ŽåããïŒïŒ³ããŸãã¯ãïŒïŒ³ãã®é¢ä¿ãšããããšãã§ããã (K5) The presentation time (presentation length) of the customer waiting standby performance (customer waiting pre-performance and/or customer waiting performance) differs when the RAM is cleared and when the backup is restored. For example, suppose the presentation time of the customer waiting pre-performance is T seconds when the RAM is cleared, and the customer waiting pre-performance is "S seconds" when the backup is restored. The relationship can be "T<S" or "T>S".
ïŒã³ïŒïŒïŒ²ïŒ¡ïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ãå®¢åŸ ã¡åæŒåºãŸãã¯å®¢åŸ ã¡æŒåºã®å®è¡ã®æç¡ãç°ãªããããšãã°ãïŒã¯ãªã¢ã®å Žåã¯å®¢åŸ ã¡åæŒåºãå®è¡ããªããïŒå®¢åŸ ã¡åæŒåºãå®è¡ãããããšãªããã¢æŒåºãéå§ãããïŒãããã¯ã¢ãã埩垰ã®å Žåã¯éåžžéããå®¢åŸ ã¡åæŒåºãå®è¡ããïŒåè ãšåŸè ãéã®ãã¿ãŒã³ã§ãããïŒããŸãããšãã°ãïŒã¯ãªã¢ã®å Žåã¯å®¢åŸ ã¡æŒåºãå®è¡ããªãããããã¯ã¢ãã埩垰ã®å Žåã¯å®¢åŸ ã¡æŒåºãå®è¡ããïŒåè ãšåŸè ãéã®ãã¿ãŒã³ã§ãããïŒã (C6) The difference between when the RAM is cleared and when the machine is restored to a backup is whether or not the pre-customer waiting performance or the pre-customer waiting performance is executed. For example, when the RAM is cleared, the pre-customer waiting performance is not executed (a demo performance is started without executing the pre-customer waiting performance), but when the machine is restored to a backup, the pre-customer waiting performance is executed as usual (the former and latter patterns may be reversed). Also, for example, when the RAM is cleared, the pre-customer waiting performance is not executed, but when the machine is restored to a backup, the pre-customer waiting performance is executed (the former and latter patterns may be reversed).
ïŒã³ïŒïŒïŒ²ïŒ¡ïŒã¯ãªã¢æãšããã¯ã¢ãã埩垰æãšã§ãå®¢åŸ ã¡åŸ æ©çšæŒåºïŒå®¢åŸ ã¡åæŒåºããã³ïŒãŸãã¯å®¢åŸ ã¡æŒåºïŒã®å°ãªããšãäžéšã®æŒåºæ æ§ãç°ãªããããšãã°ãïŒã¯ãªã¢ã®å Žåã¯ç¹å®ã®ãã£ã©ã¯ã¿ãåºçŸããããããã¯ã¢ãã埩垰ã®å Žåã¯ç¹å®ã®ãã£ã©ã¯ã¿ãåºçŸããªããªã©ã§ããïŒåè ãšåŸè ãéã®ãã¿ãŒã³ã§ãããïŒã (K7) At least some of the presentation aspects of the customer waiting standby presentation (customer waiting pre-presentation and/or customer waiting presentation) differ when the RAM is cleared and when the backup is restored. For example, a specific character may appear when the RAM is cleared, but not when the backup is restored (the former and latter patterns may be reversed).
ïŒã³ïŒïŒäžè¿°ã®ïŒã³ïŒïŒïœïŒã³ïŒïŒã®å°ãªããšãïŒã€ã®åœ¢æ ãæ¡çšããããšãã§ããã (8) At least one of the above (1) to (7) may be adopted.
ïŒã³ïŒïŒãªããäžèšãããã¢ãŒãã³ã°ç¶æ ã®å ±ç¥ãïŒã¢ãŒãã³ã°å ±ç¥æ©èœïŒã¯ãç¡éã«é·æéãšããããšã¯å¥œãŸãããªããããšãã°ãäžè¿°ã®ïŒã³ïŒïŒã®ã±ãŒã¹ã§ã¯ãç¹å¥èæ¯æŒåºããã€ãŸã§ã衚瀺ãããããšã¯å¥œãŸãããªããéæé²è¡äžãçŸåšã®æŒåºã¢ãŒãã«å¿ããèæ¯è¡šç€ºã«åãæ¿ããããšã奜ãŸããããŸãããã¢ãŒãã³ã°ç¶æ ã®å ±ç¥ããæäžçªã®ç¹å žïŒé»æºæå ¥åŸãïŒã²ãŒã éãã®ç¹å žïŒãšããŠæ©èœããããå Žåããããããã§ãã¢ãŒãã³ã°ç¶æ ã®å ±ç¥å¯èœæéïŒã¢ãŒãã³ã°å ±ç¥èš±å®¹æéïŒã次ã®ïŒèš±ïŒïŒïœïŒèš±ïŒïŒããã«å®ããããšã奜é©ã§ããã (Co9) It is not advisable to make the above-mentioned "morning state notification" (morning notification function) unnecessarily long-term. For example, in the above-mentioned case of (Co2), it is not advisable to display the special background effect forever, and it is preferable to switch to a background display that corresponds to the current presentation mode in terms of game progress. There are also cases where it is desirable to have the "morning state notification" function as an early morning bonus (a bonus for only one game after powering on). Therefore, it is preferable to set the period during which the morning state can be notified (morning notification allowable period) as follows (Permission 1) to (Permission 3).
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(Allowance 1) After the power is turned on, the morning notification allowable period can be set to the period until a predetermined number of games (for example, 5 games) are started or until the predetermined number of games are completed. Various periods can be considered for the morning notification allowable period, such as only 1 game, only a few games, or only 10 games, but the most preferable period is one that takes into account the probability of winning the special time-saving feature. In the case of this embodiment, the probability is approximately 1/10 (see
ïŒèš±ïŒïŒé»æºæå ¥åŸãç¹å®ã®äºåæŒåºãçºçãããŸã§ã®æéããŸãã¯ç¹å®ã®äºåæŒåºãçºçããã²ãŒã ãçµäºãããŸã§ã®æéïŒåœè©²ã²ãŒã ã®æå®ã®ã¿ã€ãã³ã°ãŸã§ã§ãã£ãŠãããïŒãã¢ãŒãã³ã°å ±ç¥èš±å®¹æéãšããããšãã§ããããªããç¹å®ã®äºåæŒåºã«ã€ããŠã¯ç¹ã«å¶éã¯ãªããç¹å®ã®ãªãŒãæŒåºãã¹ããŒãžãã§ã³ãžæŒåºãå èªã¿äºåãèšå®ç€ºåæŒåºãªã©ãé©å®æ¡çšå¯èœã§ããã (Permission 2) The period from when the power is turned on until a specific preview effect occurs, or the period until the game in which the specific preview effect occurs ends (which may be until a specified timing in the game), can be set as the morning notification permission period. Note that there are no particular restrictions on the specific preview effect, and specific reach effects, stage change effects, pre-reading previews, setting suggestion effects, etc. can be used as appropriate.
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(When the backup is restored, the state is normal)
If the gaming state at the time of backup is the normal state, after backup is restored, it will return to the normal state, which is the same as the morning state. This normal state after backup is not exactly the morning state, but like the morning state, it is in a state in which the player can receive special benefits first thing in the morning. In such a case, the morning state may be notified. For example, a common effect may be displayed as the effect for waiting for customers when the RAM is cleared to notify the player that it is the morning state. Also, instead of a common effect, a different effect may be used to notify the player that the gaming state after backup is restored to the normal state. For example, a "pseudo morning state notification effect" for when the normal state is restored may be displayed to notify the player that it is the morning state (return to the normal state) due to backup restoration, not the morning state due to RAM clearing.
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<Ceiling function>
In this embodiment, a ceiling function is provided as a rescue function for rescuing a player who has encountered a big hit. Specifically, when the condition device does not operate for a predetermined number of games (ceiling game number) in a state where the probability of winning a big win is low (the ceiling bonus condition is met), the ceiling function is activated and a bonus (ceiling bonus) is awarded due to reaching the ceiling. The condition device is activated by winning a big win or a V win (V winning), so "when the condition device does not operate" means winning a miss or winning a special time-saving win. The condition for activating the ceiling bonus is basically when a miss continues to be won for a predetermined number of games in a row (when a player continues to be stuck). However, when a predetermined winning event occurs in the ceiling game (for example, winning a special time-saving win or a small win), it becomes an issue as to whether or not to prioritize activating the ceiling function, but this will be described in detail later.
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In this embodiment, the ceiling game number is "751 spins", and the ceiling privilege is "Time-saving C (time-saving
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(False ceiling function: Figure 7)
Incidentally, the micro-time-saving state according to this embodiment is designed to transition to the normal state when a predetermined number of micro-time-saving times have been consumed (see line L2 in FIG. 6). Therefore, even if the state has been transitioned to the micro-time-saving state once, once the number of micro-time-saving times has been consumed, the state will transition to the normal state, and the chance to win the special time-saving C will come around. In other words, by utilizing the micro-time-saving state, it is possible to create a gameplay similar to the above-mentioned "ceiling function" in which "when a predetermined number of games are consumed in an unfavorable game state, the game state is transitioned to an advantageous game state" (temporary ceiling function). This will be described in detail with reference to FIG. 7.
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(Temporary ceiling via pattern 1)
First, referring to FIG. 7 (A), this example (
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(Temporary ceiling via pattern 2)
Next, referring to Figure 7 (b), this example (
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(Special time-saving C direct hit pattern)
Next, referring to Figure 7 (c), this example assumes a case where play is started from the above-mentioned "morning state", and shows an example in which during the Heaven mode first thing in the morning, the special time-saving C is won and the game is transitioned to consecutive wins mode (time-saving C).
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In addition, in the case of going through Hell mode multiple times, for example, if the game route is "Hell mode A (time-saving A) â (150 micro-time-saving times consumed) â Heaven mode â (win special time-saving A) â Hell mode A â (again, 150 micro-time-saving times consumed) â Heaven mode â (win special time-saving C) â consecutive win mode C (time-saving C)", the provisional ceiling game number is reached every
ãªãã埮æçåæ°æ¶åã«ä¿ã仮倩äºã²ãŒã æ°ã«å°éããã²ãŒã æ°ããå€©äºæ©èœã«ä¿ã倩äºã²ãŒã æ°ã®ïŒïŒïŒå転ç®ã§ããå ŽåïŒå€©äºç¹å žä»äžæ¡ä»¶ãšã埮æçåæ°çµäºã«ããéåžžç§»è¡æ¡ä»¶ãšãåæã«æºããããšãšãªã£ãå ŽåïŒã倩äºç¹å žã§ããæçç¶æ ïŒæçïŒãåªå çã«çºåããããã«ãªã£ãŠããã仮倩äºã²ãŒã æ°å°éïŒåŸ®æçåæ°æ¶åïŒã«ããéåžžç¶æ ïŒå€©åœã¢ãŒãïŒã«ç§»è¡ããããããã倩äºç¹å žã«ããæçç¶æ ãä»äžããæ¹ããéæè ã«ãšãå©çç¶æ ãé«ãããããææžæªçœ®ãšããŠã®æçŸ©ãæããããã§ããã In addition, when the number of games that reaches the provisional ceiling game number related to the consumption of the micro-time-saving count is the 751st spin of the ceiling game number related to the ceiling function (when the conditions for granting the ceiling bonus and the conditions for transitioning to the normal state due to the end of the micro-time-saving count are met simultaneously), the time-saving state (time-saving C) which is the ceiling bonus is activated preferentially. This is because granting the time-saving state due to the ceiling bonus is more profitable for the player than transitioning to the normal state (heaven mode) due to reaching the provisional ceiling game number (consumption of the micro-time-saving count) and is meaningful as a relief measure for players who are addicted.
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(Starting gate entry instructions)
Next, we will explain the "start hole winning instruction effect" that encourages winning at the start hole.
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As already explained, when the game state is changed from another game state (a winning game (winning state), a time-saving state, a minute time-saving state, etc.) to the normal state, the special time-saving activation is permitted, and the player has a big chance to gain profits (a chance to win the special time-saving C on the
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The start port winning instruction performance according to this embodiment is a performance content that encourages a win at the
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(Example 1 of the starting gate winning instruction)
The start port winning instruction performance is a performance to encourage winning at the start port when there are 0 working reserved balls, so it can also be displayed during the customer waiting waiting performance (customer waiting pre-waiting performance (demo start waiting display) - customer waiting performance (demo display)), but it is preferable to continue the start port winning instruction performance at least until the end of the "customer waiting pre-waiting performance", that is, until the start of the "customer waiting performance" (until it switches to the demo movie). Also, if there are 0 working reserved balls even after the customer waiting performance ends or after the game setting screen is displayed, the customer waiting performance (demo movie) ends and switches to the customer waiting pre-waiting performance again (see the processing of S419 in FIG. 12 described later), but when it switches to the customer waiting pre-waiting performance, the start port winning instruction performance may or may not be reproduced. Also, it is preferable not to display the start port winning instruction performance during the power saving mode described later.
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(Starting gate winning instruction example 2)
In addition, the start port winning instruction performance may be displayed for a predetermined time (for example, 30 seconds) regardless of whether it is during the performance before waiting for customers or during the performance before waiting for customers. In this case, the performance mode may be different between the first predetermined time (10 seconds from the start) and the second predetermined time (the remaining 20 seconds) after the first predetermined time has elapsed. For example, the first predetermined time may be a light performance, a sound performance, and an image display performance (first start port winning instruction performance), and the second predetermined time after the first predetermined time has elapsed may be a second start port winning instruction performance. In this case, as in the above "start port winning instruction performance example 1", it is preferable to keep the sound performance (winning instruction notification sound) and/or the light performance (winning instruction light emission) for only a predetermined time. Note that, when only the image display performance (winning instruction image) is performed, it may be displayed at least until the end of the performance before waiting for customers. Also, even during the performance before waiting for customers (demo movie), only the winning instruction image may be continued. Furthermore, if the appearance time of the starting port winning indication effect is set to a relatively long time, for example, if it is possible for it to appear even after the customer waiting effect has finished, then, as in the above starting port winning indication effect example 1, when the effect switches again to the pre-customer waiting effect, the starting port winning indication effect may be reproduced (at least the winning indication image may be reproduced), or it may not be reproduced.
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In addition, if the starting port winning indication performance is configured to end at a predetermined timing during the customer waiting standby performance, the starting port winning indication performance may be reproduced when the player performs a firing operation. Specifically, the starting port winning indication performance may be reproduced when the player touches the touch sensor of the
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(End timing of the starting gate winning instruction performance)
Regarding the starting port winning indication performance, it is preferable to configure it so that when a winning occurs at the
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(Variation of the starting gate winning indication performance)
The start port winning indication effect may be limited to the time after the time-saving feature has ended, or may be configured to be displayed in the morning state. However, in this case, since it is the first notification in the morning, it is preferable that at least the winning indication notification sound is not displayed. This is because if the winning indication notification sound is ringing in a pachinko hall situation where there are few players at the start of business, it will cause discomfort to players who are trying to play on other gaming machines. In addition, if the start port winning indication effect is displayed first thing in the morning, there is a risk that players will mistakenly think that "this machine may already be in play," which will lead to a decrease in the operating rate of the gaming machine. Therefore, it is preferable that the start port winning indication effect related to the morning state be a different presentation mode from the start port winning indication effect related to the time-saving feature has ended (the start port winning indication effect is limited to the morning state).
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(Regarding volume/light intensity adjustment for the starting gate winning indication performance)
The volume of the start port winning instruction performance can be configured to be adjustable by the player. For example, as one of the settings of the game environment, the volume of the start port winning instruction performance can be configured to be adjustable within a predetermined range. As already explained, the game environment can be configured to adjust the volume and light intensity (volume adjustment means, light intensity adjustment means), and the volume adjustment is mainly for the sound (sound performance) during the game, but the volume adjustment can also be configured to adjust the volume including the start port winning instruction performance. Also, the volume of the start port winning instruction performance can be made unadjustable (not subject to the volume adjustment means).
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In addition, when the
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Next, the game operation processing on the
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The main processing on the
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The initial setting process includes, for example, initialization of register values within the CPU, including each part of the microcomputer, clearing of various ports including solenoid ports related to the electric props, LED output counters, etc., interrupt mode setting process to set a specific interrupt mode (interrupt mode 2), interrupt priority setting process to start the random number circuit (internal hardware random number circuit), waiting for the startup of peripheral boards (
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After the above initial setting process (step S010) is completed, the input port acquisition process is executed (step S011). In this input port acquisition process, the ON/OFF signals (ON/OFF state) of the switches required to determine whether to switch to a setting change transition mode, RAM clear mode, setting confirmation mode, backup return mode, etc., which will be described later, are acquired. Details will be described later, but in this embodiment, the transition destination process is determined based on the ON/OFF signals of the setting
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After completing the input port acquisition process (step S011), the process proceeds to step S14 and subsequent steps. In this embodiment, the process state is transitioned to the following process mode based on the ON/OFF state of the setting
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(1) A "setting change mode" including the execution of a setting change process (step S023) and an in-area RAM clear process (step S030).
(2) A "RAM clear mode" including the execution of an in-area RAM clear process (step S030) without executing a setting change process (step S023);
(3) A "settings check mode" including the execution of a settings check process (S027) and a backup recovery process (S028);
(4) A "backup recovery mode" in which the backup recovery process (S028) is executed without executing the setting confirmation process (S027).
(5) A "RAM error mode" in which a "power re-on waiting process (S020)" is executed if a problem occurs in the contents of the RAM.
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Of these processing modes, the four modes excluding the "RAM error mode" are switched according to the combination of the ON/OFF state of the setting
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In this embodiment, when the RAM
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In this embodiment, since a situation in which the RAM
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In addition, for the "RAM clear mode" and "backup return mode" that are not related to the setting change function, only the ON/OFF state of the RAM
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Returning to the explanation of FIG. 8A, after the initial setting process of step S011 is completed, it is then determined whether or not the game machine is in a setting change mode transition state in which the setting value can be changed, based on the signal state acquired by the input port acquisition process (step S014). In this embodiment, when the power to the
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If the game is in the setting change mode transition state (step S014: YES), a setting change process that manages the change operation of the setting value (1 to 6 levels) is executed (step S023). In this setting change process, it is first determined whether the setting value Nc (setting value data) stored in the setting value storage area of the RAM in the area is an abnormal value (a value other than 00H to 05H corresponding to
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If the setting is returned to the initial value or is a normal value, the current setting value is displayed on the setting
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On the other hand, if the setting change mode transition state has not been reached (step S014: NO), the contents of the RAM are checked to determine whether or not there is an abnormality (step S015). Here, it is checked whether the setting value data (setting value Nc) in the setting value storage area is a normal value (whether a value indicating any of
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In the power re-on waiting process (step S020), as a process in the event of a RAM error, the game process is forcibly stopped and the game is stopped. Specifically, after sending a power re-on command and clearing the backup flag BF (step S019), the WDT clear process to clear the WDT and the process to check the ON state of the power abnormality signal (check for power interruption) (power abnormality check process) are repeated until a power interruption occurs. In addition, when a RAM error occurs, the WDT clear process is executed until a power interruption is confirmed, and the WDT reset is not generated at the timing when the infinite loop process is repeated. In addition, when the power re-on command is received by the
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When the power re-on waiting process (step S020) is executed and the game is stopped, the currently occurring RAM error state cannot be resolved unless the power of the
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If the backup flag BF is ON (step S016: YES), it is determined whether or not the game is in the RAM clear mode transition state based on the signal state acquired by the input information acquisition process (step S025). In this embodiment, when the power to the
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In more detail, the in-area RAM clearing process initializes (clears) all areas (normal data storage areas) of the in-area RAM for storing setting values and data used in normal game processing (game processing related to game progress such as pattern change display games, winning games, and game state transition control), excluding at least the setting value storage area, and returns the operating state of the gaming machine to its initial state (default state). In this embodiment, as already explained, the program and work area for processing related to the display of performance information (performance information display processing) are specified in an area (out-area memory (second memory area)) different from the area (in-area memory (first memory area)) that the
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In this embodiment, when the
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Next, the initial setting process (initial data setting process when power is turned on) when the RAM is cleared is executed (step S032). In the initial data setting process when power is turned on, for example, the error notification timer is set to 30,000 ms (30 seconds) as the transmission time of the RAM clear signal (one of the security signals), and the losing pattern data is set as the special pattern (
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Returning to the explanation of step S025, if the game machine is not in the RAM clear mode transition state (step S025: NO), it is then determined whether the game machine is in the setting confirmation mode transition state (setting confirmation permitted state) in which the current setting value can be confirmed (step S026). In this embodiment, when the
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If the setting check mode transition state is reached (step S026: YES), the setting check process (step S027) and the backup return process (step S028) are executed in sequence. In the setting check process (step S027), the current setting value is controlled to a setting check state in which it can be checked. Specifically, a setting check command is sent to the
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Next, the backup recovery process (step S028) is executed. In the backup recovery process, the game process is restored from the backup data backed up at the time of the power outage. As a result, after the power is restored, the game operation before the power outage is resumed. For example, if the game was waiting for customers (with no reserved patterns stopped) at the time of the power outage (backup process), the game will be restored from the waiting for customers, if the patterns were changing, the game will be restored from the pattern changing, and if a winning game was being played, the game will be restored from the winning game. In addition, the "
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In the above operation check timer setting process, the in-area stack pointer is first saved, the out-area stack pointer is set, and then the initial settings required for the confirmation operation when the
äžèšåäœç¢ºèªã¿ã€ãèšå®åŠçïŒã¹ãããïŒïŒïŒïŒãçµãããšã次ãã§ãé åå€ãšã©ãŒæ å ±ã¯ãªã¢åŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒã Once the above operation check timer setting process (step S034) is completed, the out-of-area error information clear process is then executed (step S035).
ãã®é åå€ãšã©ãŒæ å ±ã¯ãªã¢åŠçã§ã¯ããŸããïŒã¯ãªã¢ãã©ã°ãå€å®ããããã®ïŒ²ïŒ¡ïŒã¯ãªã¢ãã©ã°ã¯æ¢ã«èª¬æããããã«ãé åå ïŒã¯ãªã¢åŠçãå®è¡ããããåŠããæå®ããããã®ãã©ã°ã§ãããïŒã¯ãªã¢ãã©ã°ããïŒïŒ¡ïŒšïŒïŒ¯ïŒ®ç¶æ ïŒãã§ããã°é åå ïŒã¯ãªã¢åŠçãå®è¡ãããããšã瀺ããïŒã¯ãªã¢ãã©ã°ãïŒïŒïŒšïŒïŒ¯ïŒŠïŒŠç¶æ ïŒãã§ããã°ãããã¯ã¢ãã埩垰åŠçïŒã¹ãããïŒïŒïŒïŒãå®è¡ããããšã瀺ãã In this out-of-area error information clearing process, first the RAM clear flag is checked. As already explained, this RAM clear flag is a flag for specifying whether or not the in-area RAM clearing process has been executed. If the RAM clear flag is "5AH (ON state)", this indicates that the in-area RAM clearing process has been executed, and if the RAM clear flag is "00H (OFF state)", this indicates that the backup recovery process (step S028) has been executed.
æ¬åŠçã§ã¯ãïŒã¯ãªã¢ãã©ã°ããïŒïŒ¡ïŒšãã§ããã°ïŒïŒ²ïŒ¡ïŒã¯ãªã¢æïŒãé åå€ïŒ²ïŒ¡ïŒã«èšæ¶ãããé åå€ãšã©ãŒæ å ±ã®ãã¡ãïŒã¯ãªã¢æã®ã¯ãªã¢å¯Ÿè±¡ãã¯ãªã¢ãïŒïŒ²ïŒ¡ïŒã¯ãªã¢æé åå€ã¯ãªã¢åŠçïŒãïŒã¯ãªã¢ãã©ã°ãïŒïŒ¡ïŒšã§ãªããã°ïŒããã¯ã¢ãã埩垰æïŒãããã¯ã¢ãã埩垰æã®ã¯ãªã¢å¯Ÿè±¡ãã¯ãªã¢ããïŒããã¯ã¢ãã埩垰æé åå€ã¯ãªã¢åŠçïŒã In this process, if the RAM clear flag is "5AH" (when clearing RAM), out-of-area error information stored in the out-of-area RAM is cleared, and if the RAM clear flag is not 5AH (when restoring from backup), the items to be cleared when restoring from backup are cleared (out-of-area clearing process when restoring from backup).
ããã§ãå³ïŒïŒïŒïŒ¢ïŒïŒïŒ€ïŒãåç §ããŠãé åå€ãšã©ãŒæ å ±ã«ã€ããŠèª¬æãããå³ïŒïŒïŒïŒ¢ïŒã®ïŒÎ±ïŒïœïŒÎ³ïŒã®é»æ³¢ãšã©ãŒæ€åºã¿ã€ããç£æ°ãšã©ãŒæ€åºã¿ã€ããå ¥è³å£ãšã©ãŒæ€åºã¿ã€ãã®åã¿ã€ãã¯ããšã©ãŒãšãããåŠãã®å€å®æéãèšæããããã®ã¿ã€ãã§ããããŸãïŒÎŽïŒïœïŒÎ¶ïŒã®é»æ³¢ãšã©ãŒå ±ç¥ã¿ã€ããç£æ°ãšã©ãŒå ±ç¥ã¿ã€ããå ¥è³å£ãšã©ãŒå ±ç¥ã¿ã€ãã®åã¿ã€ãã¯ããšã©ãŒå ±ç¥æéãèšæããããã®ã¿ã€ãã§ããã Now, with reference to Figures 31 (B) and (D), we will explain the out-of-area error information. The radio wave error detection timer, magnetic error detection timer, and prize slot error detection timer (α) through (γ) in Figure 31 (B) are timers for measuring the time required to determine whether or not an error has occurred. Additionally, the radio wave error notification timer, magnetic error notification timer, and prize slot error notification timer (ÎŽ) through (ζ) are timers for measuring the error notification period.
ãŸãïŒÎ·ïŒã®é åå€ãšã©ãŒãã©ã°ã¯ãå³ïŒïŒïŒïŒ€ïŒã«ç€ºãããã«ïŒå³ç€ºã®ïŒ¢ïŒïœïŒ¢ïŒã¯ãããçªå·ã瀺ãïŒãè€æ°çš®é¡ã®é åå€ãšã©ãŒïŒããã§ã¯ãç£æ°ãšã©ãŒã黿³¢ãšã©ãŒãå ¥è³å£ãšã©ãŒã®ïŒçš®é¡ïŒã«é¢ããŠãšã©ãŒäžïŒãšã©ãŒå ±ç¥äžïŒã§ãããåŠãã瀺ããã®ã§ïŒïŒ¯ïŒ®ïŒãšã©ãŒïŒïŒïŒãïŒ¯ïŒŠïŒŠïŒæ£åžžïŒïŒïŒïŒã第ïŒããããå ¥è³å£ãšã©ãŒã第ïŒãããã黿³¢ãšã©ãŒã第ïŒããããç£æ°ãšã©ãŒã«å¯Ÿå¿ããŠãããããšãã°ã第ïŒïœç¬¬ïŒãããããïŒ ïŒ ïŒãã§ããã°ãç£æ°ãšã©ãŒçºçäžã§ããããšã瀺ãã The out-of-area error flag (η), as shown in FIG. 31(D) (B0 to B7 in the figure indicate bit numbers), indicates whether or not there is an error (error being reported) for multiple types of out-of-area errors (here, three types: magnetic error, radio wave error, and prize slot error) (ON (error) = 1, OFF (normal) = 0), with the 0th bit corresponding to a prize slot error, the 1st bit corresponding to a radio wave error, and the 3rd bit corresponding to a magnetic error. For example, if the 0th to 3rd bits are "0 0 1", it indicates that a magnetic error is occurring.
æ¬å®æœåœ¢æ ã§ã¯ãå³ïŒïŒïŒïŒ¢ïŒã«ç€ºãããã«ãïŒã¯ãªã¢æã«ã¯é åå€ãšã©ãŒæ å ±ã®å šãŠãã¯ãªã¢å¯Ÿè±¡ãšãªã£ãŠããã®ã«å¯Ÿããããã¯ã¢ãã埩垰æã«ã¯ãé åå€ãšã©ãŒæ å ±ã®ãã¡ãé åå€ãšã©ãŒãã©ã°ãšåæ€åºã¿ã€ãã®ã¿ãã¯ãªã¢å¯Ÿè±¡ãšãªã£ãŠãããåå ±ç¥ã¿ã€ãã«ã€ããŠã¯ã¯ãªã¢å¯Ÿè±¡ãšãªã£ãŠããªããããã«ããã黿åã«é åå€ãšã©ãŒã®å ±ç¥äžã§ãã£ãå Žåã«ã¯ãé»æåŸ©åž°åŸããšã©ãŒå ±ç¥ãç¶ç¶ãããã In this embodiment, as shown in FIG. 31(B), when the RAM is cleared, all out-of-area error information is cleared, whereas when the backup is restored, only the out-of-area error flag and each detection timer are cleared out of the out-of-area error information, and the notification timers are not cleared. As a result, if an out-of-area error was being notified before the power was cut off, the error notification will continue even after the power is restored.
äžèšïŒ²ïŒ¡ïŒã¯ãªã¢ãã©ã°ã«åºã¥ããïŒã¯ãªã¢æé åå€ã¯ãªã¢åŠçãŸãã¯ããã¯ã¢ãã埩垰æé åå€ã¯ãªã¢åŠçãçµãããšãé åå ã¹ã¿ãã¯ãã€ã³ã¿ãèšå®ããŠãããã«ãããé åå€ãšã©ãŒæ å ±ã¯ãªã¢åŠçãçµããŠãé åå åŠçã«åŸ©åž°ããã When the out-of-area clearing process when clearing RAM or the out-of-area clearing process when restoring from a backup based on the RAM clear flag is completed, the in-area stack pointer is set, thereby completing the out-of-area error information clearing process and returning to in-area processing.
次ãã§ãå šã¬ãžã¹ã¿æ å ±ã埩垰ãããåŸïŒã¹ãããïŒïŒïŒïŒãé åå ãšã©ãŒæ å ±ã¯ãªã¢åŠçãå®è¡ããïŒã¹ãããïŒïŒïŒããã®é åå ãšã©ãŒæ å ±ã¯ãªã¢åŠçã§ã¯ãé åå ïŒã«èšæ¶ãããé åå ãšã©ãŒæ å ±ã®ä»ãé åå ãšã©ãŒã®ãšã©ãŒå€å®ã«äœ¿çšããåçš®ã¹ã€ããïŒããšãã°ãæéæŸã»ã³ãµïŒã®ã¬ãã«ïŒãšããžããŒã¿ãïŒã¯ãªã¢ãã©ã°ãªã©ãã¯ãªã¢ãããã Next, after restoring all register information (step S036), an in-area error information clearing process is executed (step S37). In this in-area error information clearing process, in addition to the in-area error information stored in the in-area RAM, the level/edge data of various switches (e.g., door open sensors) used to determine in-area errors, the RAM clear flag, etc. are cleared.
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Here, the intra-area error information will be described with reference to FIGS.
(α) The backup flag indicates whether or not a backup recovery is possible.
(β) The power supply abnormality confirmation counter is a counter used when confirming a power supply abnormality (power outage, etc.).
(γ) The dispensing communication abnormality confirmation counter is a counter used when confirming a communication abnormality with the dispensing control board (dispensing control unit) 29.
(Ύ) The serial circuit error flag is a flag indicating whether or not there is a serial circuit error relating to the circuit for serial transmission such as the payout of game balls. (ε) The random number circuit abnormality confirmation flag is a flag indicating whether or not there is a random number circuit abnormality relating to the random number circuit (the random number circuit used for the jackpot lottery).
(ζ) The in-area error flag, as shown in Figure 31 (C) (B0 to B7 in the figure indicate bit numbers), indicates whether or not there is an error (error is being reported) for multiple types of in-area errors (here, five types: ball jam error, out of supply error, counting error, disconnection error, and door open error) (ON (error) = 1, OFF (normal) = 0), with the 0th bit corresponding to a ball jam error, the 1st bit corresponding to an out of supply error, the 2nd bit corresponding to a counting error, the 3rd bit corresponding to a disconnection error, and the 4th bit corresponding to a door open error. Note that a disconnection error is an error that occurs when a disconnection or short is detected in the wiring (harness) connecting boards to each other or between the boards and various sensors.
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In this embodiment, the operating program and memory area for processing related to performance display are specified in the external memory (second memory area). Therefore, in the external processing in the main loop, the internal stack pointer is first saved, the external stack pointer is set, and then the external RAM check processing is executed. This external RAM check processing determines whether or not there is an abnormality in the RAM area related to the performance display of the
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After the out-of-area RAM check process is completed, the performance display monitor tally process is then executed. In this performance display monitor tally process, the base value to be displayed on the
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When the processing outside the area in the main loop in step S043 is completed, the interrupt is enabled (step S045), and the processing returns to step S040. Thereafter, the processing of steps S040 to S045 is repeatedly executed (main loop processing). The
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Next, the timer interrupt processing on the main control side will be described with reference to Fig. 9. Fig. 9 is a flowchart showing the timer interrupt processing on the main control side. This timer interrupt processing on the main control side is started by an interrupt from the CTC at regular intervals (approximately 4 ms) and is executed by interrupting during execution of the main processing on the main control side. The timer interrupt processing on the main control side mainly includes processing related to the in-area program in steps S081 to S100 and processing related to the out-of-area program in step S101.
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In FIG. 9, when a timer interrupt occurs, the
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Next, a timer management process (intra-area timer management process) is executed (step S082). The timer values of various timers (times) used to control the gaming operation of the
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Next, input management processing is executed (step S083). In the input management processing, input data is created and winning counters (counters for counting winning balls provided for each winning slot) are updated based on detection information from various sensors and switches provided in the
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Next, a setting abnormality check process is executed (step S084). In the setting abnormality check process, it is determined whether the setting value data is a normal value (a value indicating a setting 1 to 6). If the setting value data is not within the normal range, it is determined that an abnormality has occurred in the setting value data, the setting error flag is set to the ON state (5AH), a setting value abnormality command is sent to the
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次ãã§ããšã©ãŒç®¡çåŠçïŒé åå ãšã©ãŒå€å®åŠçïŒãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®ãšã©ãŒç®¡çåŠçã¯ãé åå ãšã©ãŒïŒå³ïŒïŒïŒïŒ¡ïŒïŒãç£èŠããé åå ãšã©ãŒç£èŠåŠçãšãä¹±æ°åè·¯ã®ç°åžžãç£èŠããé åå ä¹±æ°åè·¯åŠçãšãå«ãã§æ§æãããã Next, an error management process (intra-area error determination process) is executed (step S089). This error management process includes an intra-area error monitoring process that monitors intra-area errors (FIG. 31(A)), and an intra-area random number circuit process that monitors for abnormalities in the random number circuit.
äžèšé åå ãšã©ãŒç£èŠåŠçã§ã¯ãè€æ°çš®é¡ã®é åå ãšã©ãŒãç£èŠããããæ¬å®æœåœ¢æ ã§ã¯ãé åå ãšã©ãŒãã©ã°ïŒå³ïŒïŒïŒïŒ£ïŒïŒã«å¯Ÿå¿ãããæéæŸãšã©ãŒãæç·ãšã©ãŒãèšæ°ãšã©ãŒãè£çµŠåããšã©ãŒãçè©°ãŸããšã©ãŒãã®ïŒçš®é¡ãç£èŠãããã In the above-mentioned area error monitoring process, multiple types of area errors are monitored. In this embodiment, five types of errors are monitored, which correspond to the area error flags (Figure 31 (C)): "door open error, disconnection error, counting error, supply shortage error, and ball jam error."
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Here, it monitors whether an error (abnormality) has occurred in the game operation based on detection information related to various switches and sensors, status signals from the
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When the
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In addition, when an error that has occurred is cleared, the in-area error flag (Figure 31 (C)) is turned OFF (corresponding bit value -> 0), and an error clear command corresponding to the type of error is sent to the
ãªãããšã©ãŒã³ãã³ããšãšã©ãŒè§£é€ã³ãã³ãã¯ãå ±éã®é åå ã³ãã³ãéä¿¡ã¢ãžã¥ãŒã«ïŒã³ãã³ãéä¿¡åŠçïŒãçšããŠéä¿¡ãããã The error command and the error clear command are sent using a common in-area command sending module (command sending process).
ãããŠãäžèšé åå ãšã©ãŒç£èŠåŠçãçµããåŸãç¶ããŠãé åå ä¹±æ°åè·¯åŠçãå®è¡ããããã®é åå ä¹±æ°åè·¯åŠçã§ã¯ããŸãä¹±æ°åè·¯ç°åžžç¢ºèªãã©ã°ãååŸããä¹±æ°åè·¯ç°åžžç¢ºèªãã©ã°ããïŒïŒ¡ïŒšïŒç°åžžçºçäžïŒãã§ããå Žåãã€ãŸããæ¢ã«ä¹±æ°åè·¯ç°åžžç¶æ äžã§ããå Žåã«ã¯ãåŸè¿°ã®ä¹±æ°åè·¯ç°åžžå€å®ã«é¢ããåŠçãã¹ãããããŠããã®ãŸãŸãé åå ä¹±æ°åè·¯åŠçãçµäºããŠããšã©ãŒç®¡çåŠçãæããã After completing the above-mentioned in-area error monitoring process, the in-area random number circuit process is then executed. In this in-area random number circuit process, the random number circuit abnormality confirmation flag is first obtained, and if the random number circuit abnormality confirmation flag is "5AH (abnormality occurring)", that is, if the random number circuit is already in an abnormal state, the process related to the random number circuit abnormality determination described below is skipped, and the in-area random number circuit process is terminated as is, and the error management process is exited.
ä¹±æ°åè·¯ç°åžžç¢ºèªãã©ã°ããïŒïŒ¡ïŒšãã§ãªãå Žåãä¹±æ°å€ãååŸããŠé åå ïŒã®æå®é åãžæ ŒçŽããä¹±æ°åè·¯ç°åžžïŒããšãã°ãããŒãä¹±æ°åè·¯ãèµ·åããŠããªãçïŒã§ãããåŠããå€å®ãããä¹±æ°åè·¯ç°åžžã§ãªããã°ããã®ãŸãŸé åå ä¹±æ°åè·¯åŠçãçµäºããŠããšã©ãŒç®¡çåŠçãæããã If the random number circuit abnormality confirmation flag is not "5AH", a random value is obtained and stored in a specified area of the RAM within the area, and it is determined whether or not there is an abnormality in the random number circuit (for example, the hardware random number circuit is not running). If there is no abnormality in the random number circuit, the random number circuit processing within the area is terminated and the error management process is exited.
äžæ¹ãä¹±æ°åè·¯ç°åžžã§ããã°ãé åå ïŒã«ååŸããä¹±æ°å€ãã¯ãªã¢ããä¹±æ°åè·¯ç°åžžç¢ºèªãã©ã°ã«ãïŒïŒ¡ïŒšããã»ãããããããã«ããã以åŸãä¹±æ°åè·¯ç°åžžç¢ºèªãã©ã°ãã¯ãªã¢ããããŸã§ïŒä¹±æ°åè·¯ç°åžžç¢ºèªãã©ã°âïŒïŒïŒšïŒãä¹±æ°åè·¯ç°åžžç¶æ äžã§ãããšããŠåŠçãããããªããã¯ãªã¢ããä¹±æ°å€ã¯ãå°ãªããšãåŸè¿°ã®å€å®çšä¹±æ°èšæ¶ãšãªã¢ã«æ ŒçŽãããä¹±æ°å€ã§ããããçŸåããäœåä¿ççïŒå°ãªããšãç¹å³äœåä¿ççïŒã«ä¿ãä¹±æ°å€ïŒä¿çèšæ¶ãšãªã¢ã«æ ŒçŽãããŠããä¹±æ°å€ïŒãå šã¯ãªã¢ïŒå šä¹±æ°å€ã¯ãªã¢ïŒããŠãããããŸããè£å©åœãæœéžã«ä¿ãä¹±æ°ïŒåœèœæœéžã«å©çšãããè£å©åœãå€å®çšä¹±æ°ã峿æœéžã«å©çšãããæ®é峿å€å®çšä¹±æ°ïŒãã¯ãªã¢å¯Ÿè±¡ã«å«ããŠãããã On the other hand, if the random number circuit is abnormal, the random number value obtained in the RAM in the area is cleared, and the random number circuit abnormality confirmation flag is set to "5AH". As a result, from then on, the random number circuit will be treated as being in an abnormal state until the random number circuit abnormality confirmation flag is cleared (random number circuit abnormality confirmation flag â 00H). The random number values to be cleared are at least the random number values stored in the determination random number memory area described below, but it is also possible to clear all random number values (random number values stored in the reservation memory area) related to existing activated reserved balls (at least special pattern activated reserved balls) (all random number values cleared). In addition, random numbers related to the supplementary winning lottery (random number for determining supplementary winning used in the winning/losing lottery, and random number for determining normal pattern used in the pattern lottery) may also be included in the targets to be cleared.
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Then, a random number circuit abnormality command (error command) is sent to the
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Next, the prize ball management process is executed (step S090). This prize ball management process mainly checks the winning counter, and if a prize is won, a payout control command specifying the number of prize balls is sent to the
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è³ç管çåŠçã§ã¯ããŸããã·ãªã¢ã«åè·¯ãšã©ãŒãã©ã°ïŒå³ïŒïŒïŒïŒ¡ïŒïŒã®å€ãå€å®ããã·ãªã¢ã«åè·¯ãšã©ãŒãã©ã°ããïŒïŒ¡ïŒšïŒç°åžžçºçäžïŒãã§ããã°ãã€ãŸããæ¢ã«ã·ãªã¢ã«åè·¯ãšã©ãŒäžã§ããã°ãåŸè¿°ã®ãªã¢ã«åè·¯ãšã©ãŒå€å®ã«é¢ããåŠçãã¹ãããããŠããã®ãŸãŸè³ç管çåŠçãçµäºããã In the prize ball management process, first, the value of the serial circuit error flag (Figure 31 (A)) is determined, and if the serial circuit error flag is "5AH (abnormality occurring)," that is, if a serial circuit error is already occurring, the process related to determining the real circuit error described below is skipped and the prize ball management process ends.
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If the serial circuit error flag is not "5AH", determine whether the dispensing communication with the dispensing
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(If payment communication is not normal)
If the payout communication is not normal as a result of the payout communication abnormality judgment, the payout communication abnormality confirmation counter is incremented (payout communication abnormality confirmation counter + 1). Then, if the payout communication abnormality confirmation counter after increment has not yet reached a predetermined value (abnormality judgment value), the prize ball management process is exited. However, if the payout communication abnormality confirmation counter after increment reaches a predetermined value, that is, if the judgment that the payout communication is not normal continues for a predetermined number of times, a payout communication abnormality command (error command) is sent to the
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(If payment communication is normal)
On the other hand, if the payout communication is normal as a result of the payout communication abnormality judgment, the payout communication abnormality confirmation counter is cleared (payout communication abnormality confirmation counter â 0), the winning information and prize ball information are updated, and a payout control command is sent. Then, it is judged whether the serial transmission status is an abnormal value, and if it is not an abnormal value, the prize ball management process is terminated as it is, but if the serial transmission status is an abnormal value, a serial transmission abnormality command (error command) is sent to the
ãªããæåºéä¿¡ç°åžžã³ãã³ããã·ãªã¢ã«éä¿¡ç°åžžã³ãã³ãã¯ãäžèšãšã©ãŒç®¡çåŠçïŒã¹ãããïŒïŒïŒïŒã«ããããšã©ãŒå ±ç¥ïŒè§£é€ã³ãã³ããååŠçã«ãããäžèšé åå ä¹±æ°åè·¯åŠçã«ãããä¹±æ°åè·¯ç°åžžã³ãã³ããšå ±éã®é åå ã³ãã³ãéä¿¡ã¢ãžã¥ãŒã«ãçšããŠéä¿¡ãããã The payout communication abnormality command and serial transmission abnormality command are sent using the same intra-area command sending module as the error notification/clearance command in the error management process (step 089) and the random number circuit abnormality command in the intra-area random number circuit process in the same process.
次ãã§ãæ®éå³æç®¡çåŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®æ®éå³æç®¡çåŠçã§ã¯ãæ®é峿å€å衚瀺ã²ãŒã ïŒæ®é峿ã®å€å衚瀺åäœïŒã«å¿ èŠãªåŠçãå®è¡ããã Next, normal symbol management processing is executed (step S091). In this normal symbol management processing, processing required for the normal symbol variable display game (variable display operation of normal symbols) is executed.
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Here, it monitors whether a gaming ball has been detected by the normal
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It is possible to provide one or more types of auxiliary wins and/or misses for normal symbols. When multiple auxiliary wins are provided, the
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In addition, one or more types of normal pattern variation patterns can be provided. For example, different variation patterns can be selected based on the result of the auxiliary hit lottery (auxiliary hit type and miss type), or the same variation pattern can be selected regardless of the lottery result. In addition, when selecting the variation pattern of the normal pattern, as with the special pattern, the number of activated reserved balls (the number of existing activated reserved balls excluding the activated reserved balls used for the current variation display operation) can be taken into consideration, and different variation patterns can be selected according to the result of the auxiliary hit lottery and the number of activated reserved balls of the normal pattern. For example, in the case of an auxiliary hit, the normal
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Next, the normal electric role management process is executed (step S092). In this normal electric role management process, the process required to execute the normal electric open game is executed based on the result of the auxiliary win lottery. Here, if the result of the auxiliary win lottery is a win, a process is executed to generate and set solenoid control data for the normal
次ãã§ãç¹å¥å³æç®¡çåŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®ç¹å¥å³æç®¡çåŠçã§ã¯ãç¹å¥å³æå€å衚瀺ã²ãŒã ã«é¢ããåŠçãå®è¡ããããã®ç¹å¥å³æç®¡çåŠçã§ã¯ãäž»ã«ãå èªã¿å€å®ãç¹å¥å³æå€å衚瀺ã²ãŒã ã«ããã倧åœãæœéžãè¡ãããã®æœéžçµæã«åºã¥ããŠç¹å¥å³æã®å€åãã¿ãŒã³ïŒå èªã¿å€åãã¿ãŒã³ãå€åéå§æã®å€åãã¿ãŒã³ïŒãç¹å¥åæ¢å³æãªã©ã決å®ããããªããç¹å¥å³æç®¡çåŠçã®è©³çްã¯å³ïŒïŒãçšããŠåŸè¿°ããã Next, a special symbol management process is executed (step S093). In this special symbol management process, a process related to the special symbol change display game is executed. In this special symbol management process, mainly, a look-ahead judgment and a lottery for a jackpot in the special symbol change display game are performed, and the change pattern of the special symbol (look-ahead change pattern, change pattern at the start of change) and the special stop pattern are determined based on the lottery result. Details of the special symbol management process will be described later using FIG. 10.
次ãã§ãç¹å¥é»å圹ç©ç®¡çåŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®ç¹å¥é»å圹ç©ç®¡çåŠçã§ã¯ãäž»ã«ã倧åœãæœéžçµæã«åºã¥ããåœéžãšãªã£ãåœãã«å¿ããåœãéæã®å®è¡å¶åŸ¡ãã倧åœãéæåŸã®ç§»è¡å éæç¶æ ã®èšå®åŠçãªã©ãåœãéæã«å¿ èŠãªåŠçãè¡ããç¹å¥é»å圹ç©ç®¡çåŠçã¯ãåœéžçš®å¥ã«å¿ããåœãéæãå®è¡å¶åŸ¡ããç¹å¥éæå¶åŸ¡ææ®µãšããŠåãããªããç¹å¥é»å圹ç©ç®¡çåŠçã®è©³çްã¯å³ïŒïŒãçšããŠåŸè¿°ããã Next, the special electric device management process is executed (step S095). In this special electric device management process, the process necessary for the winning game is mainly performed, such as controlling the execution of the winning game according to the winning result based on the jackpot lottery result, and setting the transition destination game state after the jackpot game. The special electric device management process functions as a special game control means for controlling the execution of the winning game according to the type of winning. The details of the special electric device management process will be described later using FIG. 15.
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Next, a right-hit notification information management process is executed (step S097). In this right-hit notification information management process, LED data is created to turn on the right-
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Next, LED management processing is executed (step S098). In this LED management processing, output control of control signals (dynamic lighting data) for various LED display devices such as the normal
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Next, the external terminal management process is executed (step S099). In this external terminal management process, various outer end signals are created and output control is executed to external devices such as the hall computer HC through the frame external
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Next, solenoid management processing is executed (step S100). In this solenoid management processing, based on the solenoid control data set in the normal electric role management processing (step S092) and the special electric role management processing (step S094), excitation signal output control is executed for the normal
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Next, after all registers are saved to the stack area, the timer interrupt outside-area processing belonging to the outside-area program is executed (step S101). This timer interrupt outside-area processing includes monitoring for outside-area errors, management of the outside-area error notification timer (timer subtraction processing), processing required for calculating the base value to be displayed on the
次ãã§ãå šã¬ãžã¹ã¿ã埩垰ããã®ã«ãŠã³ãå€ãã¯ãªã¢ããïŒã¹ãããïŒïŒïŒïŒãããã«ãããå²èŸŒã¿ããšã«ïŒ·ïŒ€ïŒŽããªã»ãããããã«ãŠã³ãå€ãåæå€ã«æ»ãããã Next, all registers are restored and the WDT count value is cleared (step S102). This resets the WDT with each interrupt and returns the count value to its initial value.
以äžã®ã¹ãããïŒïŒïŒïœã¹ãããïŒïŒïŒã®åŠçãçµãããšãã¿ã€ãå²èŸŒåŠçãçµäºããŠã次ã®ã¿ã€ãå²èŸŒã¿ãçºçãããŸã§ãäž»å¶åŸ¡åŽã¡ã€ã³åŠçãå®è¡ããã When the above steps S081 to S102 are completed, the timer interrupt process ends and the main control side main process is executed until the next timer interrupt occurs.
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Next, a description will be given of the special symbol management process (step S093) in Fig. 9. Fig. 10 is a flow chart showing the details of the special symbol management process (step S093).
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In FIG. 10, the
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On the other hand, in step S304, if the condition device operation flag is OFF (00H) (step S304: â 5AH), i.e., if a jackpot game is not being played (step S304: â 5AH), processing is performed according to the special symbol operation status (00H to 03H). Note that the "special symbol operation status" is a status value that indicates the behavior of the special symbol, and this status value is changed according to the processing state and stored in the special symbol operation status storage area of
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When any of the above steps S306 to S308 is completed, the special symbol display data update process is performed in step S309, which will be described later. In this special symbol display data update process, it is determined whether the special symbol is changing or not, and if it is changing, data for the special symbol that flashes repeatedly at predetermined intervals (data for the 7-segment flashing display while changing) is created, and if the special symbol is not changing, data for the stationary display (data for the 7-segment flashing display while the stationary display is being displayed) is created. The special symbol display data created here is output as LED data in the LED management process (step S098) in FIG. 9, and the special symbol changing and stationary display is realized in the special
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(Settings command)
The "setting value command" includes information that can identify the current setting value, and is used by the
ã¹ãããïŒïŒïŒã®ä¹±æ°å€å®åŠçã§ã¯ããŸããåœãä¹±æ°å€å®ããŒãã«ïŒå³ç€ºããïŒããååŸãã倧åœãå€å®çšä¹±æ°å€ãååŸããããããŠãååŸãã倧åœãå€å®çšä¹±æ°å€ãšåœãä¹±æ°å€å®ããŒãã«ãšã«åºã¥ããä»åã®äœåä¿ççã察象ãšããåœèœæœéžïŒå èªã¿åœèœå€å®ïŒãå®è¡ãããã®æœéžçµæïŒå èªã¿åœèœçµæïŒãååŸããã In the random number determination process of step S318, first, a "win random number determination table (not shown)" is obtained, and a random value for determining a jackpot is obtained. Then, based on the obtained random value for determining a jackpot and the win random number determination table, a lottery (pre-reading win/loss determination) is performed for the currently activated reserved ball, and the lottery result (pre-reading win/loss result) is obtained.
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The above winning random number determination table has winning random number determination tables (winning random number determination table for
ãããã®åœãä¹±æ°å€å®ããŒãã«ã«ã¯ã倧åœãæœéžç¢ºçç¶æ ïŒé«ç¢ºçãšäœç¢ºçïŒå¥ã«ãåœèœçš®å¥ïŒå€§åœãããå°åœãããç¹æ®æçããããºã¬ãã®å¥ïŒã決å®ããããã®å€å®é åïŒå€å®å€ïŒæ¯åå€ïŒïŒãšã倧åœãå€å®çšä¹±æ°å€ïŒå€§åœãå€å®çšä¹±æ°ã®å€§ããïŒïŒïŒïŒïŒïŒïŒãšãé¢é£ä»ããŠå®ããããŠãããå ·äœçã«ã¯ã倧åœãå€å®çšä¹±æ°å€ããããã®å€å®å€ïŒæ¯åå€ïŒã«å±ãããåŠãã«ãããåœèœçš®å¥ã決å®ãããããã«ãªã£ãŠããããªããæ¬å®æœåœ¢æ ã§ã¯ãç¹å³ã«ä¿ã確å€ç¶æ ã¯çèµ·ããªããããé«ç¢ºçã«é¢ããå€å®é åã¯ååšããªãã In these winning random number judgment tables, judgment areas (judgment values (distribution values)) for determining the winning or losing type (whether it is a winning or losing jackpot, a small winning or a special time-saving winning or losing jackpot, or a losing jackpot) are associated with the winning or losing type random number value (size of the winning or losing type random number: 65536) for each winning or losing jackpot lottery probability state (high probability or low probability). Specifically, the winning or losing type is determined by whether the winning or losing type random number value belongs to any judgment value (distribution value). In this embodiment, since the special probability state does not occur, there is no judgment area for high probability.
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In the case of a "type with setting function" having multiple setting values (for example,
äžèšããã¹ãããïŒïŒïŒã®ä¹±æ°å€å®åŠçãçµãããšã次ãã§ãç¹å¥åæ¢å³æããŒã¿äœæåŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®ç¹å¥åæ¢å³æããŒã¿äœæåŠçã¯ãâå èªã¿å€å®âåŠçã®äžç°ãšããŠè¡ããããã®ã§ãããããã§ã¯ãä»åã®äœåä¿ççãå€å衚瀺åäœã«äŸãããéã«å®è¡ããããå€åéå§æã®å³ææœéžïŒåŸè¿°ã®å³ïŒïŒã®ã¹ãããïŒïŒïŒïŒããäºåã«å€å®ããâå èªã¿å³æå€å®âãè¡ãã After completing the random number determination process in step S318 described above, the special stop symbol data creation process is then executed (step S319). This special stop symbol data creation process is performed as part of the 'pre-reading determination' process, and here, a 'pre-reading symbol determination' is performed to determine in advance the 'symbol lottery at the start of fluctuation (step S411 in FIG. 12 described below)' which is executed when the current pending activation ball is used for the fluctuation display operation.
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In the special stop symbol data creation process, a "symbol table (not shown)" is selected according to the pre-read result obtained in step S318 and the special symbol type (
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The "design table" includes a "jackpot design table", a "small jackpot design table", a "special time-saving table", and a "miss design table" for determining the jackpot type, the small jackpot type, the special time-saving type, and the miss design table, which are provided in accordance with the special design type. For example, if only "jackpot type, small jackpot type, and miss design type" are defined as the winning type on the
峿ããŒãã«ã«ã¯ãåœéžçš®å¥ïŒå³æçš®å¥ïŒã決å®ããããã®å€å®é åïŒå€å®å€ïŒãšãç¹å¥å³æå€å®çšä¹±æ°å€ïŒããšãã°ãç¹å¥å³æå€å®çšä¹±æ°å€ã®å€§ããïŒïŒïŒïŒïŒãšãé¢é£ä»ããŠå®ããããŠããããŸãã峿ããŒãã«ã«ã¯ãåœéžçš®å¥ã«å¯Ÿå¿ããç¹å¥å³æå€å®ããŒã¿ããã³ç¹å¥åæ¢å³æçªå·ãå®ããããŠãããç¹å¥å³æå€å®çšä¹±æ°å€ããããã®å€å®å€ã«å±ãããåŠãã«ãããæå®ã®å³ææœéžçã«åŸãåœéžçš®å¥ã決å®ããããã®æœéžçµæã瀺ãããŒã¿ãšããŠãç¹å¥å³æå€å®ããŒã¿ããã³ç¹å¥åæ¢å³æçªå·ãååŸãããããã«ãªã£ãŠãããããšãã°ã倧åœãã§ããå Žåã«ã¯å³ïŒïŒ¡ã«ç€ºã峿æœéžçã«åŸããããããã®å€§åœãçš®å¥ïŒå€§åœãïœïŒ£ã®ããããïŒã決å®ãããããºã¬ã®å Žåã«ã¯ãå³ïŒïŒ£ã«ç€ºã瀺ã峿æœéžçã«åŸããããããã®ããºã¬çš®å¥ïŒããºã¬ïŒ¡ïœïŒ£ã®ããããïŒã決å®ãããããšã«ãªãã In the symbol table, a judgment area (judgment value) for determining the winning type (symbol type) and a random number value for special symbol judgment (for example, the size of the random number value for special symbol judgment: 100) are associated and defined. In addition, the symbol table also defines special symbol judgment data and special stop symbol number corresponding to the winning type, and the winning type is determined according to a predetermined symbol selection rate depending on which judgment value the random number value for special symbol judgment belongs to, and the special symbol judgment data and special stop symbol number are obtained as data indicating the selection result. For example, in the case of a jackpot, one of the jackpot types (one of jackpots A to C) is determined according to the symbol selection rate shown in Figure 4A, and in the case of a loss, one of the loss types (one of loss A to C) is determined according to the symbol selection rate shown in Figure 4C.
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The "special stop pattern number" is data that specifies the special stop pattern mode to be displayed on the special pattern display device, and is used when the
äžèšããã¹ãããïŒïŒïŒã®ç¹å¥åæ¢å³æããŒã¿äœæåŠçãçµãããšã次ãã§ãå§åå£å ¥è³æä¹±æ°å€å®åŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®å§åå£å ¥è³æä¹±æ°å€å®åŠçãâå èªã¿å€å®âåŠçã®äžç°ãšããŠè¡ããããã®ã§ãããããã§ã¯ãä»åã®äœåä¿ççãå€å衚瀺åäœã«äŸãããéã®ãå€åéå§æã®å€åãã¿ãŒã³ããäºåã«å€å®ããâå èªã¿å€åãã¿ãŒã³å€å®âãè¡ããå ·äœçã«ã¯ãåŸè¿°ã®å³ïŒïŒã«ç€ºããç¹å¥å³æå€åãã¿ãŒã³äœæåŠçïŒã¹ãããïŒïŒïŒïŒãã®çµæãå èªã¿å€å®ããã After the special stop symbol data creation process in step S319 described above is completed, the random number determination process when the ball enters the start hole is then executed (step S320). This random number determination process when the ball enters the start hole is also performed as part of the 'pre-reading determination' process, in which a 'pre-reading fluctuation pattern determination' is performed to determine in advance the 'fluctuation pattern at the start of fluctuation' when the current pending activation ball is used for the fluctuation display operation. Specifically, the result of the 'special symbol fluctuation pattern creation process (step S413)' shown in Figure 12 described below is pre-read and determined.
詳ããã¯ãäžèšç¹å¥åæ¢å³æããŒã¿äœæåŠçïŒã¹ãããïŒïŒïŒïŒã§åŸãããå èªã¿å³æå€å®ã®çµæïŒå°ãªããšãä¹±æ°å€å®åŠçïŒã¹ãããïŒïŒïŒïŒã§åŸãããåœèœæœéžçµæïŒãšãã¹ãããïŒïŒïŒã§ååŸããå€åãã¿ãŒã³çšä¹±æ°ïŒä¹±æ°å€ã®å€§ããïŒïŒïŒïŒïŒïŒïŒãšãå©çšããä»åã®äœåä¿ççã«ä¿ããå€åéå§æã®å€åãã¿ãŒã³ããå èªã¿å€å®ããããã®å èªã¿ãã¿ãŒã³å€å®ã¯ãå€åéå§æã®å€åãã¿ãŒã³ãäºåã«å€å®ãããã®ã§ãããããå€åéå§æã«å©çšãããå€åãã¿ãŒã³æ¯åããŒãã«ãšåºæ¬çæ§æãåãã«ããå¥éèšãããå èªã¿å€å®ããŒãã«ããåç §ããŠè¡ãããã ãæ¬å®æœåœ¢æ ã®å Žåã¯ãããã°ã©ã 容éã®è»œæžãå³ãã¹ããå€åãã¿ãŒã³æ¯åããŒãã«ããå ¥è³æïŒå èªã¿å€å®æïŒã»å€åéå§æå Œçšãã®ããŒãã«ãšããŠèšããããŠãããå ¥è³æããã³å€åéå§æã®åæ¹ã«ãããŠãåœè©²å€åãã¿ãŒã³æ¯åããŒãã«ãåç §ãããååŸããå€åãã¿ãŒã³çšä¹±æ°å€ã«åºã¥ããå€åéå§æã®å€åãã¿ãŒã³ã«ã€ããŠãå èªã¿å€å®å¯èœãšãªã£ãŠããã In detail, the result of the look-ahead pattern determination obtained in the special stop pattern data creation process (step S319) (at least the winning/losing lottery result obtained in the random number determination process (step S318)) and the random number for the variation pattern obtained in step S314 (the size of the random number: 10,000) are used to look-ahead and determine the "variation pattern at the start of the variation" related to the current operation reserved ball. This look-ahead pattern determination is performed by referring to a separately provided "look-ahead determination table" that has the same basic configuration as the variation pattern allocation table used at the start of the variation, since it determines the variation pattern at the start of the variation in advance. However, in the case of this embodiment, in order to reduce the program capacity, the variation pattern allocation table is provided as a table for "combined use at the time of winning (look-ahead determination) and at the start of the variation", and the variation pattern allocation table is referenced both at the time of winning and at the start of the variation, and the variation pattern at the start of the variation can be looked-ahead and determined based on the obtained random number for the variation pattern.
ãããŠãå èªã¿å€å®çµæãšããŠãå èªã¿å€åãã¿ãŒã³ãæå®ãããå ¥è³æã³ãã³ãããŒã¿ããååŸãããããã§ã¯ãå ¥è³æã³ãã³ããæ§æããã³ãã³ãããŒã¿ãšããŠãåœãã»ããºã¬ã®å¥ãç¹å®å¯èœãªãïŒïŒ¯ïŒ€ïŒ¥ïŒïŒïŒãã€ãç®ïŒäžäœãã€ãïŒïŒãåŽã®ã³ãã³ãããŒã¿ãšãå èªã¿å€åãã¿ãŒã³ã®å 容ãç¹å®å¯èœãšãããïŒïŒãã€ãç®ïŒäžäœãã€ãïŒïŒåŽã®ã³ãã³ãããŒã¿ãšãååŸããããããªãã¡ããã®å§åå£å ¥è³æä¹±æ°å€å®åŠçã«ãããŠæ±ºå®ãããã³ãã³ãããŒã¿ã«ãããå èªã¿å€åãã¿ãŒã³ïŒäœåä¿ççæ°æ å ±ã¯é€ãïŒã®å 容ãæå®ãããããšã«ãªãã Then, as the result of the look-ahead judgment, "winning command data" that specifies the look-ahead fluctuation pattern is obtained. Here, the command data that constitutes the winning command is "MODE 1 (first byte (higher byte))" command data that can identify whether it is a hit or a miss, and "EVENT (second byte (lower byte))" command data that can identify the contents of the look-ahead fluctuation pattern. In other words, the contents of the look-ahead fluctuation pattern (excluding the information on the number of balls in operation) are specified by the command data that is determined in the random number judgment process when the ball is won at the starting port.
以äžã«ãæ¬å®æœåœ¢æ ã«ä¿ãå€åãã¿ãŒã³æ¯åããŒãã«ã«ã€ããŠãå èªã¿å€å®æïŒå ¥è³æïŒã ãã§ãªããå€åéå§æïŒåŸè¿°ã®å³ïŒïŒã®ç¹å¥å³æå€åãã¿ãŒã³äœæåŠçïŒã¹ãããïŒïŒïŒïŒåç §ïŒã®åŠçå 容ã«ãè§Šããªãããå§åå£å ¥è³æä¹±æ°å€å®åŠçïŒã¹ãããïŒïŒïŒïŒã«ã€ããŠèª¬æããŠããã The following explains the random number determination process (step S320) when the starting gate wins, touching on the processing contents of the fluctuation pattern allocation table according to this embodiment not only at the time of the pre-reading determination (when a winning symbol is won) but also at the time when the fluctuation starts (see the special symbol fluctuation pattern creation process (step S413) in FIG. 12 described later).
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The random number determination process when the starting port is won includes the following processes (a) and (b) as a process for determining a "winning command" for specifying a pre-reading fluctuation pattern.
(a) A âwinning time fluctuation pattern allocation table determination processâ that determines a âfluctuation pattern allocation tableâ by referring to a âfluctuation pattern allocation table selection tableâ (not shown);
(b) A "winning command data determination process (pre-reading fluctuation pattern determination process)" which refers to the "variation pattern allocation table" determined in (a) above (e.g., Figures 26 to 28) and determines winning command data corresponding to the pre-reading fluctuation pattern based on the obtained random number value for the fluctuation pattern.
äžèšãå€åãã¿ãŒã³æ¯åããŒãã«éžæããŒãã«ãã«ã¯ãç¹å¥å³æçš®å¥ãåœéžçš®å¥ãäœåä¿ççæ°ãããã³å€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ïŒçŸåšã®éæç¶æ ïŒã«é¢é£ä»ããããè€æ°çš®é¡ã®ãå€åãã¿ãŒã³æ¯åããŒãã«ããå®ããããŠãããå ·äœçã«ã¯ãç¹å¥å³æçš®å¥ãåœéžçš®å¥ãäœåä¿ççæ°ãããã³å€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ã«åºã¥ããè€æ°çš®é¡ã®å€åãã¿ãŒã³æ¯åããŒãã«ã®ãã¡ãããããããäžã€ã®å€åãã¿ãŒã³æ¯åããŒãã«ã決å®ãããããã«ãªã£ãŠããããã®å€åãã¿ãŒã³æ¯åããŒãã«éžæããŒãã«ã¯ãå ¥è³æã»å€åéå§æã«ãããå ŒçšïŒå ±éïŒã®å€åãã¿ãŒã³æ¯åããŒãã«éžæããŒãã«ãšãªã£ãŠãããå ¥è³æïŒå èªã¿å€å®æïŒã®ãå ¥è³æã³ãã³ãããæ±ºå®ããéã«å©çšãããã ãã§ãªããå€åéå§æã®ãå€åãã¿ãŒã³æå®ã³ãã³ããã®æ±ºå®ããéã«ãããŠãå©çšãããïŒåŸè¿°ã®å³ïŒïŒã®ã¹ãããïŒïŒïŒã®ç¹å¥å³æå€åãã¿ãŒã³äœæåŠçåç §ïŒã In the above-mentioned "variation pattern allocation table selection table", multiple types of "variation pattern allocation tables" associated with the special symbol type, winning type, number of reserved balls in operation, and the variation pattern allocation designation number Tcode (current game state) are defined. Specifically, based on the special symbol type, winning type, number of reserved balls in operation, and the variation pattern allocation designation number Tcode, one of the multiple types of variation pattern allocation tables is determined. This variation pattern allocation table selection table is a variation pattern allocation table selection table that is used (common) at the time of winning and at the start of variation, and is used not only when determining the "winning command" at the time of winning (at the time of pre-reading judgment), but also when determining the "variation pattern designation command" at the start of variation (see the special symbol variation pattern creation process in step S413 in FIG. 12 described later).
ãã ããå èªã¿å€å®æïŒäžèšãå ¥è³æå€åãã¿ãŒã³æ¯åããŒãã«æ±ºå®åŠçãïŒã«ãããŠã¯ãå ¥è³æãšå€åéå§æãšã§ãå€å®æã®äœåä¿ççæ°ãç°ãªãããšããããããäœåä¿ççæ°ãç¡èŠããŠïŒäœåä¿ççãïŒãšããŠïŒãäžèšå€åãã¿ãŒã³æ¯åããŒãã«éžæããŒãã«ãããç®çã®å€åãã¿ãŒã³æ¯åããŒãã«ãéžæããããã«ãªã£ãŠããïŒããã«ã€ããŠã¯åŸè¿°ããïŒãäžæ¹ãå€åéå§æã«ã¯ãçŸåããäœåä¿ççããä»åã®å€å衚瀺åäœã«äŸããäœåä¿ççæ°åãæžç®ããå€ïŒäœåä¿ççæ°ïŒïŒïŒãäœåä¿ççæ°ã®æ å ±ãšããŠåç §ãããïŒããšãã°ãå³ïŒïŒïœå³ïŒïŒã®ãäœåä¿ççæ°ãã®æ¬ãåŸè¿°ã®å³ïŒïŒã®ç¹å¥å³æå€åéå§åŠçã®ã¹ãããïŒïŒïŒãïŒïŒïŒçåç §ïŒã However, when making a look-ahead judgment (the "Winning-time fluctuation pattern allocation table determination process" described above), the number of activated balls at the time of judgment may differ between winning and the start of fluctuation, so the number of activated balls is ignored (the number of activated balls is set to 0) and the desired fluctuation pattern allocation table is selected from the above fluctuation pattern allocation table selection table (this will be described later). On the other hand, at the start of fluctuation, the value obtained by subtracting the number of activated balls to be used for the current fluctuation display operation from the existing activated balls (number of activated balls - 1) is referenced as information on the number of activated balls (for example, see the "Number of activated balls" column in Figures 26 to 28, and steps S403 and S413 of the special pattern fluctuation start process in Figure 12 described later).
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(Fluctuation pattern allocation table (when winning))
Next, the above-mentioned "variation pattern allocation table" will be described. An example of the variation pattern allocation table according to this embodiment is shown in Fig. 26 to Fig. 28. In Fig. 26 to Fig. 28, the variation pattern allocation table selected at the time of a miss, which is closely related to the present invention, is shown, and the variation pattern allocation table selected at the time of a big win, a small win, or a special time-saving winning (win variation pattern allocation table, special time-saving variation pattern allocation table) is omitted from the illustration.
å€åãã¿ãŒã³æ¯åããŒãã«ã«ã¯ã次ã®ãããªããŒã¿çŸ€ãå®ããããŠãããããã«ã€ããŠãå³ïŒïŒïœå³ïŒïŒãåç §ããŠèª¬æããã The following data groups are defined in the fluctuation pattern allocation table. This will be explained with reference to Figures 26 to 28.
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(a) In the variation pattern allocation table, command data for configuring a "winning command" that specifies a look-ahead variation pattern and a judgment value related to a random number value for the variation pattern are associated with each other. The winning command is composed of two-byte control data: command data ("MODE1" in the figure) on the upper byte (first byte) side that can specify the type of winning (here, whether it is a win, a miss, or a special time reduction) and command data ("EVENT" in the figure) on the lower byte (second byte) side that can specify the contents of the look-ahead variation pattern (see
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When making a look-ahead judgment, the variation pattern allocation table is referenced, and the winning command data (look-ahead variation pattern) is determined by a lottery using the random number value for the variation pattern (whether the random number value for the variation pattern belongs to which judgment value). This creates a winning command, and specifies the contents of the look-ahead variation pattern. For example, if the current variation is "
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(B) In addition, in the fluctuation pattern allocation table, command data for constituting a "fluctuation pattern designation command" that designates the fluctuation pattern at the start of fluctuation and a judgment value related to the random number value for the fluctuation pattern are associated and determined. The fluctuation pattern designation command is composed of two bytes of control data: command data on the upper byte (first byte) side ("
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When determining the fluctuation pattern at the start of fluctuation (see the special symbol fluctuation pattern creation process (step S413) in FIG. 12 described later), the above fluctuation pattern allocation table is referenced in the same way as when a prize is won, and the fluctuation pattern designation command data (fluctuation pattern at the start of fluctuation) is determined by a lottery using a random number value for the fluctuation pattern. However, at the start of fluctuation, a fluctuation pattern allocation table that takes into account the number of pending balls in operation is referenced. This creates a fluctuation pattern designation command, and the contents of the fluctuation pattern at the start of fluctuation are specified. When the fluctuation pattern designation command is sent to the
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Specifically, the relationship between the random number value for the fluctuation pattern and the judgment value is as follows. For example, if we take the failure fluctuation pattern allocation table "FH1" in Figure 26 as a representative example, looking from the top to the bottom of the front of the drawing and referring to the place where the judgment value is first written, the judgment values are written in the order of "10", "8990", and "1000". This content is such that if the random number value for the fluctuation pattern (BRND = 0 to 9999) falls within the range of
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The above-mentioned "variation pattern allocation table selection table" according to this embodiment is used both at the time of winning and at the start of variation, but the number of active reserved balls at the time of winning does not necessarily match the number of active reserved balls at the start of variation. However, if the number of active reserved balls at the time of the pre-reading judgment does not match the number of active reserved balls at the start of variation, and the pre-reading variation pattern is judged by simply ignoring the number of active reserved balls, there is a possibility that a large difference will occur between the content of the pre-reading variation pattern and the content of the variation pattern at the start of variation, and as a result, there is a risk of a large discrepancy between the content of the pre-reading notice and the notice performance during the variation performance (pre-reading notice during variation). In detail, at the time of winning, the
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Here, in the fluctuation pattern sorting tables "FH3" and "FH4", "
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Furthermore, in the fluctuation pattern allocation tables "FH1" and "FH2", in addition to "
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As mentioned above, it is not necessary to configure the system so that no pre-reading notice appears at all. If the pre-reading notice rarely appears when
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Also, as shown in Figure 26, when the current game state is normal and you win a miss B on the
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Generally, even without electric support, the number of active reserved balls can change by about 1 or 2 in a relatively short time. By utilizing this, if the variation pattern according to the number of active reserved balls can be selected, it is possible to change the presentation time (execution time of the pattern variation display game) for each pattern variation display game, and generate a variety of presentations.
ãšããã§ãããºã¬æã«ãããïŒåã®å³æå€å衚瀺ã²ãŒã ã®å¹³åçãªå®è¡æéïŒå³æå€åæéïŒãçæéïŒããšãã°ãæ°ç§çšåºŠïŒãšããŠããŸããšãæè¬ãå€åã¹ã©ã³ãïŒå³æå€å衚瀺ã²ãŒã ãå®è¡ãããŠããªãæéïŒãã®çºççãé«ãŸããéæè ããåããªããé¢çœããªãããšæãæããªããéæèè¶£ãæžéããŠãéæã®ãªããŒãçãäœäžããŠããŸããããã§ãïŒåã®å³æå€å衚瀺ã²ãŒã ã®å¹³åçãªå®è¡æéãé·ãããã°ãäœåä¿ççã貯ãŸãæããªããå€åã¹ã©ã³ãã®çºççãå°ãªãããããšãã§ãããšãèããããã However, if the average execution time (pattern change time) of one symbol change display game during a losing spell is set to a short time (for example, about a few seconds), the occurrence of so-called "change slump (a period when the symbol change display game is not being executed)" increases, making players more likely to feel that "it's not spinning, it's not fun," reducing interest in the game and lowering the repeat rate of the game. Therefore, it is thought that if the average execution time of one symbol change display game is lengthened, it will be easier to accumulate activated reserved balls, and the occurrence of change slump can be reduced.
ãããã峿å€å衚瀺ã²ãŒã ã®å®è¡æéãç¡éã«é·æéãšããŠããŸããšãã²ãŒã ã®é²è¡ã¹ããŒããç·©æ ¢åããŠãæè§ã®å€åäžæŒåºãæ°çãæŒåºãšãªã£ãããäºåæŒåºã«ãã倧åœãåœéžãžã®ç·åŒµæãéåãããããŠãéæè ã«é屿ãäžæºæãäžããŠããŸãããŸãã峿å€å衚瀺ã²ãŒã ã®å®è¡æéãç¡éã«é·æéã«ããŠããŸããšãäœåä¿ççã®ãªãŒããŒãããŒïŒæå€§ä¿çèšæ¶æ°ïŒïŒåïŒãè¶ ããå§åå ¥è³ïŒãçãæããªããã€ãŸããã²ãŒã ã®å®è¡æš©å©ã®å€ããåªå€±ããŠããŸããéæè ã®éæææ¬²ãæžéããŠããŸãæããããããããã£ãŠããã©ã³ã¹ã®ãã峿å€å衚瀺ã²ãŒã ã®å®è¡æéãçèµ·ããã工倫ãå¿ èŠã§ãããããšãã°ãå€åéå§æã«ãããäœåä¿ççæ°ãéæç¶æ ãªã©ãèæ ®ããå€åãã¿ãŒã³éžææè¡ãéèŠãšãªããç¹ã«ãéæé²è¡äžãéæè ãå€ãééããããºã¬æã«çç®ããå€åãã¿ãŒã³éžææè¡ãéèŠã§ããã However, if the execution time of the pattern change display game is made unnecessarily long, the game progress speed will slow down, the performance during the change will become uninteresting, and the tension of the big win caused by the advance notice will be broken, making the player feel bored and dissatisfied. Also, if the execution time of the pattern change display game is made unnecessarily long, it will be easy for the operating reserved balls to overflow (initial winning exceeding the maximum number of reserved memories (4)), in other words, many of the game execution rights will be lost, and the player's motivation to play may decrease. Therefore, it is necessary to devise a way to generate a well-balanced execution time of the pattern change display game. For example, it is important to have a change pattern selection technique that takes into account the number of operating reserved balls and the game state at the start of the change. In particular, it is important to have a change pattern selection technique that focuses on the missing times that players often encounter during the game progress.
ãã®ãããªèª²é¡ã«éã¿ãæ¬å®æœåœ¢æ ã§ã¯ãç¹ã«ãéæé²è¡äžãæ»åšæéãæ¯èŒçé·ããã€ãŸããéæé²è¡äžãã¡ã€ã³ã®éæç¶æ ãšãªããéåžžäžããŸãã¯ã埮æçäžãã«ãããããºã¬å€åãã¿ãŒã³ã®éžæã«ç¹åŸŽããæ§æãæãããŠããã以äžãå³ïŒïŒãå³ïŒïŒãçšããŠèª¬æããã In consideration of these issues, this embodiment has a unique configuration for selecting a miss fluctuation pattern, particularly during "normal" or "slightly time-saving" play, when the duration of play is relatively long in terms of game progress, i.e., when the game progresses, these are the main game states. The following will be explained using Figures 26 and 27.
æ¬å®æœåœ¢æ ã§ã¯ãæ¢ã«èª¬æããããã«ãéæè ããçŸåšã®éæç¶æ ã埮æçäžïŒå°çã¢ãŒãäžïŒã§ãããéåžžäžïŒå€©åœã¢ãŒãäžïŒã§ãããã®å€å¥ãå°é£ãªãã®ãšããããã«ãå³ïŒïŒã«ç€ºããéåžžäžããºã¬å€åãã¿ãŒã³æ¯åããŒãã«ããšãå³ïŒïŒã«ç€ºãã埮æçäžããºã¬å€åãã¿ãŒã³æ¯åããŒãã«ããšãç¥åäžã®æ§æãšããŠãããå ããå³ïŒïŒã«ç€ºããéåžžäžããºã¬å€åãã¿ãŒã³æ¯åããŒãã«ãã«ã€ããŠèª¬æããã As already explained, in this embodiment, in order to make it difficult for the player to distinguish whether the current game state is in the micro-time-saving mode (Hell mode) or the normal mode (Heaven mode), the "normal mode miss fluctuation pattern allocation table" shown in FIG. 26 and the "micro-time-saving mode miss fluctuation pattern allocation table" shown in FIG. 27 are configured to be substantially identical. First, the "normal mode miss fluctuation pattern allocation table" shown in FIG. 26 will be explained.
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<A. Characteristics of the fluctuation pattern allocation table for winning during normal wins: FIG. 26>
The normal miss fluctuation pattern allocation tables "FH1 to FH7" will be described with reference to FIG.
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In this embodiment, the miss type includes multiple types of misses A to C, and the pattern selection rate for these is 95% for miss A, 4% for miss B, and 1% for miss C (see the "Pattern Selection Rate" column in Figure 4C). Here, as shown in Figure 26, if you win the miss A on the
ãããéåžžäžããºã¬å€åãã¿ãŒã³æ¯åããŒãã«ãïŒãïœãïŒãã¯ãäžèšïŒÎ±ïŒïœïŒÎµïŒã®ç¹åŸŽãæã€ã以äžã§ã¯èª¬æã®äŸ¿å®ã®ããã«ãããºã¬å€åãã¿ãŒã³æ¯åããŒãã«ãïŒãã®ããã«ãäœåä¿ççæ°ã«ãããã«éžæãããå€åãã¿ãŒã³æ¯åããŒãã«ïŒåäœåä¿ççæ°ã«å ±éããŠçšããããå€åãã¿ãŒã³æ¯åããŒãã«ïŒããå ±éå€åãã¿ãŒã³æ¯åããŒãã«ããšãç§°ããããŸããäœåä¿ççæ°ã«å¿ããŠéžæãããå€åãã¿ãŒã³æ¯åããŒãã«ããä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ããšãç§°ããã These normal miss fluctuation pattern allocation tables "FH1" to "FH7" have the following characteristics (α) to (ε). For ease of explanation, below, a fluctuation pattern allocation table that is selected regardless of the number of reserved balls in operation (a fluctuation pattern allocation table that is used in common for each number of reserved balls in operation), such as the miss fluctuation pattern allocation table "FH7", is also referred to as a "common fluctuation pattern allocation table". In addition, a fluctuation pattern allocation table that is selected according to the number of reserved balls in operation is also referred to as a "variation pattern allocation table by reserved number".
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In addition, in Fig. 26 and Fig. 27, as an example of a variation pattern distribution table by reserved number, the variation pattern distribution tables "FH1 (reserved number 0) to FH4 (reserved number 4)" are shown, which are selected according to each number of reserved balls in operation (for each reserved ball number of operation of 1 to 4, respectively). However, even if a common variation pattern distribution table is selected for some of the reserved balls in operation and a different variation pattern distribution table is selected for the rest, they are treated as belonging to this "variation pattern distribution table by reserved number". For example, when the reserved ball number is 0 to 1, the "first variation pattern distribution table (e.g., "FH1 (
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(A-1. Fluctuation pattern allocation table for when you win A during normal draws on the
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(First feature)
(α) Each of the miss fluctuation pattern allocation tables "FH1 to FH4" is at least "selectable from multiple types of normal fluctuations." Specifically, when "FH1" is selected,
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The present invention can be configured as in (Z1) to (Z3).
(Z1) The present invention may include a miss fluctuation pattern allocation table in which the longest normal fluctuation and/or the shortest normal fluctuation can be selected at different selection rates depending on the number of pending balls in operation.
(Z2) The present invention can also include a first miss fluctuation pattern allocation table that can select, depending on the number of reserved balls for activation, either a first specific fluctuation pattern (e.g.,
(Z3) The present invention can also include a first miss fluctuation pattern allocation table that can determine a first specific fluctuation pattern (for example,
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æ¬å®æœåœ¢æ ã«ä¿ãããºã¬å€åãã¿ãŒã³æ¯åããŒãã«ãïŒïœïŒŠïŒšïŒãã«ããã°ãå€åã¹ã©ã³ãã®çºççã®äœäžã«å¯äžãããšãšãã«ãããºã¬æã«åœéžæåŸ æãç¡éã«ç œãããšããªãããšãããã©ã³ã¹ã®åãã峿å€å衚瀺ã²ãŒã ãçèµ·ãããããšãã§ããããã«ãªãã The failure fluctuation pattern allocation tables "FH1 to FH4" according to this embodiment contribute to reducing the occurrence rate of fluctuation slumps, and can create a well-balanced pattern fluctuation display game that does not unnecessarily increase the expectation of winning when a failure occurs.
ãªããããºã¬å€åãã¿ãŒã³æ¯åããŒãã«ãïŒããšãïŒããšã«ãããŠããªãŒãå€åïŒãªãŒãå€åãã¿ãŒã³ïŒããéžæå¯èœãªæ§æãæèšããã°ãäœåä¿ççæ°ãçžå¯Ÿçã«å°ãªãå Žåã«ãªãŒãå€åãéžæå¯èœãªæ§æãšãªã£ãŠããããæ¬çºæã¯ããã«éãããªããããšãã°ãå€åãã¿ãŒã³æ¯åããŒãã«ãïŒãã«éããªãŒãå€åãéžæå¯èœãªæ§æãã€ãŸããäœåä¿ççæ°ãæãå°ãªãå Žåã«éããªãŒãå€åãéžæãããæ§æãšããŠãããããŸããå€åãã¿ãŒã³æ¯åããŒãã«ãïŒïœïŒŠïŒšïŒãã«ãããŠãéåžžå€åã ããéžæãããæ§æãšããŠãããã Note that the miss fluctuation pattern allocation tables "FH1" and "FH2" are configured to allow "reach fluctuation (reach fluctuation pattern)" to be selected, in other words, the reach fluctuation can be selected when the number of activated reserved balls is relatively small, but the present invention is not limited to this. For example, the reach fluctuation can be selected only in the fluctuation pattern allocation table "FH1", that is, the reach fluctuation can be selected only when the number of activated reserved balls is the smallest. Also, the fluctuation pattern allocation tables "FH1-FH4" may be configured to allow only normal fluctuation to be selected.
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In this embodiment, when normal fluctuation types are distinguished by the length of the fluctuation time, fluctuation patterns of 10 seconds or more, such as the
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(Second feature)
(β) The miss fluctuation pattern allocation tables "FH1 to FH4" are set so that the fluctuation time of the fluctuation pattern with the highest selection rate (high frequency fluctuation pattern) among the fluctuation patterns determined by each table is different. That is, the fluctuation time of the high frequency fluctuation pattern is set so that it is longer in the order of "FH4 (reservation 3), FH3 (reservation 2), FH2 (reservation 1), FH1 (reservation 0)". That is, the fluctuation time of the high frequency fluctuation pattern is set so that it is longer relatively as the number of reserved balls in operation decreases. In the case of this embodiment, the above-mentioned high frequency fluctuation pattern is "normal fluctuation (normal fluctuation pattern)" (high frequency normal fluctuation pattern), and specifically, as shown in FIG. 26, in the case of the fluctuation pattern allocation table "FH1", it is "
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(A-2. Common variable pattern allocation table for winning B on the normal
(Third Feature)
(γ) The miss fluctuation pattern allocation table "FH5" allows the selection of a fluctuation pattern type having a winning expectation of "less than the SPSP reach type (highest expectation reach type)". In this embodiment, as shown in the figure, in addition to the N reach type and the SP reach type, the "longest normal fluctuation (longest normal fluctuation pattern) type" having the longest fluctuation time among the normal fluctuation types is selectable (see the FH5 column in FIG. 26). Specifically, the "SPSP reach type (developed SPSP reach, direct hit SPSP reach)" which has a higher winning expectation than the "SP reach type" (has a longer fluctuation time than the SP reach type) is not selected. The average fluctuation time when this miss fluctuation pattern allocation table "FH5" is selected is relatively longer than the miss fluctuation pattern allocation tables "FH1 to FH4" described above.
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(Fourth Feature)
(ÎŽ) The miss fluctuation pattern allocation table "FH6" allows at least the "SPSP reach type" to be selected, that is, the highest expectation reach fluctuation type to be selected. In other words, it can be said that this is a table configuration in which the fluctuation pattern with the longest fluctuation time is selected among the reach fluctuation patterns. In the case of this embodiment, as shown in the figure, only the SPSP reach type (developed SPSP reach, direct hit SPSP reach) is selectable. Therefore, the average fluctuation time when the miss fluctuation pattern allocation table "FH6" is selected is longer (the longest average fluctuation time) than the other normal miss fluctuation pattern allocation tables "FH1 to FH5".
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(Fifth Feature)
(ε) The miss variation pattern allocation table "FH7" is a variation pattern allocation table not for the miss winning of the
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(B-1. Fluctuation pattern allocation table (fluctuation pattern allocation table by reserved number) for when you win A during the small time reduction on the
Next, with reference to FIG. 27, the miss fluctuation pattern allocation tables "FH2 to FH6", "FH8", and "FH21" during the micro time-saving period will be described.
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(Sixth Feature)
(ζ) As shown in FIG. 27, the difference between the miss fluctuation pattern allocation table during the micro time reduction and the miss fluctuation pattern allocation table during the normal time is that the miss fluctuation pattern allocation table for the
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The configurations of the miss fluctuation pattern allocation table "FH21" during the micro-time-saving mode and the miss fluctuation pattern allocation table "FH7" during normal play are different, but as already explained, there are almost no cases of
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Therefore, the relationship of "X â Y" (X = average fluctuation time of the special chart related to the micro-time-saving state, Y = average fluctuation time of the special chart related to the normal state) in the above (Formula A1) can be realized, and the base value can be made common (the same or nearly the same) between normal and micro-time-saving states, and the effects that appear (such as effects based on fluctuation patterns (fluctuation effects)) can be made common (the same or nearly the same) between normal and micro-time-saving states. As a result, it is possible to make it extremely difficult (almost impossible) to distinguish whether the current game state is in micro-time-saving state (in hell mode) or normal state (in heaven mode). Furthermore, when at least the micro-time-saving miss fluctuation pattern allocation table on the
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(B-2. Common fluctuation pattern allocation table for winning during the
In the failure fluctuation pattern allocation table "FH21" relating to
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In this embodiment, there is almost no chance of a
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(E1) At least during the micro time reduction, the variation pattern at the time of winning a small win on the
(E2) In an opening/closing operation game related to a small win game, the opening/closing member (opening
(E3) The above-mentioned (E1) and (E2) configurations may also be used.
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(C-1. Winning fluctuation pattern allocation table)
Although the winning fluctuation pattern allocation table is not shown, a fluctuation pattern allocation table for each game state (Tcode) is provided in the same way as in the case of a loss. In the case of this embodiment, when a winning (big win or small win) is won, a fluctuation pattern allocation table according to the type of winning is selected regardless of the number of balls in operation. In addition, in the case of a winning, a normal fluctuation is not selected, and a reach fluctuation type (for example, see various reach fluctuations in FIG. 26) is selected. However, in the case of a small win, a configuration may be made in which a fluctuation dedicated to winning a small win is selected.
ãŸããç¹æ®æçã®å Žåãåœããšåæ§ã«ãåéæç¶æ å¥ïŒïŒŽïœïœïœïœ å¥ïŒã®ç¹æ®æçåœéžæã«ä¿ãå€åãã¿ãŒã³æ¯åããŒãã«ãèšããããŠããããŸããç¹æ®æçã«åœéžããå Žåã¯ãäœåä¿ççæ°ã«ããããç¹æ®æççš®å¥ã«å¿ããå€åãã¿ãŒã³æ¯åããŒãã«ãéžæãããããã«ãªã£ãŠããããªããç¹æ®æçã¯ã倧åœãæœéžã«ããåœãã§ãªãå Žåã«éžæãããåœéžçš®å¥ã§ãããããºã¬ã®äžæ æ§ãšããŠæ±ãããšãã§ããããããã£ãŠãç¹æ®æçåœéžæã«ã¯ãããºã¬åœéžæãšåæ§ã«ãéåžžå€åããªãŒãå€åã®ããããéžæå¯Ÿè±¡ãšããããšãã§ããããã ããç¹æ®æçåœéžãå ±ç¥ããããã«ãå ·äœçã«ã¯ãç¹æ®æçã«ä¿ãäºåæŒåºã®æŒåºæéå¹ ã確ä¿ããããã«ãéåžžå€åçš®å¥ã§ããã°é·å€åãã¿ãŒã³ãéžæå¯Ÿè±¡ãšããããšã奜ãŸããããŸãããªãŒãå€åãéžæå¯Ÿè±¡ãšããå Žåã¯ããªãŒãïœïŒ³ïŒ°ïŒ³ïŒ°ãªãŒãïŒããšãã°ãå³ïŒïŒãå³ïŒïŒåç §ïŒã®ããããéžæå¯Ÿè±¡ãšããããšãã§ããããç¹æ®æçãã¯åŸ®æçç¶æ ã«ãç¹æ®æçïŒ£ã¯æçç¶æ ã«ç§»è¡å¥æ©ãšãªãåœéžçš®å¥ã§ãããããç¹æ®æçã®å Žåã«ã¯é«æåŸ 床ã®ãªãŒãçš®å¥ïŒïŒ³ïŒ°ãªãŒãç³»ïŒãäœæåŸ åºŠãªãŒãçš®å¥ïŒïŒ®ãªãŒãç³»ïŒãããé«ç¢ºçã§éžæãããç¹æ®æçãã®å Žåã«ã¯ãç¹æ®æçã®å Žåãšã¯éã«ãé«æåŸ åºŠã®ãªãŒãçš®å¥ãäœæåŸ åºŠãªãŒãçš®å¥ãããäœç¢ºçã§éžæãããããã«ããããšã奜ãŸããã In addition, in the case of a special time-saving, as in the case of a win, a variation pattern allocation table for each game state (Tcode) when a special time-saving is won is provided. In addition, when a special time-saving is won, a variation pattern allocation table corresponding to the type of special time-saving is selected regardless of the number of balls in operation. Note that a special time-saving is a winning type that is selected when a jackpot is not won by lottery, and can be treated as one form of a miss. Therefore, when a special time-saving is won, either normal variation or reach variation can be selected, as in the case of a miss. However, in order to notify the winning of a special time-saving, specifically, in order to ensure the performance time width of the preview performance related to the special time-saving, it is preferable to select a long variation pattern if the normal variation type is used. Furthermore, when reach fluctuations are the selection targets, any of N reach to SPSP reach (see, for example, Figures 26 and 27) can be selected, but since special time-saving A and B are winning types that trigger a transition to a slight time-saving state, and special time-saving C is a winning type that triggers a transition to a time-saving state, in the case of special time-saving C, it is preferable that a high-expectation reach type (SP reach type) is selected with a higher probability than a low-expectation reach type (N reach type), and, in the case of special time-saving A and B, the opposite of the case of special time-saving C, that a high-expectation reach type is selected with a lower probability than a low-expectation reach type.
ããšãã°ãç¹æ®æçã®å Žåã«ã¯ããªãŒãçš®å¥ã®éžæçãããªãŒãïŒïŒãªãŒãïŒïŒïŒ³ïŒ°ãªãŒãïŒçºå±åãªãŒãïŒçŽæåãªãŒãããšããããšãã§ããããŸãç¹æ®æçãã®å Žåã«ã¯ãé«æåŸ åºŠã®ãªãŒãçš®å¥ã®éžæçãããªãŒãïŒïŒãªãŒãïŒïŒïŒ³ïŒ°ãªãŒãïŒçºå±åãªãŒãïŒçŽæåãªãŒãããšããããšãã§ããããªããç¹æ®æçãã®å Žåã¯ãé«æåŸ åºŠã®ãªãŒãçš®å¥ïŒïŒ³ïŒ°ãªãŒããçºå±åãªãŒããçŽæåãªãŒãïŒãéžæãããªãããã«ããŠãããããé«æåŸ åºŠã®ãªãŒãçš®å¥ã®ãã¡ãçžå¯Ÿçã«æåŸ åºŠãé«ããªãŒãçš®å¥ïŒçºå±åãªãŒãããã³çŽæåãªãŒãããŸãã¯çŽæåãªãŒãïŒãéžæãããªãããã«ããŠãããã For example, in the case of special time-saving C, the selection rate of reach types can be "N reach 1 < reach N2 < SP reach < advanced SPSP reach < direct hit SPSP reach". Also, in the case of special time-saving A and B, the selection rate of reach types with high expectation can be "N reach 1 > reach N2 > SP reach > advanced SPSP reach > direct hit SPSP reach". Note that in the case of special time-saving A and B, high expectation reach types (SP reach, advanced SPSP reach, direct hit SPSP reach) may not be selected, and among high expectation reach types, reach types with relatively high expectation (advanced SPSP reach and direct hit SPSP reach, or direct hit SPSP reach) may not be selected.
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(Variation 1)
In addition, when adopting "Specific Example 2 (FIG. 4D (A))" or "Specific Example 3 (FIG. 4D (A))" for the normal diagram in FIG. 4D already explained, that is, when generating a micro-time-saving state that does not require the operation of the special diagram time-saving function, a common fluctuation pattern distribution table may be used for normal and micro-time-saving from the viewpoint of reducing the control burden. In addition, at least the miss fluctuation pattern distribution table related to the special diagram 1 side may be a common miss fluctuation pattern distribution table for normal and micro-time-saving.
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(Variation 2)
In this embodiment, the variation pattern type to be selected is the same in the
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(Seventh Feature)
In addition, according to the above-mentioned "miss fluctuation pattern allocation table" during normal and slight time-saving modes, the following effects can be achieved.
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ïŒÎïŒãŸãéåžžäžã«ããºã¬ïŒ¡ã«åœéžããå Žåã«ã¯ãäœåä¿ççæ°ãå°ãªããªãã»ã©ãå¹³åå€åæéïŒïŒåã®å³æå€å衚瀺ã²ãŒã ã®å¹³åçãªå®è¡æéïŒãé·æéãšãªããæèšããã°ãäœåä¿ççæ°ãå€ããªãã»ã©ãå¹³åå€åæéãççž®ãããïŒããšãã°ãäžèšïŒÎ±ïŒãïŒÎ²ïŒåç §ïŒãããã«ããã峿å€å衚瀺ã²ãŒã ã®å®è¡æéãç¡éã«é·æåãããå€åã¹ã©ã³ãã®çºççãæãããšãšãã«ãäœåä¿ççã®ãªãŒããŒãããŒã®çºççãæããããšãã§ããããšãã£ããã©ã³ã¹ã®ãã峿å€å衚瀺ã²ãŒã ã®å®è¡æéãçèµ·ãããããšãã§ãããç¹ã«ãéæé²è¡äžãéæè ãå€ãééãããéåžžäžããã埮æçäžãã«ãããŠå¥œé©ã§ããã (B) Also, if Miss A is won during normal play, the fewer the number of activated reserved balls, the longer the average fluctuation time (the average execution time of one pattern change display game). In other words, the more the number of activated reserved balls, the shorter the average fluctuation time (for example, see (α) and (β) above). This allows for a well-balanced execution time of the pattern change display game to be generated, where the execution time of the pattern change display game is not unnecessarily extended, the occurrence rate of fluctuation slumps is suppressed, and the occurrence rate of overflow of activated reserved balls is also suppressed. This is particularly suitable for "normal play" and "slight time-saving play" that players encounter frequently in the course of the game.
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(Eighth Feature)
(η) In addition, in this embodiment, as already explained, "
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When Miss A is won during normal play, one of the Miss variation pattern allocation tables "FH1-FH4" (variation pattern allocation table by number of reserved balls) is selected at the start of the variation depending on the number of balls in operation (see FIG. 26), and either
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(Variation 3 (other embodiments): Cases where there is no need to conceal the normal and short-time periods)
In the above embodiment, it was explained that during normal play and during the micro-time-saving mode, the fluctuation pattern can be selected using a fluctuation pattern allocation table by reserved number, and both have substantially the same table configuration (see Figures 26 and 27). However, when there is no particular need to conceal the normal play and the micro-time-saving mode due to gameplay characteristics (for example, when there is no need to conceal the play for presentation reasons), the configuration can be as follows (Variation 3-1) and/or (Variation 3-2).
ïŒå€ïŒïŒïŒïŒéåžžäžïŒå€©åœã¢ãŒãäžïŒã¯äžèšãå ±éå€åãã¿ãŒã³æ¯åããŒãã«ããçšããŠå€åãã¿ãŒã³ãéžæãã埮æçäžïŒå°çã¢ãŒãäžïŒã¯äžèšãä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ããçšããŠå€åãã¿ãŒã³ãéžæå¯èœã«æ§æããããšãã§ãããããšãã°ãéåžžäžïŒå€©åœã¢ãŒãäžïŒã¯ãå€åãã¿ãŒã³æ¯åããŒãã«ãïŒãããïŒïŒããªã©ã®ããã«ãäœåä¿çæ°ã«ãããã«éžæãããå€åãã¿ãŒã³æ¯åããŒãã«ãçšãã埮æçäžïŒå°çã¢ãŒãäžïŒã¯ãå€åãã¿ãŒã³æ¯åããŒãã«ãïŒïŒä¿çæ°ïŒïŒïœïŒŠïŒšïŒïŒä¿çæ°ïŒïŒããªã©ã®ããã«ãäœåä¿ççæ°ã«å¿ããŠéžæãããå€åãã¿ãŒã³æ¯åããŒãã«ïŒãçšããã (Variation 3-1) During normal play (in Heaven mode), the above-mentioned "common fluctuation pattern allocation table" is used to select the fluctuation pattern, and during micro-time-saving play (in Hell mode), the above-mentioned "number-of-reserved fluctuation pattern allocation table" can be used to select the fluctuation pattern. For example, during normal play (in Heaven mode), a fluctuation pattern allocation table that is selected regardless of the number of reserved balls in operation, such as fluctuation pattern allocation tables "FH7" and "FH21", is used, and during micro-time-saving play (in Hell mode), a fluctuation pattern allocation table that is selected according to the number of reserved balls in operation, such as fluctuation pattern allocation tables "FH1 (number of reserved balls: 0) to FH4 (number of reserved balls: 4)" is used.
ãªãããå ±éå€åãã¿ãŒã³æ¯åããŒãã«ããŸãã¯ãä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ãã«ã¯ãããºã¬æãç¹æ®æçåœéžæããŸãã¯åœãåœéžæïŒå€§åœããå°åœãïŒã®ãããã®å Žåã«ãçšããããšãã§ããããŸãããããå€åãã¿ãŒã³æ¯åããŒãã«ã®ãããããïŒãŸãã¯è€æ°ã®å€åãã¿ãŒã³ãå®ããããšãã§ããã The "common fluctuation pattern allocation table" or "reserved number-specific fluctuation pattern allocation table" can be used in the case of a miss, a special time-saving win, or a win (big win, small win). In addition, each of these fluctuation pattern allocation tables can define one or more fluctuation patterns.
ãšããã§ãéåžžäžïŒå€©åœã¢ãŒãäžïŒã¯äžèšãå ±éå€åãã¿ãŒã³æ¯åããŒãã«ãã埮æçäžïŒå°çã¢ãŒãäžïŒã¯äžèšãä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ããçšããããšã奜ãŸããããã®çç±ã¯ã次ã«è¿°ã¹ãéãã§ããã By the way, it is preferable to use the above-mentioned "common fluctuation pattern allocation table" during normal play (heaven mode), and the above-mentioned "reserved number-specific fluctuation pattern allocation table" during micro-time-saving play (hell mode). The reason for this is as follows.
æ¬å®æœåœ¢æ ã®ãéåžžïŒå€©åœã¢ãŒãïŒãã¯ãéæè ã«ãšã£ãŠé«å©çç¶æ ãæåŸ ãããæçç¶æ ïŒé£èã¢ãŒãïŒããžã®ç§»è¡æåŸ 床ïŒç§»è¡çïŒãé«ãéæç¶æ ã§ãããããã®æ»åšæéã¯æ¯èŒççæéãšãããïŒæ¬å®æœåœ¢æ ã§ã¯ãç¹æ®æçã®åœéžç¢ºçãé«ç¢ºçïŒçŽïŒïŒïŒïŒïŒã§ããããïŒããã®ãããªéæç¶æ ã«çœ®ãããå Žåãéæè ã®äžã«ã¯ãã²ãŒã äžã®æŒåºïŒå€åäžæŒåºïŒã楜ããããããæ©ãé£èã¢ãŒããžã®ç§»è¡ãç²åŸããããšæ¬²ããéæè ãå€ãã In this embodiment, "normal (heaven mode)" is a gaming state in which there is a high expectation (transition rate) of transition to the "time-saving state (consecutive wins mode)" in which the player can expect high profits, but the duration of this state is relatively short (because in this embodiment, the probability of winning the special time-saving state is high (approximately 1/10)). When placed in this gaming state, many players would rather transition to consecutive wins mode quickly than enjoy the effects during the game (variable effects).
ãããã£ãŠãéåžžäžïŒå€©åœã¢ãŒãäžïŒã®å Žåã«ã¯ãäœåä¿ççæ°ã«å¿ããŠçš®ã ã®å€åãã¿ãŒã³ãéžæå¯èœã«ãã以ãŠãçš®ã ã®å€åäžæŒåºãçŸåºãããããšããæçŸ©ã«ä¹ããããããããã³ãè¯ãã²ãŒã é²è¡ãããããäœåä¿ççæ°ã«ãããã«ãé£èã¢ãŒããžã®ç§»è¡æåŸ æãç œããããªå€åäžæŒåºãçŸåºãããïŒããšãã°ãæ¯ã²ãŒã ãæå®ã®ãªãŒãæŒåºãæå®ã®ç œãæŒåºãªã©ãçŸåºãããïŒããšã奜ãŸãããšããããããšãã°ãéžæå¯Ÿè±¡ã®å€åãã¿ãŒã³ãšããŠãç¹å®ã®å€åãã¿ãŒã³ïŒããšãã°ããªãŒãå€åããæå®å€åæéãå®ããå€åãã¿ãŒã³ïŒã ããéžæãããïŒãã®å Žåã¯ãäœåä¿ççæ°ã«ãããå€åæéå¹ ãåºå®çãšãªãïŒãç¹å®ã®å€åãã¿ãŒã³ãä»ã®å€åãã¿ãŒã³ãããé«ç¢ºçã§éžæãããããã«ããã°ãæ¯ã²ãŒã ããã³ãè¯ãã²ãŒã é²è¡ãããäœåä¿ççæ°ã«ãããã«é£èã¢ãŒããžã®ç§»è¡æåŸ æãç œããããªå€åäžæŒåºãçŸåºãããããšãå¯èœã«ãªããããã§ãéåžžäžïŒå°çã¢ãŒãäžïŒã¯ãä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ãçšããã®ã§ã¯ãªããå ±éå€åãã¿ãŒã³æ¯åããŒãã«ãçšããããšã奜é©ã§ããã Therefore, in the normal mode (heaven mode), it is not meaningful to "make various change patterns selectable according to the number of reserved balls in operation, thereby making various change effects appear." Rather, it is preferable to make the game proceed at a good tempo and to make change effects that stimulate the expectation of a transition to consecutive win mode appear regardless of the number of reserved balls in operation (for example, to make a predetermined reach effect, a predetermined excitement effect, etc. appear every game). For example, if only specific change patterns (for example, reach changes or change patterns with a specified change time) are selected as the change patterns to be selected (in this case, the change time width is fixed regardless of the number of reserved balls in operation), or if a specific change pattern is selected with a higher probability than other change patterns, it is possible to make the game proceed at a good tempo every game and to make change effects that stimulate the expectation of a transition to consecutive win mode appear regardless of the number of reserved balls in operation. Therefore, in the normal mode (hell mode), it is preferable to use a common change pattern allocation table rather than a change pattern allocation table by reserved number.
äžæ¹ã埮æçäžïŒå°çã¢ãŒãäžïŒã¯ãäžè¿°ã®ãããªéåžžäžïŒå€©åœã¢ãŒãäžïŒãšã¯ç°ãªããé£èã¢ãŒããžã®ç§»è¡æåŸ 床ãäœãéæç¶æ ã§ããããŸãæ»åšæéãéåžžäžãããé·æéãšãªããã¡ã«ãªãããã®ãããªéæç¶æ äžã¯ãéæãå調ãšãªããã¡ã«ãªããéæè ã®éæææ¬²ãäœäžããæãããããããã§ã埮æçäžïŒå°çã¢ãŒãäžïŒã¯ãäžè¿°ã®éåžžäžïŒå€©åœã¢ãŒãäžïŒãšã¯éã«ãäœåä¿ççæ°ã«å¿ããŠã²ãŒã ã®é²è¡ã¹ããŒãã«ç·©æ¥ãä»ãããïŒå€åã¹ã©ã³ããäœäžãããïŒãçš®ã ã®å€åäžæŒåºããã£ããæ¥œããŸããããã«ããããšã奜ãŸãããšããããããã§ã埮æçäžïŒå°çã¢ãŒãäžïŒã¯ãå ±éå€åãã¿ãŒã³æ¯åããŒãã«ãçšããã®ã§ã¯ãªããä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ãçšããäœåä¿ççæ°ã«å¿ããŠçš®ã ã®å€åãã¿ãŒã³ãéžæå¯èœãšãïŒäœåä¿ççæ°ã«å¿ããŠã²ãŒã ã®é²è¡ã¹ããŒãã«ç·©æ¥ãä»ããããšãå¯èœïŒãçš®ã ã®å€åäžæŒåºãçŸåºãããïŒçš®ã ã®å€åäžæŒåºããã£ããæ¥œããŸããããšãå¯èœïŒããšã奜é©ã§ããã On the other hand, during the micro-time-saving mode (Hell mode), unlike the normal mode (Heaven mode) described above, the expectation of transitioning to the consecutive win mode is low, and the duration of stay tends to be longer than during the normal mode. During such a gaming state, the game tends to become monotonous, and there is a risk that the player's motivation to play will decrease. Therefore, during the micro-time-saving mode (Hell mode), contrary to the normal mode (Heaven mode) described above, it is preferable to vary the speed of the game progress depending on the number of reserved balls in operation (reducing the fluctuation slump) and allow the player to enjoy various fluctuation effects at their own pace. Therefore, during the micro-time-saving mode (Hell mode), it is preferable to use a fluctuation pattern distribution table by reserved number, rather than a common fluctuation pattern distribution table, to select various fluctuation patterns depending on the number of reserved balls in operation (it is possible to vary the speed of the game progress depending on the number of reserved balls in operation), and to present various fluctuation effects (it is possible to enjoy various fluctuation effects at their own pace).
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(Variation 3-2) During normal play and during micro-time-saving play, at least one (a part) of the variation patterns that can be selected can be configured to be different. For example, in Figures 26 and 27, among the variation patterns that can be selected on at least one special chart side (for example,
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(1) "At least some of the variation patterns to be selected are different."
For example, during normal play, the selectable fluctuation patterns are "first
(2) "All of the variation patterns to be selected are different."
For example, during normal play, the selectable fluctuation patterns are "normal fluctuation 7s,
(3) There are no particular restrictions on the different fluctuation patterns, and various fluctuation patterns can be adopted, regardless of whether they are reach fluctuations or normal fluctuations.
ãŸãæ¬å€åœ¢äŸïŒå€ïŒïŒïŒïŒã®å Žåãå³ïŒïŒãšå³ïŒïŒãšé¢ä¿ã®ããã«ãéåžžäžãšåŸ®æçäžã®åæ¹ã§äžèšãä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ããçšããŠå€åãã¿ãŒã³ãéžæå¯èœã«æ§æããŠããããããŸããäžè¿°ã®ïŒå€ïŒïŒïŒïŒã®ããã«ãéåžžäžã¯äžèšãå ±éå€åãã¿ãŒã³æ¯åããŒãã«ãã埮æçäžã¯äžèšãä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ããçšããŠãããã In addition, in the case of this modified example (Variation 3-2), as in the relationship between Figures 26 and 27, the above-mentioned "fluctuation pattern allocation table by reserved number" may be used to select a fluctuation pattern during both normal and micro-time-saving modes, or, as in the above-mentioned (Variation 3-1), the above-mentioned "common fluctuation pattern allocation table" may be used during normal modes and the above-mentioned "fluctuation pattern allocation table by reserved number" may be used during micro-time-saving modes.
ãªããéåžžäžãšåŸ®æçäžã®åæ¹ã§ãäžèšãä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ããçšããå Žåãå°ãªããšãïŒã€ã®äœåä¿ççæ°ãããŠãå ±éã®å€åãã¿ãŒã³æ¯åããŒãã«ãéžæå¯èœã«æ§æããŠããããããšãã°ããäœåä¿ççæ°ãïŒïœïŒåã®å Žåã¯ããããç°ãªãå€åãã¿ãŒã³æ¯åããŒãã«ãïŒïœïŒåã®å Žåã¯å ±éã®å€åãã¿ãŒã³æ¯åããŒãã«ããšãããããäœåä¿ççæ°ãïŒåã®å Žåã¯ç°ãªãå€åãã¿ãŒã³æ¯åããŒãã«ãïŒïœïŒåã®å Žåã¯å ±éã®å€åãã¿ãŒã³æ¯åããŒãã«ããšãããããããšãã§ãããã€ãŸããæãäœåä¿ççæ°æ°ã®å Žåã«ã¯éåžžäžãšåŸ®æçäžãšã§ç°ãªãå€åãã¿ãŒã³ãéžæå¯èœã§ããããã®ä»ã®äœåä¿ççæ°ã®å Žåã«ã¯å ±éã®å€åãã¿ãŒã³ãéžæå¯èœããšãã£ãæ§æã§ããã When using the above-mentioned "variation pattern allocation table by reserved number" during both normal play and micro-time-saving play, a common variation pattern allocation table may be selected for at least one number of activated reserved balls. For example, it is possible to have "different variation pattern allocation tables for 1-2 activated reserved balls, and a common variation pattern allocation table for 3-4 activated reserved balls," or to have "different variation pattern allocation tables for 1 activated reserved ball, and a common variation pattern allocation table for 2-4 activated reserved balls." In other words, it is possible to select different variation patterns between normal play and micro-time-saving play for a certain number of activated reserved balls, and a common variation pattern for other numbers of activated reserved balls.
ãŸããéåžžäžã¯äžèšãå ±éå€åãã¿ãŒã³æ¯åããŒãã«ãã埮æçäžã¯äžèšãä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ããçšããå Žåã«ãïŒãïŒïŒâåœè©²ä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ã®äžéšãšåœè©²å ±éå€åãã¿ãŒã³æ¯åããŒãã«ãå ±éã®å€åãã¿ãŒã³æ¯åããŒãã«âãšããããšãã§ãããïŒãïŒïŒãŸããâåœè©²ä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ã®ãã¹ãŠãšå ±éå€åãã¿ãŒã³æ¯åããŒãã«ãšãç°ãªãå€åãã¿ãŒã³æ¯åããŒãã«âãšããããšãã§ãããåè ã®ïŒãïŒïŒã®ã±ãŒã¹ãšããŠã¯ãããšãã°ãä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ããïŒïŒä¿çæ°ïŒïŒïœïŒŠïŒšïŒïŒä¿çæ°ïŒïŒãã§ãããå ±éå€åãã¿ãŒã³æ¯åããŒãã«ããïŒïŒä¿çæ°å ±éïŒãã®ã±ãŒã¹ãªã©ã§ããããŸãåŸè ã®ïŒãïŒïŒã®ã±ãŒã¹ãšããŠã¯ãä¿çæ°å¥å€åãã¿ãŒã³æ¯åããŒãã«ããïŒïŒä¿çæ°ïŒïŒïœïŒŠïŒšïŒïŒä¿çæ°ïŒïŒãã§ãããå ±éå€åãã¿ãŒã³æ¯åããŒãã«ããïŒïœïŒŠïŒšïŒã以å€ã®å€åãã¿ãŒã³æ¯åããŒãã«ïŒããšãã°ããïŒïŒä¿çæ°å ±éïŒãïŒãªã©ã§ããã In addition, when the above-mentioned "common fluctuation pattern allocation table" is used during normal operation and the above-mentioned "fluctuation pattern allocation table by reserved number" is used during micro-time-saving operation, (Te1) "a part of the fluctuation pattern allocation table by reserved number and the common fluctuation pattern allocation table are common fluctuation pattern allocation tables". (Te2) Also, it can be "a fluctuation pattern allocation table in which all of the fluctuation pattern allocation table by reserved number and the common fluctuation pattern allocation table are different". An example of the former (Te1) case is when the fluctuation pattern allocation table by reserved number is "FH1 (reserved number 0) to FH4 (reserved number 4)" and the common fluctuation pattern allocation table is "FH1 (common for reserved number)". In the latter case (Te2), the fluctuation pattern allocation table by reserved number is "FH1 (reserved number 0) to FH4 (reserved number 4)," and the common fluctuation pattern allocation table is a fluctuation pattern allocation table other than "FH1 to FH4" (for example, "FH5 (common reserved number)").
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(C19. Regarding fluctuation patterns related to winning prizes and special time-saving winning prizes)
In addition, the fluctuation pattern related to a winning hit (winning fluctuation pattern), the fluctuation pattern related to a winning special time-saving hit (special time-saving fluctuation pattern), and the performance related to the fluctuation pattern (performance during fluctuation) can be configured as follows (winning 1) to (winning 4). The winning fluctuation pattern can be a fluctuation pattern selected in the case of a big hit and/or a small hit. The winning fluctuation pattern can be a fluctuation pattern related to at least one specific winning (for example, big hit D). The special time-saving fluctuation pattern can be a fluctuation pattern related to at least one specific special time-saving (for example, special time-saving C).
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(Win 1) The winning fluctuation pattern and the special time-saving fluctuation pattern may be different fluctuation patterns, or at least one fluctuation pattern may be different. Also, the winning fluctuation pattern and the special time-saving fluctuation pattern may be a common fluctuation pattern.
In addition, even if the variation pattern is common, it is not necessary to make a common variation effect appear during the variation. Since the
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ïŒåœïŒïŒãŸããåœãããã³ç¹æ®æçã®ãããã®å ŽåãããªãŒãå€åãéžæå¯èœã«æ§æããããšãã§ããããªããè€æ°ã®ç¹æ®æçãèšããããŠããå Žåãå°ãªããšãïŒã€ã®ç¹å®ã®ç¹æ®æçïŒããšãã°ãç¹æ®æçïŒãåœéžããå Žåã«ã®ã¿ããªãŒãå€åãéžæå¯èœãšããŠããããæ¬äŸã«ä¿ããªãŒãå€åã¯ãåœããšç¹æ®æçã®å Žåãšã§ãå ±éã®ãªãŒãå€åã§ãã£ãŠãããããç°ãªããªãŒãå€åã§ãã£ãŠãããïŒéžæå¯Ÿè±¡ãšãªããªãŒãå€åãè€æ°ããå Žåã«ã¯ãå°ãªããšãïŒã€ã®ãªãŒãå€åãå ±éã®ãªãŒãå€åãšããŠãããïŒã (Win 3) In addition, the reach variation can be configured to be selectable in both the case of a win and a special time-saving. If multiple special time-saving options are provided, the reach variation may be selectable only when at least one specific special time-saving option (for example, special time-saving option C) is won. The reach variation in this example may be a common reach variation in both the case of a win and a special time-saving option, or may be a different reach variation (if there are multiple reach variations to choose from, at least one of the reach variations may be a common reach variation).
ïŒåœïŒïŒãŸããäžè¿°ã®ïŒåœïŒïŒã®äŸã«ãããŠãç¹æ®æçã®å Žåã®ãªãŒãå€åã®éžæçãåœãã®å Žåãããäœç¢ºçãšããããšã奜ãŸãããããšãã°ãç¹æ®æçã«åœéžããå Žåã«ã倧åœãã«åœéžããå Žåã®ãããªãªãŒãæŒåºïŒå€§åœãåœéžã瀺åãããªãŒãæŒåºïŒãé床ã«åºçŸãããããšã¯å¥œãŸãããªãããé©åºŠã«å€§åœãã®åœéžæåŸ æãç œãããšãéæã楜ããŸããäžã§éèŠã ããã§ããã (Win 4) In the above example of (Win 3), it is preferable to set the selection rate of reach fluctuation in the case of special time-saving to be lower than in the case of hit. For example, when a special time-saving is won, it is not preferable to excessively display reach effects (reach effects suggesting a jackpot win) like those in the case of a jackpot win, but it is also important to moderately stimulate the expectation of a jackpot win in order to make the game enjoyable.
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(V19. Regarding the preview effects when winning the jackpot and the preview effects when winning the special time-saving prize)
In addition, the preview effects related to winning the jackpot and the preview effects related to winning the special time-saving prize can be configured as follows (Prediction 1) to (Prediction 4).
ïŒäºïŒïŒç¹æ®æçãåœéžããå Žåã倧åœãåœéžã確å®çã«å ±ç¥ïŒç€ºåïŒãããã¬ãã¢ã çãªäºåæŒåºïŒå€§åœãåœç¢ºäºåæŒåºïŒãçŸåºããªãããšã奜ãŸãããç¹æ®æçãåœéžããå Žåã«ã倧åœãåœéžãå ±ç¥ããäºåæŒåºïŒççŸããæŒåºïŒãçŸåºããããšã¯å¥œãŸãããªãããã§ããããã ããç¹å®ã®ç¹æ®æçãåœéžããå Žåã«ã倧åœãåœç¢ºäºåæŒåºãçŸåºå¯èœã«æ§æããŠããããããšãã°ãæçç¶æ ïŒé£èã¢ãŒãïŒã«ç§»è¡å¥æ©ãšãªãç¹æ®æçã«åœéžããå Žåã§ãããæ¬å®æœåœ¢æ ã®ãç¹æ®æçãã®ããã«ãéæè ã«ãšãæå©åºŠãé«ãéæç¶æ ãžã®ç§»è¡å¥æ©ãšãªãåœéžçš®å¥ã®å Žåã«ã¯ãåœç¢ºäºåæŒåºãçŸåºå¯èœã«æ§æããŠããéæè ã«ãšã£ãŠç¹ã«äžå©çã¯ãªããåé¡ã¯ç¡ããšèãããããç¹æ®æçãåãªãæçç¶æ ãžã®ç§»è¡å¥æ©ãšãªãåœéžçš®å¥ãšæããå Žåã«ã¯å€§åœãåœç¢ºäºåæŒåºãçŸåºãããªãæ§æãšããç¹æ®æçã倧åœããšåããããªäŸ¡å€ãæããåœéžçš®å¥ãšæããå Žåã«ã¯å€§åœãåœç¢ºäºåæŒåºãçŸåºå¯èœãªæ§æãšããããšãã£ãããã«ãéææ§ã«å¿ããäºåæŒåºæ æ§ãå®ããããšã奜é©ã§ããã (Preliminary 1) When a special time-saving option is selected, it is preferable not to display a premium preview effect (a guaranteed jackpot preview effect) that definitely notifies (suggests) that a jackpot has been won. This is because it is not preferable to display a preview effect (a contradictory effect) that notifies of a jackpot win when a special time-saving option is selected. However, when a specific special time-saving option is selected, a guaranteed jackpot preview effect may be displayed. For example, when a special time-saving option C that triggers a transition to a time-saving mode (consecutive mode) is selected. In the case of a type of win that triggers a transition to a game mode that is more advantageous to the player, such as the "special time-saving option C" in this embodiment, there is no particular disadvantage to the player and it is considered to be no problem even if a guaranteed win preview effect is displayed. It is preferable to determine the type of advance notice presentation according to the gameplay, such as not displaying the jackpot guaranteed advance notice presentation when the special time-saving feature is considered to be a type of winning that simply triggers a transition to the time-saving mode, and displaying the jackpot guaranteed advance notice presentation when the special time-saving feature is considered to be a type of winning that has the same value as a jackpot.
ïŒäºïŒïŒãŸããç¹æ®æçãåœéžããå Žåã«ãç¹æ®æçåœéžã確å®çã«å ±ç¥ãããã¬ãã¢ã äºåæŒåºïŒç¹æ®æçåœç¢ºäºåæŒåºïŒãçŸåºå¯èœã«æ§æããããšãã§ããããã®å Žåãç¹æ®æçåœç¢ºäºåæŒåºã®çš®é¡æ°ïŒ®ãšãã倧åœãåœç¢ºäºåæŒåºã®çš®é¡æ°ïŒãšããå ŽåããïŒïŒãããâ ïŒãããïŒïŒãããŸãã¯ãïŒïŒãã®é¢ä¿ãšããããšãã§ããã (Preliminary 2) In addition, when the special time-saving feature is selected, a premium preview effect (special time-saving feature guaranteed win preview effect) that definitely notifies the player that the special time-saving feature has been selected can be configured to appear. In this case, if the number of types of special time-saving feature guaranteed win preview effects is N and the number of types of jackpot guaranteed win preview effects is M, the relationship can be "N=M", "Nâ M", "N<M", or "N>M".
ïŒäºïŒïŒãŸããç¹æ®æçåœç¢ºäºåæŒåºã倧åœãåœç¢ºäºåæŒåºãšãã«ããã®æŒåºæéå¹ ããããããåäžïŒç¥åäžïŒã§ãã£ãŠãããããç°ãªã£ãŠããŠãããã (Preliminary 3) In addition, the duration of the special time-saving winning prediction performance and the jackpot winning prediction performance may be the same (approximately the same) or different.
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(D19. Other Configuration Example 1)
Furthermore, when it is possible to produce a "first preview effect" that notifies the possibility of winning a specific special time-saving effect and a "second preview effect" (for example, a reach effect) that notifies the possibility of winning a jackpot as during-variation effects at least in the normal state (heaven mode), the relationship between the first appearance rate (execution probability) of the first preview effect and the second appearance rate of the second preview effect can be configured to satisfy any of the following relationships (Formula A) to (Formula D).
(Formula A) "first appearance rate = second appearance rate",
(Formula B) "First appearance rate â Second appearance rate (approximately the same execution rate)"
(Formula C) "first appearance rate < second appearance rate",
(Formula D) "1st appearance rate > 2nd appearance rate"
ããã§äžèšã第ïŒäºåæŒåºããšã¯ãäž»ãšããŠãåœãç¶æ 以å€ã®ç¹å®ç¶æ ïŒå¶åŸ¡ç¶æ ïŒã«ç§»è¡ãããåŠãïŒç¹å®ç¶æ ç§»è¡ïŒç¹å®ç¶æ éç§»è¡ïŒãå ±ç¥å¯èœãªæŒåºæ æ§ïŒç¶æ ç§»è¡äºåæŒåºïŒã§ãããåœè©²ãç¹å®ç¶æ ãã«ã¯ãç¹å®ã®éæã¢ãŒããç¹å®ã®å éšéæç¶æ ããŸãã¯ç¹å®ã®æŒåºã¢ãŒãã®ããããæ¡çšå¯èœã§ãããç¶æ ç§»è¡äºåæŒåºã®å ±ç¥å 容ãšããŠã¯ãããšãã°ãç¹å®ã®åœéžçš®å¥ã«åœéžããŠãç¹å®ç¶æ ãžã®ç§»è¡ãäºå®ãããŠããå Žåã«ããã®ç§»è¡å ã®éæã¢ãŒããæŒåºã¢ãŒããªã©ãå ±ç¥ããã±ãŒã¹ã倩äºã²ãŒã ã«å°éããŠã倩äºç¹å žä»äžãå ±ç¥ããã±ãŒã¹ãªã©ãããã The "first preview effect" mentioned above is a presentation mode (state transition preview effect) that can mainly notify whether or not there will be a transition to a specific state (control state) other than the winning state (specific state transition/non-specific state transition). The "specific state" can be any of a specific game mode, a specific internal game state, or a specific presentation mode. The content of the state transition preview effect can be, for example, a case where a specific type of win has been won and a transition to a specific state is scheduled, in which a notification of the game mode or presentation mode to be transitioned to, or a case where a ceiling game has been reached and a ceiling bonus has been awarded.
ãªããç¶æ ç§»è¡äºåæŒåºã«ãããŠãäŸå€çã«ãåœãç¶æ ãžã®ç§»è¡ïŒåœãåœéžïŒãå ±ç¥å¯èœã«æ§æããŠããããããšãã°ãæçç¶æ ãžã®ç§»è¡ãŸãã¯éç§»è¡ãäžæŠå ±ç¥ããåŸãææ ŒæŒåºçã«ã倧åœãéæïŒå€§åœãç¶æ ïŒãžã®ç§»è¡ïŒå€§åœãã«åœéžããããšïŒãå ±ç¥ããŠãããã Incidentally, the state transition notice presentation may be exceptionally configured to notify a transition to a winning state (a win). For example, after first notifying a transition or non-transition to a time-saving state, a promotion presentation may be used to notify a transition to a jackpot game (a jackpot state) (a jackpot has been won).
æ¬å®æœåœ¢æ ã®å Žåãç¶æ ç§»è¡äºåæŒåºïŒç¬¬ïŒäºåæŒåºïŒãšããŠãæçç¶æ ïŒé£èã¢ãŒãïŒã«ç§»è¡ãããåŠãïŒãæçç§»è¡ïŒæçéç§»è¡ããŸãã¯ãåœéžããç¹æ®æççš®å¥ãïŒãå ±ç¥å¯èœãªãæçç§»è¡äºåæŒåºããæ¡çšå¯èœã§ãããæçç§»è¡äºåæŒåºã®äžäŸãšããŠã¯ãããšãã°ãæãæš¡ããæç»åïŒã·ã£ãã¿ãŒç»åïŒè¡šç€ºãããæïŒã·ã£ãã¿ãŒïŒãéããåŠãã®æåŸ æãç œãæŒåºãå®è¡ãããã®çµææŒåºãšããŠãæãéãã°æçç§»è¡ç¢ºå®ãå ±ç¥ãããæãéãããŸãŸã§ããã°æçéç§»è¡ç¢ºå®ãå ±ç¥ãããããšãã£ãããã«ããã®æŒåºçµæã«å¿ããŠãç§»è¡ïŒéç§»è¡ãå ±ç¥å¯èœãªæŒåºæ æ§ããã®ä»£è¡šäŸã§ãããæ¬å®æœåœ¢æ ã§ã¯ãç¶æ ç§»è¡äºåæŒåºã«å±ãããã®ãšããŠãåŸè¿°ã®ãã£ã³ã¹ç œãæŒåºïŒå³ïŒïŒïŒããã£ã³ã¹æŒåºãªã©ãèšããããŠããïŒåŸè¿°ã®å³ïŒïŒïœå³ïŒïŒïŒã In this embodiment, a "time-saving transition notice effect" that can notify whether or not a transition to a time-saving state (consecutive win mode) will occur ("time-saving transition/no time-saving transition" or "won special time-saving type") can be used as the state transition notice effect (first notice effect). One example of a time-saving transition notice effect is, for example, a door image (shutter image) that resembles a door is displayed, and a performance that builds up anticipation as to whether the door (shutter) will open is executed, and as a result, if the door opens, a confirmation of a time-saving transition is notified, and if the door remains closed, a confirmation of a no-time-saving transition is notified. In this embodiment, chance-teasing effects (FIG. 63) and chance effects (FIGS. 61 to 62) described below are provided as state transition notice effects (FIGS. 61 to 62 described below).
ãããã£ãŠããã®ç¬¬ïŒäºåæŒåºãåºçŸããå Žåãéæè ã¯å€§åœãåœéžã«æåŸ ãå¯ããã®ã§ã¯ãªããçŸåšã®éæç¶æ ãããæå©ãªéæç¶æ ãžã®ç¶æ ç§»è¡ïŒææ Œç§»è¡ïŒãªã©ã«æåŸ ãå¯ããŠãæŒåºã芳è³ããããšã«ãªããããã«å¯Ÿã第ïŒäºåæŒåºã¯ã第ïŒäºåæŒåºãšã¯éã«ãç¶æ ç§»è¡ã«æåŸ ãå¯ããã®ã§ã¯ãªãã倧åœãåœéžã«æåŸ ãå¯ããŠãæŒåºã芳è³ããããšã«ãªãã Therefore, when this first preview effect appears, the player does not look to win a jackpot, but rather looks to a transition to a more favorable gaming state (promotion transition) than the current gaming state, and watches the effect. In contrast, the second preview effect is the opposite of the first preview effect, in that the player does not look to a transition, but rather looks to a jackpot.
ãªããæ¬å®æœåœ¢æ ã®éåžžç¶æ ïŒå€©åœã¢ãŒãïŒã¯ã埮æçç¶æ ãããæçç¶æ ïŒé£èã¢ãŒãïŒãžã®ç§»è¡ãæå©ãªéæç¶æ ãšããŠäœçšãããããéæè ã¯ãå°ããæçç¶æ ãžã®ç§»è¡ïŒæçç§»è¡ïŒã«æåŸ ãå¯ããŠéæã«èããããšã«ãªããããã§ãéåžžç¶æ äžã¯ã第ïŒäºåæŒåºïŒããšãã°ããªãŒãæŒåºïŒã®çŸåºçãã第ïŒäºåæŒåºãããé«ç¢ºçãšããããšã奜ãŸãããšèšããïŒã第ïŒçŸåºçïŒç¬¬ïŒçŸåºçããšããïŒã In addition, since the normal state (heaven mode) in this embodiment acts as a game state in which transitioning to the time-saving state (consecutive mode) is more advantageous than the slight time-saving state, the player will mainly enjoy playing the game in anticipation of transitioning to the time-saving state (time-saving transition). Therefore, during the normal state, it is preferable to have a higher probability of occurrence of the first advance notice effect (for example, a reach effect) than the second advance notice effect (first appearance rate > second appearance rate).
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In addition, during the normal state (heaven mode), in order to greatly heighten anticipation for the transition to the time-saving mode, the first preview performance may be configured to be executed every game (
ãªãã倧åœãåœéžã®å Žåã«ç¬¬ïŒäºåæŒåºãå®è¡ãã第ïŒäºåæŒåºã«ãããŠãæçéç§»è¡ã®å ±ç¥ã«æ¿ããŠã倧åœãåœéžãå ±ç¥ããŠãããã In addition, when a jackpot is won, a first preview performance may be executed, and the first preview performance may notify the jackpot win instead of notifying the non-transition to the time-saving mode.
äžæ¹ã埮æçç¶æ ïŒå°çã¢ãŒãïŒäžã¯ãäžè¿°ã®äŸãšã¯éã«ã第ïŒäºåæŒåºã®çŸåºçãã第ïŒäºåæŒåºãããé«ç¢ºçãšããããšã奜ãŸããïŒã第ïŒçŸåºçïŒç¬¬ïŒçŸåºçããšããïŒããªããæ¬å®æœåœ¢æ ã®åŸ®æçç¶æ ã¯ã倧åœãæœéžå¯Ÿè±¡ããç¹æ®æçãé€å€ãããŠããããã第ïŒäºåæŒåºã®çŸåºçãïŒïŒ ïŒå®è¡ããªãïŒã§ãã£ãŠããããã第ïŒçŸåºçïŒç¬¬ïŒçŸåºçãã®é¢ä¿ã¯ãäž»ã«ã埮æçç¶æ äžã«ãç¹æ®æçãåœéžå¯èœïŒçºåå¯èœïŒã§ããæ§æã®å Žåã«å¥œé©ã§ãããšãããã On the other hand, during the micro-time-saving state (Hell mode), contrary to the above example, it is preferable to set the appearance rate of the second preview effect to be higher than that of the first preview effect (first appearance rate < second appearance rate). Note that in the micro-time-saving state of this embodiment, since special time-saving effects are excluded from the jackpot lottery, the appearance rate of the first preview effect may be 0% (not executed). The relationship of "first appearance rate < second appearance rate" is suitable mainly for configurations in which special time-saving effects can be won (activated) even during the micro-time-saving state.
ãªããè£ é£Ÿåæ¢å³æïŒåæ¢ç®ïŒã«ã€ããŠã¯ã倧åœãåœéžã®å Žåã¯ç¬¬ïŒç¹å®è¡šç€ºæ æ§ã§è¡šç€ºããç¹æ®æçåœéžã®å Žåã¯ã第ïŒç¹å®è¡šç€ºæ æ§ãšã¯ç°ãªã第ïŒç¹å®è¡šç€ºæ æ§ã§è¡šç€ºããŠãããã第ïŒç¹å®è¡šç€ºæ æ§ã¯ãããšãã°ããïŒïŒïŒããªã©ã®ãããããã峿æããã§ããããŸãã倧åœãçš®å¥ã«å¿ãã忢ç®ã衚瀺ãããããšãã§ããã The decorative stop symbols (stops) may be displayed in a first specific display mode in the case of a jackpot win, and in the case of a special time-saving win, in a second specific display mode different from the first specific display mode. The first specific display mode is, for example, a so-called "pattern match" such as "777". Stops corresponding to the type of jackpot may also be displayed.
ãŸããç¹æ®æççš®å¥ïŒç¹æ®æçïœïŒ£ïŒã«ä¿ã忢ç®ã«ã€ããŠã¯ãããããå ±éã®åæ¢ç®ãŸãã¯ããããç°ãªã忢ç®ãšããŠãããããŸããæçç¶æ ç§»è¡å¥æ©ã®ç¹æ®æçãšã埮æçç¶æ ç§»è¡å¥æ©ã®ç¹æ®æçããšã§ãç°ãªã忢ç®ãšããŠããããããšãã°ãç¹æ®æçã®å Žåã¯ãïŒæïŒããæâçããªã©ã®ç¹æ®è¡šç€ºæ æ§ãç¹æ®æçããã³ç¹æ®æçã¯ããºã¬ç®ãšå ±éããããºã¬ç®ã§ã¯å°åºãããªã忢ç®ïŒããšãã°ããïŒïŒïŒãããïŒïŒïŒããªã©ã®é£çªïŒãšããããšãã§ããã The stop marks related to the special time-saving types (special time-saving A to C) may be the same or different. Also, the special time-saving C, which triggers a transition to the time-saving state, and the special time-saving A and B, which trigger a transition to the minute time-saving state, may have different stop marks. For example, the special time-saving C can have a special display mode such as "7:7" or "TimeâSave", while the special time-saving A and B can have stop marks that are the same as the losing numbers or are not derived for the losing numbers (for example, consecutive numbers such as "123" or "756").
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In addition, in ceiling games where the ceiling function is activated, stopping numbers exclusive to ceiling games (for example, "TenâI" or "7
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Returning to the explanation of FIG. 11, when the random number determination process at the start port winning is completed in step S320, a "winning command" is sent to the performance control unit 24 (step S321). If look-ahead is prohibited or an abnormality occurs in the set value data, the look-ahead prohibition data "9FH" is maintained as is, and a winning command with the "look-ahead prohibition data" is sent to the
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As a result of the above, the
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Next, the special symbol variation start process (step S306) in Fig. 10 will be described. Fig. 12 is a flowchart showing the details of the special symbol variation start process (step S306).
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In this embodiment, a plurality of presentation stages that the player can select are provided as one of the game environment settings (game setting items). This "presentation stage" is a presentation state whose transition is controlled by presentation processing unique to the
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Therefore, even if the performance stage is changed, the game state itself managed by the
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In this embodiment, the player has a "customization function" that allows the player to switch to a desired presentation stage (a presentation stage set by the player) by operating the operation means (
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ãŸããèšå®ããã«ã¹ã¿ãã€ãºã«ã€ããŠããã®ã«ã¹ã¿ãã€ãºãåæåïŒããã©ã«ãã«æ»ãïŒããèšå®é ç®ïŒã«ã¹ã¿ãã€ãºåæåéžææŒåºïŒãèšããããšãã§ããã You can also provide a setting item (customization initialization selection) to initialize (return to default) any customizations you have set.
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Returning to the explanation of Figure 12, if the number of activated reserved balls in
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When the process proceeds to step S403, the number of active reserved balls on the special symbol side used for this variable display operation is decremented by one (step S403), and a "reserved subtraction command" including information on the number of active reserved balls after subtraction is sent to the performance control unit 24 (step S404). The reserved subtraction command is composed of data on the upper byte side that specifies the type of special symbol, and data on the lower byte side that makes it possible to identify the information on the number of active reserved balls after subtraction (reserved subtraction information). Using the information contained in this reserved subtraction command, the
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Next, the special symbol activation confirmation data is stored (step S405). This special symbol activation confirmation data is information that specifies the type of special symbol on the side that starts the current change, and if
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Then, the reserved data stored in the reserved memory area of
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Next, a game status information transmission process is executed (step S408). In the game status information transmission process, a "game status designation command" is sent to the
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Here, if necessary, a "time-saving number command" is sent to specify the remaining number of time-saving times if the time-saving state is in progress, and a "ST number designation command" is sent to specify the remaining number of ST times if the special probability state is in progress. The
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(Processing route when the setting value is normal: Processing route following S410)
Next, it is determined whether the setting error flag is ON (5AH) (step S409). If the setting error flag is not ON (step S409: â 5AH), a setting value command is sent to the
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In the random number judgment process for judging the operation of the special electric device in step S410, first, based on the special symbol operation confirmation data, the winning random number judgment table for the side being processed this time (for example, if the
次ãã§ã倩äºç®¡çåŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒ¡ïŒããã®å€©äºç®¡çåŠçã§ã¯ã倩äºç¹å žçºåïŒå€©äºæççºåïŒã«å¿ èŠãªåŠçãè¡ããããã§ã¯ã倩äºç¹å žçºåã«å¿ èŠãªåŠçãšããŠã倩äºãŸã§ã®æ®ã倩äºåæ°ïŒå€©äºã²ãŒã æ°ïŒïŒïŒïŒåïŒãã«ãŠã³ãããããã®ã倩äºã«ãŠã³ã¿ãã®æžç®åŠçïŒæ®äœå€©äºã²ãŒã æ°ã«ãŠã³ãåŠçïŒãã倩äºå°éïŒå€©äºã²ãŒã æ°å°éïŒãšãªã£ãå Žåã«ã倩äºå€å®ãã©ã°ããïŒïŒïŒ¡ïŒšïŒã«èšå®ããåŠçãè¡ãã Next, the ceiling management process is executed (step S410A). In this ceiling management process, the processes required for activating the ceiling bonus (activating the ceiling time reduction) are performed. Here, the processes required for activating the ceiling bonus include a subtraction process (remaining ceiling game count process) of the "ceiling counter" for counting the remaining ceiling number of times (ceiling game number = 751 times) until the ceiling is reached, and a process for setting the "ceiling determination flag" to ON (5AH) when the ceiling is reached (ceiling game number is reached).
æ¬å®æœåœ¢æ ã§ã¯ãæ¢ã«èª¬æããéãã倧åœãæœéžç¢ºçãäœç¢ºçç¶æ äžã«ãããŠãæå®ã²ãŒã æ°é£ç¶ããŠããºã¬ãšãªã£ãå Žåãææžæ©èœãšããŠããå€©äºæçããçºåããã As already explained, in this embodiment, when the probability of winning a jackpot is low and a predetermined number of games in a row result in a miss, a "ceiling time reduction" function is activated as a rescue function.
ããã§ãåœãçš®å¥ãç¹æ®æççš®å¥ããã³ããºã¬çš®å¥ã®ããããã¯ãéè€ããŠåœéžããããšã¯ãªããã倩äºç¹å žã¯ãæå®ã²ãŒã æ°é£ç¶ããŠæ¡ä»¶è£ 眮ãäœåããªãã£ãå Žåãã«ãã®çºåã蚱容ãããé¢ä¿äžãä»åã®ã²ãŒã ã«ãããŠãæ¡ä»¶è£ 眮ã®äœåããããšã®ç¡ããç¹æ®æçãåœéžã奿©ãšããŠæå®éæç¶æ ïŒæ¬äŸã§ã¯ãæçïœïŒ£ã®ããããïŒã«ç§»è¡ãããã±ãŒã¹ãšãä»åã®ã²ãŒã ã§å€©äºã²ãŒã æ°å°éãšãªããæ¬¡åã®ã²ãŒã ã«ãŠå€©äºç¹å žã«ããæå®éæç¶æ ïŒæ¬äŸã§ã¯ãæçïŒã«ç§»è¡ãããã±ãŒã¹ãšãéè€ããå Žåãããããã Here, the winning type, special time-saving type, and losing type cannot be won in the same prize, but since the ceiling bonus is only allowed to be activated when the condition device does not operate for a certain number of consecutive games, there may be cases where a player transitions to a certain game state (in this example, one of time-saving types A to C) in response to a special time-saving win in which the condition device does not operate in the current game, and cases where the ceiling number of games is reached in the current game and the player transitions to a certain game state due to the ceiling bonus (in this example, time-saving type C) in the next game.
ãã ãæ¬å®æœåœ¢æ ã®å€©äºæ©èœã¯ã倩äºã²ãŒã ïŒïŒïŒïŒå転ç®ïŒããããºã¬ããŸãã¯ãç¹æ®æçåœéžãã®å Žåã«çºåãããããã«ãªã£ãŠããã倩äºã²ãŒã ã«ãŠç¹æ®æçã«åœéžããå Žåã§ãã£ãŠã倩äºç¹å žãåªå çã«ä»äžãããïŒå€©äºåªå çºåïŒãããã§ã倩äºç®¡çåŠçã®ååŠçã§ãããç¹å¥é»å圹ç©äœåå€å®çšä¹±æ°å€å®åŠçïŒã¹ãããïŒïŒïŒïŒãã«ãŠã倩äºå°éïŒããºã¬é£ç¶ïŒïŒïŒå転ç®ïŒã®å Žåã«ãå°ãªããšã倧åœãå€å®ãã©ã°ãããŸãã¯å°åœãå€å®ãã©ã°ããïŒïŒ¡ïŒšãã§ãã£ãŠéïŒ¶å ¥è³ã§ãã£ãå ŽåïŒæ¡ä»¶è£ 眮äœåãã©ã°éäœåïŒä»¥å€ã¯ãå€©äºæ©èœã®çºåã蚱容ãããŠå€©äºæçãä»äžãããããªãæ¬å®æœåœ¢æ ã§ã¯ã倩äºã²ãŒã ã«ãŠãç¹æ®æçããåœéžããå Žåã¯ãåªå çã«å€©äºæ©èœãçºåããŠå€©äºæçãä»äžãããããã«ãªã£ãŠããããŸãã倩äºã²ãŒã ã«ãŠå°åœãã«åœéžããå ŽåãéïŒ¶å ¥è³ã§ããã°ããã®å°åœãéæçµäºåŸã«å€©äºæçãä»äžãããããã«ãªã£ãŠããã However, the ceiling function of this embodiment is activated when the ceiling game (751st spin) is a "miss" or a "special time-saving win", and the ceiling bonus is given preferentially even if the special time-saving win is won in the ceiling game (ceiling priority activation). Therefore, in the "random number determination process for determining the operation of special electric role device (step S410)", which is a pre-processing of the ceiling management process, when the ceiling is reached (751 consecutive misses), the ceiling function is allowed to be activated and the ceiling time-saving is given except when at least the big hit determination flag or the small hit determination flag is "5AH" and there is no V winning (condition device operation flag is not activated). In this embodiment, if the "special time-saving" is won in the ceiling game, the ceiling function is activated preferentially and the ceiling time-saving is given. Also, if a small hit is won in the ceiling game, if it is a non-V winning, the ceiling time-saving is given after the small hit play ends.
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(Regarding priority order for ceiling activation)
Even if a "special time-saving" is won in a ceiling game, the reason why the ceiling time-saving (ceiling bonus) is activated first is as follows.
æ¬å®æœåœ¢æ ã®ããã«ã倩äºã²ãŒã ã«ãŠãç¹æ®æçããã«åœéžããŠããŸããšãéåžžç¶æ ãããéæè ã«ãšãäžå©ãªéæç¶æ ã§ããã埮æçç¶æ ããã«ç§»è¡ãããŠããŸãã仿¹ãç¹æ®æçã«åœéžããå Žåã«ã¯ãæçïŒ£ïŒæçåæ°ïŒåïŒãã«ç§»è¡ãããããããã¯ãå€©äºæçïŒæçïŒã«ããå©çç¶æ ãšåãã§ãããã€ãŸãã倩äºç¹å žãããç¹æ®æçåœéžïŒç¹æ®æçç¶æ ç§»è¡ïŒã®æ¹ããéæè ä»äžãããå©çç¶æ ïŒæå©åºŠïŒãäœãããšããé¢ä¿ã«ããããŸãã倩äºç¹å žã®åœ¹å²ããåœãéã®å€§ããªãããã«ééããéæè ãææžããææžæ©èœãšããŠåãããšããç¹ã«çç®ããã°ãçžå¯Ÿçã«æå©åºŠãäœãç¹æ®æçã«åœéžããå Žåã§ãã£ãŠãã倩äºç¹å žãåªå çã«çºåãããæ¹ã奜ãŸãããããã§æ¬å®æœåœ¢æ ã§ã¯ã倩äºçºååªå é äœã«ã€ããŠãç¹æ®æçåœéžïŒå€©äºæçãã®é¢ä¿ã«å®ããŠããã In this embodiment, if the player wins "special time-saving A, B" in the ceiling game, the player is transferred to "micro-time-saving state A, B", which is a game state that is more disadvantageous to the player than the normal state. On the other hand, if the player wins special time-saving C, the player is transferred to "time-saving C (one time of time-saving)", which is the same as the profit state due to the ceiling time-saving (time-saving C). In other words, the player is given a lower profit state (advantage) when the special time-saving win (transition to special time-saving state) is won than the ceiling privilege. In addition, considering that the role of the ceiling privilege is "to act as a rescue function that rescues players who have encountered a big hit-and-miss", it is preferable to activate the ceiling privilege first even when the player wins the special time-saving with a relatively low advantage. Therefore, in this embodiment, the ceiling activation priority order is set to "special time-saving win < ceiling time-saving".
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(Modification of ceiling activation priority order)
The priority order for ceiling activation may be determined as follows:
(1) The special time-saving winning can be prioritized over the ceiling privilege (special time-saving state transition priority due to special time-saving (special time-saving state priority activation) form). In this embodiment, the ceiling privilege is set to be relatively more advantageous, but if the special time-saving C is won (if a specific special time-saving is won), a profit equivalent to the ceiling privilege can be granted. In light of this point, if the special time-saving is won in the ceiling game, it may be considered that the player is granted a corresponding profit state as in the case of a win, and the ceiling privilege may not be activated, and the special time-saving winning may be prioritized. In this case, the ceiling privilege is activated when neither the big win, the small win, nor the special time-saving is won in the ceiling game, that is, when the ceiling game (the 751st spin) is a "miss."
ïŒïŒïŒç¹å®ã®ç¹æ®æçãåœéžããå Žåã«å€©äºç¹å žãåªå ããããšãã§ããïŒç¹å®ç¹æ®æçåœéžæå€©äºç¹å žåªå çºå圢æ ïŒãããšãã°ãç¹æ®æçãŸãã¯ç¹æ®æçã®ããã«ã倩äºç¹å žãããæå©åºŠãäœãç¹å®ã®ç¹æ®æçãåœéžããå Žåã«ã¯å€©äºç¹å žãåªå ãããç¹æ®æçã®ããã«æå©åºŠã倩äºç¹å žãšåçãããŸãã¯å€©äºç¹å žãããæå©åºŠãé«ãç¹æ®æçã«åœéžããå Žåã«ã¯ç¹æ®æçåœéžã®æ¹ãåªå ããã詳述ããã°ãå°ãªããšã第ïŒç¹æ®æçãšç¬¬ïŒç¹æ®æçãšãå«ãè€æ°ã®ç¹æ®æçãå«ãŸãããã€ãã®åœéžã«ããæå©åºŠïŒä»äžãããå©çç¶æ ïŒãã第ïŒç¹æ®æçïŒç¬¬ïŒç¹æ®æçãã®é¢ä¿ã§ããå Žåã倩äºçºååªå é äœã«é¢ããã第ïŒç¹æ®æçåœéžïŒå€©äºç¹å žãïŒå€©äºç¹å žåªå çºåïŒãã€ã第ïŒç¹æ®æçåœéžïŒå€©äºç¹å žãïŒç¬¬ïŒç¹æ®æçã«ããç¹æ®æçç¶æ åªå çºåïŒãšããããšãã§ããããªããåœéžã«ããæå©åºŠãã第ïŒç¹æ®æçïŒç¬¬ïŒç¹æ®æçãã§ããå Žåã§ãã£ãŠãã第ïŒç¹æ®æçåœéžã®å Žåã«ã¯å€©äºç¹å žãåªå çã«çºåããã第ïŒç¹æ®æçåœéžã®å Žåã«ã¯ç¹æ®æçç¶æ ãåªå çºåãããããã«æ§æããŠãããã (2) When a specific special time-saving is won, the ceiling benefit can be given priority (a ceiling benefit priority activation mode when a specific special time-saving is won). For example, when a specific special time-saving is won that is less advantageous than the ceiling benefit, such as special time-saving A or special time-saving B, the ceiling benefit is given priority, and when a special time-saving is won that is equal to or more advantageous than the ceiling benefit, such as special time-saving C, the special time-saving is given priority. In more detail, when multiple special time-savings including at least a first special time-saving and a second special time-saving are included, and the advantage (profit state granted) due to the winning is in the relationship of "first special time-saving < second special time-saving", the priority order for ceiling activation can be "winning the first special time-saving < ceiling benefit" (ceiling benefit priority activation) and "winning the second special time-saving > ceiling benefit" (special time-saving state priority activation due to the second special time-saving). In addition, even if the degree of advantage due to winning is "first special time-saving = second special time-saving," the ceiling benefit may be preferentially activated when the first special time-saving is won, and the special time-saving state may be preferentially activated when the second special time-saving is won.
次ãã§ãç¹å¥åæ¢å³æäœæåŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®ç¹å¥åæ¢å³æäœæåŠçã§ã¯ãã¹ãããïŒïŒïŒã®åœèœæœéžçµæãšç¹å¥å³æå€å®çšä¹±æ°å€ãšãå©çšãããå€åéå§æã®å³ææœéžããå®è¡ãããæ¬åŠçã®åºæ¬çãªåŠçæé ã¯ãæ¢ã«èª¬æããå³ïŒïŒã«ç€ºãç¹å¥åæ¢å³æããŒã¿äœæåŠçïŒã¹ãããïŒïŒïŒïŒãšåãåŠçæé ã§ããã®ã§ãéè€èšèŒãé¿ããããã«é©å®çç¥ããŠèª¬æããã Next, a special stop symbol creation process is executed (step S411). In this special stop symbol creation process, the result of the lottery in step S410 and the random number value for determining the special symbol are used to execute a "symbol lottery at the start of fluctuation." The basic processing procedure of this process is the same as the processing procedure of the special stop symbol data creation process (step S319) shown in FIG. 11, which has already been explained, so the explanation will be omitted as appropriate to avoid duplication.
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In the special stop pattern creation process in step S411, first, a pattern table (jackpot pattern table, small win pattern table, special time-saving pattern table, or losing pattern table) is selected according to the special pattern activation confirmation data (special pattern type) and the result of the lottery in step S410. For example, if the special pattern activation confirmation data is 00H and the jackpot determination flag is 5AH, that is, if the side that starts the fluctuation this time is the '
ã¹ãããïŒïŒïŒã®ç¹å¥åæ¢å³æäœæåŠçãçµãããšã次ãã§ãéæç¶æ ç§»è¡æºååŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®éæç¶æ ç§»è¡æºååŠçã§ã¯ã倧åœãéæåŸã®éæç¶æ ãç¹æ®æçåœéžã«ããæçç¶æ ã倩äºå°éã«ããæçç¶æ ïŒå€©äºæçïŒãªã©ãéæç¶æ ãç§»è¡ãããããã®èšå®ãšããŠãéæç¶æ ãæå®ããããã«å¿ èŠãªèšå®åŠçãè¡ãã After the special stop symbol creation process in step S411 is completed, a game state transition preparation process is then executed (step S412). In this game state transition preparation process, the necessary setting process is performed to specify the game state as a setting for transitioning the game state, such as the game state after a big win, the time-saving state due to a special time-saving win, or the time-saving state due to reaching the ceiling (ceiling time-saving), etc.
éæç¶æ ç§»è¡æºååŠçã§ã¯ãç§»è¡å ã®éæç¶æ ãæå®ããããã®ããŒã¿çŸ€ãå®ãããããéæç¶æ ç§»è¡ããŒãã«ïŒäžå³ç€ºïŒããååŸããŠããã®ååŸããéæç¶æ ç§»è¡ããŒãã«ã«å®ããããåçš®ããŒã¿ãã察å¿ããç¶æ ãããã¡ã«æ ŒçŽããïŒç¶æ ãããã¡èšå®åŠçïŒã In the game state transition preparation process, a "game state transition table (not shown)" is obtained, which defines a set of data for specifying the game state to transition to, and the various data defined in the obtained game state transition table is stored in the corresponding state buffer (state buffer setting process).
éæç¶æ ç§»è¡ããŒãã«ã«ã¯ã倧åœãçšéæç¶æ ç§»è¡ããŒãã«ãå°åœãçšéæç¶æ ç§»è¡ããŒãã«ãç¹æ®æççšéæç¶æ ç§»è¡ããŒãã«ãå«ãŸãããããéæç¶æ ç§»è¡ããŒãã«ã¯ãéæç¶æ å€å®çªå·ïŒïŒ¹ïŒªïŒãšç¹å¥å³æå€å®ããŒã¿ïŒåœéžçš®å¥ïŒãšã«é¢é£ä»ããããè€æ°çš®é¡ã®éæç¶æ ç§»è¡ããŒãã«ãèšããããŠãããããšãã°ãéåžžç¶æ äžã«ç¹æ®æçåœéžïŒããšãã°ãæçïŒã«åœéžããå Žåã§ããã°ïŒïŒ¹ïŒªïŒïŒïŒïŒšïŒæçç¶æ æå®ïŒãç¹æ®æçå€å®ãã©ã°ïŒãïŒïŒ¡ïŒšããç¹å¥å³æå€å®ããŒã¿ïŒç¹æ®æç察å¿å€ïŒããã®ç¹æ®æççš®å¥ïŒããã§ã¯ãç¹æ®æçïŒãšçŸåšã®éæç¶æ ïŒéåžžç¶æ ïŒãšã«å¯Ÿå¿ããç¹æ®æççšéæç¶æ ç§»è¡ããŒãã«ãååŸããããã®ããŒãã«ã«å®ããããåçš®ããŒã¿ãã察å¿ããç¶æ ãããã¡ã«æ ŒçŽãããæ¬äŸã®ç¹æ®æçéæç¶æ ç§»è¡ããŒãã«ã§ããã°ãä»åã®ã²ãŒã åŸïŒç¹æ®æçåœéžå€åçµäºåŸïŒã«ãæçïŒ£ç§»è¡æå®ã®åçš®ããŒã¿ãç¶æ ãããã¡ã«æ ŒçŽãããã The game state transition table includes a game state transition table for a big win, a game state transition table for a small win, and a game state transition table for a special time-saving. These game state transition tables are provided with multiple types of game state transition tables associated with game state determination numbers (YJ) and special symbol determination data (winning types). For example, if a special time-saving win (for example, time-saving C) is won during a normal state (YJ = 02H (time-saving state designation), special time-saving determination flag = "5AH", special symbol determination data = special time-saving C corresponding value), a game state transition table for special time-saving corresponding to the special time-saving type (here, special time-saving C) and the current game state (normal state) is obtained, and various data defined in the table are stored in the corresponding state buffer. In the case of the special time-saving game state transition table of this example, various data for the time-saving C transition designation are stored in the state buffer after the current game (after the special time-saving winning variation ends).
ãããã¡ã«æ ŒçŽãããããŒã¿ã¯ã倧åœãéæçµäºåŸãåœãéæçµäºåŸãç¹æ®æçåœéžå€åçµäºåŸãªã©ã®æå®ã®åŠçã§èªã¿åºãããïŒïŒïŒïŒã®æå®ã®èšæ¶é åïŒåã ã®ãããã¡ã«å¯Ÿå¿ãããã©ã°èšæ¶é åãã«ãŠã³ã¿èšæ¶é åïŒã«æ ŒçŽããããããã«ãããç§»è¡å ã®éæç¶æ ïŒå³ïŒïŒ¡ïœå³ïŒïŒ£ã®ãç§»è¡å ã®éæç¶æ ãïŒãæå®ãããã The data stored in the buffer is read out by a predetermined process, such as after the end of a big win game, the end of a V win game, or the end of a special time-saving winning variation, and is stored in a predetermined memory area of RAM 203 (a flag memory area or a counter memory area corresponding to each buffer). This specifies the destination game state (the "destination game state" in Figures 4A to 4C).
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The roles of the various status buffers mentioned above are as follows:
(α) "Normal electric device opening extension transition state buffer, normal pattern time reduction transition state buffer, normal pattern probability change transition state buffer, special pattern time reduction transition state buffer, special pattern probability change transition state buffer"
In these state buffers, designation data of ON/OFF (5AH/00H) of each function for designating the internal game state is set. Specifically, in the normal power role open extension transition state buffer, a normal power role open extension state flag designating the operating state of the open extension function is set, in the normal symbol time reduction transition state buffer, a normal symbol time reduction state flag designating the operating state of the normal symbol time reduction function is set, in the normal symbol probability change transition state buffer, a normal symbol probability change state flag designating the operating state of the normal symbol probability change function is set, in the special symbol time reduction transition state buffer, a special symbol time reduction state flag designating the operating state of the special symbol time reduction function is set, and in the special symbol probability change transition state buffer, data related to a special symbol probability change state flag designating the operating state of the special symbol probability change function is set.
(β) "Special pattern time-saving counter buffer"
Data for specifying the number of time-saving times or the number of minute time-saving times (data for the special pattern time-saving times counter) is set.
(γ) "Special pattern probability change count counter buffer"
Data for specifying the number of chance bonuses (data for the special symbol chance bonus count counter) is set.
(ÎŽ) "Special pattern change count counter buffer"
Data for specifying the number of times a certain variation pattern allocation designation number Tcode continues (data for a special pattern variation counter) is set.
(ε) "Fluctuation pattern allocation designation number buffer"
When a predetermined update condition is satisfied, data specifying the update destination variation pattern allocation designation number Tcode (data for the variation pattern allocation designation number Tcode) is set. The update condition includes after a big win game, after a V win game, when a special time-saving function is activated, when the special symbol variation counter becomes zero, and the like.
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For example, in the case where the current game state is "normal state (YJ = 00H)" and "special time-saving C" is won, the normal power role open extension transition state buffer, normal pattern time-saving transition state buffer, normal pattern probability change transition state buffer, and special pattern time-saving transition state buffer are each set to "5AH (ON designation)", the special pattern time-saving count counter buffer is set to "a value designating one time of time-saving", and the variation pattern allocation designation number buffer is set to "a value designating consecutive win mode C (04H)". As a result, the transition game state of the next game is designated as "time-saving C". In this embodiment, since the update timing of the variation pattern allocation designation number Tcode is the same as the update timing of the internal game state, "0 times" is set in the special pattern variation count counter buffer, but there is no different update timing, specifically, no update (transition) of the internal game state, but in the case where the variation pattern allocation designation number Tcode is updated according to the number of games executed (number of changes), a predetermined value is set in the special pattern variation count counter buffer. For example, if the number of games during micro-time saving B (
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Next, a special symbol variation pattern creation process is executed (step S413). In this special symbol variation pattern creation process, the desired variation pattern allocation table is obtained using the symbol lottery result (result obtained in step S411), the variation pattern random number, the variation pattern allocation designation number Tcode (current game state), the setting value information (obtained as necessary), and the number of activated reserved balls (0 to 3 existing activated reserved balls excluding the activated reserved ball used for the current variable display operation: see step S403), and a variation pattern targeting the activated reserved ball used for the current variable display operation is determined, in other words, a variation pattern designation command is created. The created variation pattern designation command is then sent to the
ç¹å¥å³æå€åãã¿ãŒã³äœæåŠçã¯ãæ¢ã«è¿°ã¹ããå èªã¿å€åãã¿ãŒã³å€å®åŠçã§ããå§åå£å ¥è³æä¹±æ°å€å®åŠçïŒå³ïŒïŒã®ã¹ãããïŒïŒïŒïŒãšãåºæ¬çã«ã¯åãã§ãããæ¬åŠçã®åºæ¬çãªåŠçæé ã¯ãå§åå£å ¥è³æä¹±æ°å€å®åŠçïŒå³ïŒïŒã®ã¹ãããïŒïŒïŒïŒãšåãåŠçæé ã§ããã®ã§ãéè€èšèŒãé¿ããããã«é©å®çç¥ããŠèª¬æããã The special symbol variation pattern creation process is basically the same as the random number determination process when the starting hole wins (step S320 in FIG. 11), which is the pre-reading variation pattern determination process already mentioned. The basic processing procedure of this process is the same as the random number determination process when the starting hole wins (step S320 in FIG. 11), so to avoid duplication, the explanation will be omitted as appropriate.
ç¹å¥å³æå€åãã¿ãŒã³äœæåŠçã§ã¯ãå€åéå§æã®å€åãã¿ãŒã³ã決å®ã«é¢ããåŠçãšããŠãäžèšïŒïŒ¡ïŒïœïŒïŒ€ïŒã®åŠçãå«ãŸããã The special symbol fluctuation pattern creation process includes the following processes (A) to (D) for determining the fluctuation pattern at the start of the fluctuation.
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(A) A âfluctuation start time fluctuation pattern distribution table acquisition processâ that refers to the âfluctuation pattern distribution table selection tableâ and acquires a âfluctuation pattern distribution tableâ;
(B) A "variation pattern designation command acquisition process (variation pattern determination process)" for acquiring variation pattern designation command data (determining a variation pattern) by a variation pattern lottery based on the acquired variation pattern allocation table, and creating a variation pattern designation command;
(C) A "variable time setting process" that determines the variable time (including the addition time required for pseudo-consecutive wins) corresponding to the determined variable pattern and sets it in the "special symbol role operation timer" which is the timer management area of the RAM in the area;
(D) a âcommand transmission processâ for transmitting a variation pattern designation command to the
The present invention is configured to include the following.
å€åéå§æã«ãããŠã¯ãå ¥è³æïŒå èªã¿å€å®æïŒãšã¯ç°ãªããäœåä¿ççæ°ïŒã¹ãããïŒïŒïŒã®å€åéå§æã®äœåä¿ççæ°ïŒãèæ ®ããŠãå€åãã¿ãŒã³æ¯åããŒãã«ãéžæããããå€åãã¿ãŒã³æ¯åããŒãã«ã«ã¯ãæ¢ã«èª¬æããããã«ãç¹å¥å³æã«é¢ããïŒãŸãã¯è€æ°çš®é¡ã®å€åãã¿ãŒã³ããç¹å³çš®å¥ãåœéžçš®å¥ãäœåä¿ççæ°ãå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ãããã³å€åãã¿ãŒã³çšä¹±æ°å€ãªã©ã«é¢é£ä»ããŠå®ããããŠããïŒå³ïŒïŒïœå³ïŒïŒåç §ïŒãå€åãã¿ãŒã³çšä¹±æ°ã«ããæœéžã«ãããè€æ°çš®é¡ã®å€åãã¿ãŒã³ã®ãã¡ããããããã®å€åãã¿ãŒã³ãéžæãããããã«ãªã£ãŠãããå ·äœçã«ã¯ãå€åãã¿ãŒã³æå®ã³ãã³ããæ§æããäžäœãã€ãããŒã¿ïŒïŒïŒ¯ïŒ€ïŒ¥ïŒïŒãšãäžäœãã€ãããŒã¿ïŒïŒ¥ïŒ¶ïŒ¥ïŒ®ïŒŽïŒã決å®ããããããã«ãããä»åã®å³æå€å衚瀺ã²ãŒã ã«ä¿ãå€åéå§æã®å€åãã¿ãŒã³ãæå®ãããããšã«ãªãã At the start of the variation, unlike when a prize is won (when a pre-reading judgment is made), the variation pattern allocation table is selected taking into consideration the number of balls in operation (the number of balls in operation at the start of the variation in step S403). As already explained, in the variation pattern allocation table, one or more types of variation patterns related to special symbols are defined in association with the special symbol type, winning type, number of balls in operation, variation pattern allocation designation number Tcode, and random number value for variation pattern (see Figures 26 to 28), and one of the multiple types of variation patterns is selected by lottery using the random number for variation pattern. Specifically, the upper byte data (MODE2) and lower byte data (EVENT) that constitute the variation pattern designation command are determined. This designates the variation pattern at the start of the variation related to this symbol variation display game.
å€åãã¿ãŒã³ã決å®ããããšããã®å€åãã¿ãŒã³ã«å¯Ÿå¿ããå€åæéãæ±ºå®ããããããã«ãããä»åã®å€åãã¿ãŒã³ãšããã®å€åæéãå®ãŸãããšã«ãªãããã®å€åæéã¯ãç¹å¥å³æå€å衚瀺ã²ãŒã ãšå調ããŠå®è¡ãããè£ é£Ÿå³æå€å衚瀺ã²ãŒã ã®éææéïŒè£ é£Ÿå³æã®å€å衚瀺æéïŒæŒåºæéïŒïŒãšå®è³ªçã«åäžãšãªãã When the change pattern is determined, the change time corresponding to that change pattern is also determined. This determines the current change pattern and its change time. This change time is essentially the same as the play time (decorative pattern change display time (performance time)) of the decorative pattern change display game that is executed in sync with the special pattern change display game.
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The information relating to the variation pattern determined in this manner includes at least the winning/losing lottery results (detailed symbol lottery result information is included in the decorative symbol designation command), the current game state, variation time information, and information relating to the execution designation of a particular preview effect (for example, a reach effect or pseudo consecutive win). The
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After the special symbol fluctuation pattern creation process in step S413 is completed, the fluctuating flag corresponding to the current fluctuating start side is set to the ON state (5AH) (step S414). The "fluctuating flag" is a flag indicating whether
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Next, a decorative symbol designation command capable of identifying the symbol lottery result information obtained in the special stop symbol creation process in step S411 is obtained, and this is sent to the performance control unit 24 (step S415). The decorative symbol designation command is composed of two bytes, a high-order byte (MODE) that designates the special symbol type on the variable side, and a low-order byte (EVENT) that designates the winning type. Therefore, this decorative symbol designation command contains information on the special symbol type on the variable side and the winning type (symbol lottery result). This decorative symbol designation command is mainly used when determining the combination of decorative symbols (symbol types that are components of the reach symbol) when forming a reach state, the combination of decorative symbols (decorative stop symbols) that are finally stopped and displayed, and the preview performance corresponding to the winning type in the symbol change display game. When the
ãããŠãå€åéå§æèšå®åŠçãšããŠãç¹å¥å³æåäœã¹ããŒã¿ã¹ãå€åäžïŒïŒïŒïŒšïŒãã«åãæ¿ãïŒç¹å¥å³æåäœã¹ããŒã¿ã¹ã«ïŒïŒïŒšãæ ŒçŽïŒãå€å®çšä¹±æ°èšæ¶ãšãªã¢ã«ïŒïŒïŒšãæ ŒçŽããïŒãŒãã¯ãªã¢ããïŒïŒã¹ãããïŒïŒïŒïŒã Then, as a process for setting the start of fluctuation, the special pattern operation status is switched to "Fluctuating (02H)" (02H is stored in the special pattern operation status), and 00H is stored in the judgment random number storage area (zero clear) (step S416).
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(In case of a setting error: Processing route S409 â S411)
Returning to the explanation of the judgment process of step S409, in step S409, if the setting error flag is ON (5AH), that is, if a setting abnormality error is occurring (step S409:=5AH), the random number judgment process for judging the operation of the special electric role object in step S410 (lottery for winning or losing) is skipped, and the special stop pattern creation process in step S411 is executed. In other words, if a setting abnormality error occurs, the lottery for winning or losing at the start of the variation is not executed, and the result of the lottery this time is always processed as "losing" (forced losing control). In this case, considering that a serious error called "setting abnormality error" has occurred, it is preferable to select only the normal variation pattern type without selecting the reach variation pattern type that stimulates the expectation of winning. In addition, in the case of a setting abnormality error, it may be configured to be "unable to continue playing" and not to start the pattern variation display game itself (not to start the pattern variation). In this case, the error notification can be continued until the power of the gaming machine is turned off. In this embodiment, the error notification continues even if the power is turned on again until the setting change process (step S023) shown in FIG. 8A is executed and the setting abnormality error is removed.
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<13. Special symbol change processing: Figure 13>
Next, the special symbol variation process (step S307) in Fig. 10 will be described. Fig. 13 is a flow chart showing the details of the special symbol variation process (step S307).
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In FIG. 13, the
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When the special symbol role operation timer reaches zero (step S451: YES), a "change stop command" indicating that the special symbol change has ended is sent to the
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Next, as a setting process for when the special symbol stops changing, the special symbol confirmation signal output time (for example, 100 ms) is stored in the special symbol confirmation timer of
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<13. Processing during special symbol confirmation time (processing when fluctuation stops): Fig. 14A and Fig. 14B>
Next, a description will be given of the special symbol confirmation time process (step S308) in Fig. 10. Fig. 14A and Fig. 14B are flow charts showing the details of the special symbol confirmation time process (step S308).
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In Figures 14A and 14B, the
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次ãã§ã倧åœãå€å®ãã©ã°ãå°åœãå€å®ãã©ã°ãç¹æ®æçå€å®ãã©ã°ã倩äºå€å®ãã©ã°ãé æ¬¡å€å®ãïŒã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒïŒãããããã®å€å®ãã©ã°ããïŒïŒ¡ïŒšãã§ããå Žåã«ã¯ããã®å€å®ãã©ã°ã«å¯Ÿå¿ããåŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒ¡ïœïŒ³ïŒïŒïŒïŒ¡ïŒã以äžãååŠçã«ã€ããŠèª¬æããã Then, the big win determination flag, the small win determination flag, the special time-saving determination flag, and the ceiling determination flag are successively determined (steps S474 to S477), and if any of the determination flags is "5AH", the process corresponding to that determination flag is executed (steps S474A to S477A). Each process is explained below.
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(When the jackpot determination flag is "5AH")
When the jackpot determination flag is "5AH" (step S474:=5AH), "various setting processes when the jackpot pattern stops" are executed as a setting process before the jackpot game starts (step S474A). In this process, the jackpot determination flag, ceiling counter, ceiling determination flag, variable pattern allocation designation number Tcode, etc. are set to "00H", the condition device operation flag is set to "5AH", and other state flags related to these are set to "00H" to set the low probability and no electric support state, and other processes necessary for the jackpot game transition (start of the jackpot game) are executed.
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(When the small hit judgment flag is "5AH")
When the small win determination flag is "5AH" (step S475: = 5AH), "various setting processes when the small win pattern stops" are executed as a setting process before the start of the small win game (step S475A). In this process, the small win determination flag is set to "00H" and the small win in progress flag is set to "5AH", and other processes necessary for the start of the small win are executed. The small win in progress flag is a flag for specifying whether or not a small win game is being played, and when the flag is in the ON state (5AH), it indicates that a small win game is being played, and when the flag is in the OFF state (00H), it indicates that a small win game is not being played.
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(When the ceiling judgment flag is "5AH")
When the ceiling judgment flag is "5AH" (step S476:=5AH), "ceiling time-saving setting process" is executed as a setting process before the start of ceiling time-saving (step S476A). In this embodiment, in order to generate "time-saving C" (ceiling time-saving) as a ceiling privilege, in this process, a setting process for transitioning to this time-saving C is executed. Specifically, the state flag (function related to time-saving state) related to the time-saving state is set to "5AH", a predetermined value (ceiling time-saving = time-saving C (time-saving 1 time)) is set to the special pattern time-saving count counter, the special time-saving flag is set to "00H", the variable pattern allocation designation number Tcode is set to "04H (time-saving C)", the game state number YJ is set to "02H", and the ceiling judgment flag is set to "00H", and other processes necessary for the ceiling time-saving transition (start of ceiling time-saving) are executed. As a result, after the ceiling game ends, the game is controlled to the ceiling time-saving (time-saving C). In addition, when a small win is won in the ceiling game, the various setting processes (step S475A) when the small win pattern stops are executed with priority over the ceiling time-saving setting process (step S476A), and when it is determined in the small win process (Figure 15) described below that a non-V win has been won, the ceiling time-saving setting process is executed and the ceiling time-saving is granted.
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(When the special time-saving judgment flag is "5AH")
When the special time-saving flag is "5AH" (step S477: = 5AH), "various setting processes when the special time-saving pattern stops" are executed as a setting process before the start of the special time-saving (step S477A). In this process, a setting process is executed to transition to a special time-saving state (micro time-saving A, micro time-saving B, time-saving C) corresponding to the special time-saving type (special time-saving A to C) that has been won. In the case of micro time-saving A or micro time-saving, the above-mentioned state flag (function related to the micro time-saving state) related to the micro time-saving state is set to "5AH", a predetermined value (150 times in the case of micro time-saving A, 250 times in the case of micro time-saving B) is set in the special pattern time-saving count counter, the variable pattern allocation designation number Tcode is set to "01H (micro time-saving A, B)", and the game state number YJ is set to "01H", and other setting processes necessary for starting the micro time-saving state are executed. In the case of time-saving C, similarly to the above-mentioned ceiling time-saving (time-saving C), the state flag (function related to time-saving state) related to the time-saving state is set to "5AH", the special symbol time-saving count counter is set to a predetermined value (time-saving
äžè¿°ã®ã¹ãããïŒïŒïŒïŒ¡ïœïŒ³ïŒïŒïŒïŒ¡ã®ãããããå®è¡ããåŸã¯ãç¹å¥å³æç¢ºèªæéäžåŠçãæããã After executing any of the above steps S474A to S477A, the special symbol confirmation time processing is exited.
倧åœãå€å®ãã©ã°ãå°åœãå€å®ãã©ã°ãç¹æ®æçå€å®ãã©ã°ã倩äºå€å®ãã©ã°ã®ãããããïŒïŒïŒšãã§ããå ŽåïŒã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒïŒâ ïŒïŒ¡ïŒšïŒãã€ãŸããåœãã«éåœéžãç¹æ®æçã«éåœéžãããã³å€©äºæçãçºåããªãå ŽåïŒå®å šãããºã¬ãã®å ŽåïŒã次ãã§ãç¹å¥å³ææçåæ°ã«ãŠã³ã¿ïŒæ®ãæçåæ°ïŒããŒãã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒãç¹å¥å³ææçåæ°ã«ãŠã³ã¿ããŒãã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãæçç¶æ ãŸãã¯åŸ®æçç¶æ ã«ä¿ãã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçãã¹ãããããŠãã¹ãããïŒïŒïŒã®åŠçã«é²ãã If the big win judgment flag, small win judgment flag, special time-saving judgment flag, and ceiling judgment flag are all "00H" (steps S474 to S477: â 5AH), in other words, if there is no win, no special time-saving, and the ceiling time-saving is not activated (if it is a complete "miss"), then it is determined whether the special symbol time-saving count counter (remaining number of time-savings) is zero (step S478). If the special symbol time-saving count counter is zero (step S478: YES), the process skips steps S479 to S482 related to the time-saving state or the minute time-saving state, and proceeds to the process of step S483.
äžæ¹ãç¹å¥å³ææçåæ°ã«ãŠã³ã¿ïŒæçåæ°ïŒããŒãã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãä»åã®å€ååæ°ã®æ¶ååãšããŠãç¹å¥å³ææçåæ°ã«ãŠã³ã¿ãïŒæžç®ãïŒã¹ãããïŒïŒïŒïŒãæžç®åŸã®ç¹å¥å³ææçåæ°ã«ãŠã³ã¿ããŒãã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒã On the other hand, if the special pattern time-saving count counter (time-saving count) is not zero (step S478: NO), the special pattern time-saving count counter is decremented by 1 to represent the amount of time spent during this change (step S479), and it is determined whether the special pattern time-saving count counter after decrement is zero (step S480).
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After completing the setting process for the time-saving end in step S481, the game state information transmission process is then executed (step S482). Here, a game state designation command is sent to the
ã¹ãããïŒïŒïŒã®åŠçã«é²ããšã次ãã§ãç¹å¥å³æç¢ºå€åæ°ã«ãŠã³ã¿ïŒæ®ã確å€åæ°ïŒããŒãã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒãç¹å¥å³æç¢ºå€åæ°ã«ãŠã³ã¿ããŒãã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒã確å€ç¶æ ã«ä¿ãã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçãã¹ãããããŠãã¹ãããïŒïŒïŒã®åŠçã«é²ãã When the process proceeds to step S483, it is then determined whether the special symbol probability change count counter (remaining probability change count) is zero (step S483). If the special symbol probability change count counter is zero (step S483: YES), the process skips steps S484 to S486 related to the probability change state and proceeds to step S488.
äžæ¹ãç¹å¥å³æç¢ºå€åæ°ã«ãŠã³ã¿ïŒç¢ºå€åæ°ïŒããŒãã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãä»åã®ç¹å¥å³æã®å€ååæ°æ¶ååãšããŠãç¹å¥å³æç¢ºå€åæ°ã«ãŠã³ã¿ãïŒæžç®ãïŒã¹ãããïŒïŒïŒïŒããã®æžç®åŸã®ç¹å¥å³æç¢ºå€åæ°ã«ãŠã³ã¿ããŒãã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒã On the other hand, if the special symbol probability change counter (probability change count) is not zero (step S483: NO), the special symbol probability change counter is decremented by 1 to represent the number of times the special symbol has changed this time (step S484), and it is determined whether the special symbol probability change counter is zero after the decrement (step S485).
æžç®åŸã®ç¹å¥å³æç¢ºå€åæ°ã«ãŠã³ã¿ããŒãã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒã確å€åæ°ãçµäºããŠããªãã®ã§ãäœãããã«ã¹ãããïŒïŒïŒã®åŠçã«é²ãã If the special symbol chance count counter after subtraction is not zero (step S485: NO), the chance count has not ended, so nothing is done and the process proceeds to step S488.
æžç®åŸã®ç¹å¥å³æç¢ºå€åæ°ã«ãŠã³ã¿ããŒãã®å ŽåïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒã確å€ç¶æ ãçµäºãããšããŠã確å€çµäºæã®èšå®åŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒãããã§ã¯ã確å€çµäºæã®èšå®åŠçãšããŠã確å€ç¶æ ã«ä¿ãäžèšç¶æ ãã©ã°ïŒç¢ºå€ç¶æ ã«é¢ããæ©èœïŒããïŒïŒïŒšãã«èšå®ããå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ãæå®å€ïŒç§»è¡å ã®éæç¶æ ã®ïŒŽïœïœïœïœ ïŒã«èšå®ãããªã©ã確å€ç¶æ ããç¹å®ã®éæç¶æ ãžã®ç§»è¡èšå®åŠçãå®è¡ãããããã§ãããç¹å®ã®éæç¶æ ããšã¯ã確å€ç¶æ ãçµäºããå Žåã«ç§»è¡å¯èœãªéæç¶æ ã§ãããããšãã°ãéåžžç¶æ ãæçç¶æ ãŸãã¯åŸ®æçç¶æ ãªã©ãå«ãŸããïŒéææ§ã«å¿ããŠããããã®éæç¶æ ã«ç§»è¡ãããŠãããïŒããªããæœç¢ºç¶æ ãèšããå Žåãæœç¢ºç¶æ ã«ã€ããŠã確å€ç¶æ ã®åŠçãšåæ§ã«ãã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçã«ãŠæœç¢ºç¶æ ã®çµäºã¿ã€ãã³ã°ãç£èŠãããæœç¢ºç¶æ ãçµäºããå Žåã«ã¯ïŒã¹ãããïŒïŒïŒã®å€å®çµæãã®å ŽåïŒã確å€çµäºæã®èšå®åŠçïŒã¹ãããïŒïŒïŒïŒã«ãããæœç¢ºç¶æ ãçµäºãããããšã«ãªãã If the special symbol probability change counter after subtraction is zero (step S485: YES), the probability change state is deemed to have ended, and the setting process at the end of the probability change state is executed (step S486). Here, as the setting process at the end of the probability change state, the state flag (function related to the probability change state) related to the probability change state is set to "00H", the variable pattern allocation designation number Tcode is set to a predetermined value (the Tcode of the destination game state), and other transition setting processes are executed from the probability change state to a specific game state. The "specific game state" here refers to a game state that can be transitioned to when the probability change state ends, and includes, for example, a normal state, a time-saving state, or a slight time-saving state (any game state may be transitioned to depending on the game characteristics). In addition, if a potential winning state is provided, the timing of the end of the potential winning state is monitored in steps S483 to S485 in the same way as in the processing of the potential winning state, and when the potential winning state ends (when the determination result of step S485 is YES), the potential winning state is ended by the setting process for the end of the potential winning state (step S486).
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After completing the setting process for the end of the special probability state in step S486 above, the game state information transmission process is then executed (step S487). Here, as in step S482 above, a game state designation command is sent to the
ã¹ãããïŒïŒïŒã®éæç¶æ æ å ±éä¿¡åŠçãçµãããšã次ãã§ãç¹å¥å³æå€ååæ°ã«ãŠã³ã¿ããŒãã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒãããã§ã¯ãå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ã®å€æŽã¿ã€ãã³ã°ãç£èŠãããæ¬å®æœåœ¢æ ã§ã¯ãæ¢ã«èª¬æããããã«ãå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ã®æŽæ°ã¿ã€ãã³ã°ãå éšéæç¶æ ã®æŽæ°ã¿ã€ãã³ã°ãšåãã§ãããããç¹å¥å³æå€ååæ°ã«ãŠã³ã¿ã®å€ã¯åžžã«ãŒããšãªã£ãŠããã After completing the game status information transmission process in step S487, it is then determined whether the special symbol change count counter is zero (step S488). Here, the timing of the change in the change pattern allocation designation number Tcode is monitored. In this embodiment, as already explained, the update timing of the change pattern allocation designation number Tcode is the same as the update timing of the internal game status, so the value of the special symbol change count counter is always zero.
ç¹å¥å³æå€ååæ°ã«ãŠã³ã¿ããŒãã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãäœãããªãã§ãã®ç¹å¥å³æç¢ºèªæéäžåŠçãæãããäžæ¹ãç¹å¥å³æå€ååæ°ã«ãŠã³ã¿ããŒãã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãä»åã®å€ååæ°ã®æ¶ååãšããŠãç¹å¥å³æå€ååæ°ã«ãŠã³ã¿ãïŒæžç®ãïŒã¹ãããïŒïŒïŒïŒããã®æžç®åŸã®ç¹å¥å³æå€ååæ°ã«ãŠã³ã¿ããŒãã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒã If the special pattern change count counter is zero (step S488: YES), nothing is done and the process for this special pattern confirmation time is exited. On the other hand, if the special pattern change count counter is not zero (step S488: NO), the special pattern change count counter is decremented by 1 to represent the number of changes used up this time (step S489), and it is determined whether the special pattern change count counter after the decrement is zero (step S490).
æžç®åŸã®ç¹å¥å³æå€ååæ°ã«ãŠã³ã¿ããŒãã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ã®æŽæ°ã¿ã€ãã³ã°ã§ãªããšããŠãäœãããªãã§ãã®ç¹å¥å³æç¢ºèªæéäžåŠçãæããã If the special pattern change count counter after subtraction is not zero (step S490: NO), it is not time to update the change pattern allocation designation number Tcode, and the process exits from this special pattern confirmation time without doing anything.
æžç®åŸã®ç¹å¥å³æå€ååæ°ã«ãŠã³ã¿ããŒãã®å ŽåïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãå€åãã¿ãŒã³æ¯åæå®çªå·ïŒŽïœïœïœïœ ã®æŽæ°ã¿ã€ãã³ã°ãå°æ¥ãããšããŠãå€åãã¿ãŒã³æ¯åæå®çªå·æŽæ°åŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒã If the special pattern change count counter after subtraction is zero (step S489: YES), it is determined that the time to update the change pattern allocation designation number Tcode has arrived, and the change pattern allocation designation number update process is executed (step S491).
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Next, the game status information transmission process is executed (step S492). Here, as in step S482 above, a game status designation command is sent to the
以äžã«ããããã®ç¹å¥å³æå€åéå§åŠçãæãããšãå³ïŒïŒã®ç¹å¥å³æè¡šç€ºããŒã¿æŽæ°åŠçïŒã¹ãããïŒïŒïŒïŒãè¡ããç¹å¥å³æç®¡çåŠçïŒã¹ãããïŒïŒïŒïŒãæããŠãå³ïŒïŒã®ç¹å¥é»å圹ç©ç®¡çåŠçïŒã¹ãããïŒïŒïŒïŒã«é²ãã As a result of the above, when this special symbol variation start process is completed, the special symbol display data update process (step S309) in FIG. 10 is performed, the special symbol management process (step S093) is completed, and the process proceeds to the special electric role management process (step S095) in FIG. 15.
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<15. Special Electric Features Management Process: Figure 15>
Next, the special electric role management process (step S095) in Fig. 15 will be described. Fig. 15 is a flow chart showing the details of the special electric role management process (step S095).
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In FIG. 15, the
äžèšå°åœãäžãã©ã°ããïŒïŒïŒšãã®å ŽåïŒã¹ãããïŒïŒïŒïŒâ ïŒïŒ¡ïŒšïŒã次ãã§ãæ¡ä»¶è£ 眮äœåãã©ã°ã®ç¶æ ãå€å®ããïŒã¹ãããïŒïŒïŒïŒãæ¡ä»¶è£ 眮äœåãã©ã°ã¯ãç¹å¥å³æç®¡çåŠçïŒå³ïŒã®ã¹ãããïŒïŒïŒïŒäžã®ç¹å¥å³æç¢ºèªæéäžåŠçïŒã¹ãããïŒïŒïŒïŒã«ãããŠãç¹å¥å³æå€å衚瀺ã²ãŒã çµäºæã«å€§åœãæœéžçµæã倧åœãã§ããå ŽåãïŒå³ïŒïŒïŒ¡ã®ã¹ãããã®ïŒ³ïŒïŒïŒïŒ¡åç §ïŒããŸãã¯å°åœãéæäžã«ïŒ¶å ¥è³ããå Žåã«ãïŒïŒ¡ïŒšïŒïŒ¯ïŒ®ç¶æ ïŒãã«èšå®ãããïŒåŸè¿°ã®å³ïŒïŒã®ãã©ã°èšå®åŠçïŒã¹ãããïŒïŒïŒïŒåç §ïŒã If the small win flag is "00H" (step S501: â 5AH), then the state of the condition device operation flag is determined (step S502). The condition device operation flag is set to "5AH (ON state)" if the big win lottery result is a big win at the end of the special pattern change display game during the special pattern confirmation time processing (step S308) in the special pattern management processing (step S093 in FIG. 9) (see step S474A in FIG. 14A), or if a V is won during a small win game (see flag setting processing (step S642) in FIG. 17 described later).
å°åœãäžãã©ã°ãšæ¡ä»¶è£ 眮äœåãã©ã°ã®ãããããïŒïŒïŒšïŒïŒ¯ïŒŠïŒŠç¶æ ïŒãã®å Žåã¯ïŒã¹ãããïŒïŒïŒïŒâ ïŒïŒ¡ïŒšããã€ã¹ãããïŒïŒïŒïŒâ ïŒïŒ¡ïŒšïŒãå°åœãéæäžã§ãªãããã€å€§åœãéæäžã§ããªãã®ã§ãäœãããªãã§ãã®ç¹å¥é»å圹ç©ç®¡çåŠçãæããã If both the small win flag and the condition device operation flag are "00H (OFF state)" (step S501: â 5AH and step S502: â 5AH), the game is not in a small win game and is not in a big win game, so the game exits the special electric device management process without doing anything.
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The "special electric device operation status" is a status value indicating the behavior of the special variable winning
ã¹ãããïŒïŒïŒã®ç¹å¥é»å圹ç©åäœã¹ããŒã¿ã¹åå²åŠçã§ã¯ãç¹å¥é»å圹ç©åäœã¹ããŒã¿ã¹å€ããéå§åŠçäžïŒïŒïŒïŒšïŒããäœåéå§åŠçäžïŒïŒïŒïŒšïŒããäœåäžïŒïŒïŒïŒšïŒããç¶ç¶å€å®äžïŒïŒïŒïŒšïŒãã倧åœãçµäºåŠçäžïŒïŒïŒïŒšïŒãã®ããããã®ã¹ããŒã¿ã¹å€ã§ããããå€å®ããŠãåŠçç¶æ ãã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®ããããã®åŠçã«ç§»è¡ãããããããã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçã«ããã倧åœãéæãŸãã¯ïŒ¶åœãéæãå®çŸãããã In the special electric device operation status branching process in step S502, it is determined whether the special electric device operation status value is one of the status values "start processing in progress (00H)", "operation start processing in progress (01H)", "operating (02H)", "continuation determination in progress (03H)", or "jackpot end processing in progress (04H)", and the processing state is shifted to one of the processes in steps S505 to S509. The processes in steps S505 to S509 realize jackpot play or V-win play.
以äžã§ã¯èª¬æã®äŸ¿å®äžãå ãå³ïŒïŒïœå³ïŒïŒãçšããŠãå°åœãåŠçïŒã¹ãããïŒïŒïŒïŒãã«ã€ããŠèª¬æãããã®åŸã«ãã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçå 容ã«ã€ããŠèª¬æããŠããã For ease of explanation, we will first use Figures 16 to 18 to explain the "small hit process (step S504)", and then explain the processing content of steps S505 to S509.
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(16. Small hit processing: Figure 16)
The small hit process (step S504) in Fig. 15 will be described below. Fig. 16 is a flow chart showing the details of the small hit process (step S504).
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In FIG. 16, the
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ã¹ãããïŒïŒïŒã®åŠçã«é²ããšãç¹å¥å³æåœ¹ç©åäœã¿ã€ãããŒããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒãããã§ã®ç¹å¥å³æåœ¹ç©åäœã¿ã€ãã«ã¯ãåŠçç¶æ ã«å¿ããŠãå°åœãéå§ïŒ©ïŒ®ïŒŽïŒãªãŒããã³ã°æŒåºæéïŒãå°åœãçµäºïŒ©ïŒ®ïŒŽïŒãšã³ãã£ã³ã°æŒåºæéïŒãééåäœéææéïŒïŒïŒïŒç§ïŒãªã©ã管çããããã®ã¿ã€ãå€ãèšå®ãããŠããã When the process proceeds to step S603, it is determined whether the special symbol role operation timer is zero (step S603). The special symbol role operation timer here has timer values set to manage the small win start INT (opening performance time), small win end INT (ending performance time), opening and closing action play time (1.8 seconds), etc., depending on the processing status.
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(17. Large Winning Port Winning Count Confirmation Process: FIG. 17)
Next, the process of confirming the number of winnings in the special prize slot (step S602) in Fig. 16 will be described. Fig. 17 is a flow chart showing the details of the process of confirming the number of winnings in the special prize slot (step S602).
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When a winning ball is detected in the large winning opening 50 (step S621: YES), a "large winning opening winning command" is sent to indicate that a winning ball has been won in the large winning opening 50 (large winning opening winning command sending process; step S622), and the large winning opening winning counter that counts the winning balls in the large winning
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If the maximum number of winnings has not been reached (step S625: NO), the process proceeds to step S630 without doing anything. If the maximum number of winnings has been reached (step S625: YES), the special symbol device operation timer is cleared (step S626) as the condition for closing the large winning opening is met, and the process proceeds to step S629. The special symbol device operation timer (the large winning opening opening/closing operation time during timing) is forcibly reset to zero, and the large winning
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If a V win has been made (step S630: YES), a V win command is sent to the performance control unit 24 (V win command sending process: step S631). This V win command contains at least information about the current small win type (small win A to B (
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(18. Special Electric Role Operation Status Processing: FIG. 18)
Next, the special electric role operation status-specific processing (step S605) in Fig. 16 will be described. Fig. 18 is a flowchart showing the details of the special electric role status-specific processing (step S605).
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In FIG. 18, the
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(18-1. Small hit start processing: step S612)
First, the "small win start processing (step S612)" related to the special electric device operation status "start processing in progress (00H)" will be explained.
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In this small win start process, a "small win start command" that instructs the start of a small win is sent to the
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(18-2. Small hit special electric role start processing: step S613)
Next, the small win special electric device operation start processing (step S613) related to the special electric device operation status "start processing in progress (01H)" will be described.
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This small win special electric device activation start process is executed when the special electric device operation status is "activation start process in progress (01H)" after the small win start INT has elapsed. (When the judgment process result of step S603 in FIG. 16 is "YES" and "activation start process in progress (01H)"). Here, the prize number counter related to the large prize opening (prize number counter for the large prize opening) is cleared, and the large prize opening opening operation time (opening and closing operation time of the
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In addition, in the process of setting the opening and closing operation of the large prize opening in step S607 in FIG. 14, a process of setting the excitation signal ON/OFF for the solenoid based on the opening operation time of the large prize opening is executed, thereby controlling the opening and closing operation of the
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(18-3. Processing during operation of small win special electric device: step S614)
Next, the small win special electric device operation processing (step S614) related to the special electric device operation status "in operation (02H)" will be described.
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This small win special electric device operation process functions as a setting process at the end of the opening and closing action during a small win game, and is executed when the special pattern device operation timer becomes zero due to the passage of the above-mentioned opening and closing action game time or the reaching of the maximum number of winnings, and the special electric device operation status is "operating (02H)" (when the judgment process result of step S603 in FIG. 16 is "YES" and "operating (02H)"). Here, as a setting process at the end of the opening and closing action game, the remaining ball discharge time (for example, 1500 ms) is set in the special pattern device operation timer, and the special electric device operation status is updated to "continuation judgment in progress (03H)". This ends the small win special electric device operation process. The "remaining ball discharge time" refers to the time required to discharge the remaining balls inside the large prize opening, and this time width is sufficient to allow the game ball that entered just before the large prize opening is closed to pass through the winning detection switch (large
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(17-4. Small hit continuation judgment processing: step S615)
Next, the small win continuation judgment process (step S615) related to the special electric device operation status "continuation judgment in progress (03H)" will be described.
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This small win continuation judgment process is executed when it is determined that all game balls that entered the large winning
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(17-5. Small hit end processing: step S616)
Next, the small win end processing (step S616) related to the special electric device operation status "end processing in progress (04H)" will be explained.
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<15. Big Win Game Control Process (Steps S505 to S509): FIG. 15>
(15-1. Big hit start processing)
Returning to the explanation of FIG. 15, steps S505 to S509 in the special electric role management process (step S095) will be explained.
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Next, depending on the type of win that has been won this time (special pattern determination data (here, data related to the jackpot type, V-win type (small win type))), the "maximum number of rounds" corresponding to the current jackpot or V-win is set in the relevant area of the RAM within the area, and the "start interval time" and round display LED number are set in the special pattern role operation timer. Note that the "start interval time (start INT)" refers to the interval period from when the special pattern confirmation display time (see steps S471 and S474A in FIG. 14A) has elapsed in the case of a jackpot and the jackpot is confirmed (after the jackpot pattern stop is displayed as confirmed) until the special variable winning
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The following effects are displayed during the winning performance. For example, in the opening performance, a flashy performance to celebrate the winning (V winning) is performed along with the start of the big winning game (V winning game). In addition, in the round performance, a performance is performed to notify the number of winnings in the big winning
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(15-2. Special electric device operation start processing)
Next, the special electric feature operation start processing (step S506) related to the special electric feature operation status "operation start processing in progress (01H)" will be described.
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On the other hand, if the special symbol device operation timer is zero, that is, the pre-open interval time (start interval time in the case of the first round) has elapsed, the opening/closing operation pattern of the
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In addition, when the large prize opening opening start operation starts, a "large prize opening opening command" is sent to the
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(15-3. Processing during operation of special electric devices)
Next, the special electric feature operation processing (step S507) related to the special electric feature operation status "in operation (02H)" will be described.
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When the special electric device operation processing starts, the
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When the maximum number of winnings is reached or the maximum opening time has elapsed and the special symbol device operation timer reaches zero, the current round of play is deemed to have ended, the special electric device operation status is updated to "Continuation determination in progress (03H)", and the remaining ball discharge time (1500 ms) is stored in the special symbol device operation timer. In addition, when the large winning port closes (end of round play), an inter-round interval command is sent to the
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(9-4. Special electric device operation continuation determination process)
Next, the special electric feature operation continuation determination process (step S508) relating to the special electric feature operation status "continuation determination in progress (03H)" will be described.
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When the special electric device operation continuation determination process is started, the
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Then, a "jackpot end command" that instructs the start of the ending presentation is sent to the
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(15-5. Big win end processing)
Next, the jackpot termination process (step S509) relating to the special electric device operation status "termination processing in progress (04H)" will be described.
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When the jackpot end process starts, the
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Next, various setting processes are executed when the jackpot ends. Here, various data used during the jackpot game control process is cleared, the game status notification LED output number (game status notification LED data by the
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<19. Timer interrupt outside area processing: Figure 19>
Next, the timer interrupt area outside process (step S101) in Fig. 9 will be described below. Fig. 19 is a flow chart showing the details of the timer interrupt area outside process.
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In this embodiment, the operating programs and storage areas for the management process for out-of-area errors (FIGS. 31(B)(D)) and the signal output process for type testing related to the control process for performance display are specified in the out-of-area memory (second memory area). After completing the solenoid management process in FIG. 9, the
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Next, an out-of-area timer management process is executed (S821). In this out-of-area timer management process, timer update processes related to multiple types of out-of-area errors are performed. Here, timer management process (timer subtraction process) is executed for the operation check timer for the operation check display of the
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For radio wave errors, magnetic errors, and prize slot errors, when the respective error detection timers reach their judgment values, it is determined that an error has occurred, and the out-of-area error flag (Fig. 31(D)) corresponding to the error is turned ON, a predetermined value is set in the error notification timer, and an error command is sent to the
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Next, the test-fire signal terminal management process is executed (step S823). The
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In this test firing signal terminal management process, game information (test information) required for type testing is acquired in a 1-byte external output buffer (corresponding to test firing device information terminal ports 1-5) provided in the external RAM, and the information (for example, flag ON/OFF information) is supplied to an 8-bit output port (for example, test firing device information terminal ports 1-5), and various test information is output externally as a type test signal. In this embodiment, predetermined test information is acquired and can be output from the test firing device information terminal (test firing device information terminal ports 1-5). The
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(Performance display monitor process: steps S824 to S831)
After completing the test firing signal terminal management process, the display control process for performance information (hereinafter referred to as the "performance display monitor process") is executed in steps S824 to S831 in (P) of the figure.
æ§èœè¡šç€ºã¢ãã¿åŠçã§ã¯ããŸããé åå€ïŒ²ïŒ¡ïŒãã§ãã¯åŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®é åå€ïŒ²ïŒ¡ïŒãã§ãã¯åŠçã§ã¯ãé åå€ïŒ²ïŒ¡ïŒã®ãšã©ãŒïŒããŒã¿ã®ç Žæãªã©ã®ïŒ²ïŒ¡ïŒç°åžžïŒãç£èŠããããªããé åå€ïŒ²ïŒ¡ïŒãã§ãã¯åŠçã®è©³çްã¯ãå³ïŒïŒãçšããŠåŸè¿°ããã The performance display monitor process first executes an out-of-area RAM check process (step S824). This out-of-area RAM check process monitors for out-of-area RAM errors (RAM abnormalities such as data corruption). Details of the out-of-area RAM check process will be described later with reference to FIG. 20.
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Next, the external LED management process is executed (step S825). In the external LED management process, the output of a control signal (dynamic lighting data) is controlled to the
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(Processing related to the operation confirmation display: processing route from step S826 to S833)
Next, it is determined whether the operation check timer is equal to zero (step S826). The operation check timer is set to an initial value of 5000 ms in the "operation check timer setting process (step S034 in FIG. 8B)" which is part of the power-on process.
åäœç¢ºèªã¿ã€ãããŒãã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒâ ïŒïŒãåäœç¢ºèªåŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®åäœç¢ºèªåŠçã§ã¯ã黿ºæå ¥æã®åäœç¢ºèªè¡šç€ºïŒå šç¹æ» ïŒã®å®è¡ã«å¿ èŠãªåŠçãè¡ãããªãæ¢ã«èª¬æããããã«ãåäœç¢ºèªã¿ã€ãã¯ãé»æåŸ©åž°ãå«ã黿ºæå ¥æã®åŠçã«ãããŠåæå€ïŒïŒïŒïŒïŒïœïœïŒãèšå®ããããããåäœç¢ºèªäžã«é»æããå Žåããã®åŸã®é»æåŸ©åž°æã«ã¯ã黿æã®ç¶æ ããåäœç¢ºèªãåéãããã®ã§ã¯ãªãã黿ºåŸ©åž°æã«ã¯ãåäœç¢ºèªã¿ã€ãã®åæå€ãåèšå®ãããå床ãåäœç¢ºèªæéïŒïŒïŒïŒïœïœãçµéãããŸã§åäœç¢ºèªè¡šç€ºãè¡ãããããšã«ãªãããªãããã®åäœç¢ºèªåŠçã«ã€ããŠã®è©³çްã¯ãå³ïŒïŒãçšããŠåŸè¿°ããã If the operation check timer is not zero (step S826: â 0), the operation check process is executed (step S833). In this operation check process, the process required for executing the operation check display (all blinking) when the power is turned on is executed. As already explained, the operation check timer is set to an initial value (5000 ms) during the process when the power is turned on, including when the power is restored after a power outage. Therefore, if the power is interrupted during the operation check, when the power is restored after the power outage, the operation check is not resumed from the state when the power was interrupted. Instead, when the power is restored, the initial value of the operation check timer is reset, and the operation check display is displayed again until the operation check time of 5000 ms has elapsed. Details of this operation check process will be described later using FIG. 21.
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(Processing route from step S826 to S827)
On the other hand, if the operation check timer is zero (step S826:=0), it is determined that the operation check display has ended, and the process (steps S828 to S831) for causing the
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次ãã§ãçŸåšã®éæç¶æ ãç¹å®éæç¶æ ïŒèšæ°å¯Ÿè±¡åºéïŒæ¬å®æœåœ¢æ ã§ã¯ãéåžžç¶æ ãŸãã¯åŸ®æçç¶æ ïŒã§ãããåŠããå€å®ãïŒã¹ãããïŒïŒïŒïŒãç¹å®éæç¶æ ïŒã§ããå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãç¶æ å€å®ãã©ã°ããïŒïŒ¡ïŒšïŒïŒ¯ïŒ®ç¶æ ïŒãã«èšå®ããïŒã¹ãããïŒïŒïŒïŒãããã«ãããçŸåšãèšæ°å¯Ÿè±¡åºéã§ããæšãæå®ãããã Next, it is determined whether the current gaming state is a specific gaming state (counting target section: in this embodiment, normal state or slight time-saving state) (step S828), and if it is a specific gaming state (step S828: YES), the state determination flag is set to "5AH (ON state)" (step S829). This designates that the current section is a counting target section.
ããããç¹å®éæç¶æ ã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãã€ãŸããéèšæ°å¯Ÿè±¡åºéã§ããå Žåã«ã¯ãäœãããã«ãã¹ãããïŒïŒïŒã®åŠçã«é²ãããããã£ãŠããã®å Žåã¯ãç¶æ å€å®ãã©ã°ããïŒïŒïŒšãã«ç¶æãããŠãçŸåšãéèšæ°å¯Ÿè±¡åºéã§ããæšãæå®ãããããšãšãªãã However, if the specific game state is not reached (step S828: NO), that is, if the area is not subject to counting, nothing is done and the process proceeds to step S830. Therefore, in this case, the state determination flag is maintained at "00H", and it is specified that the area is currently not subject to counting.
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(Regarding the counting section)
In this embodiment, the "normal state and the minute time-saving state" are specified as the game states to be counted. The reason why not only the normal state but also the minute time-saving state belonging to the time-saving state is included in the counting target is as follows.
æ¬å®æœåœ¢æ ã§ã¯ãéæé²è¡äžãéæè ãé »ç¹ã«ééãããéæç¶æ ïŒäœããŒã¹ç¶æ äžã«çœ®ãããéæç¶æ ïŒã®ããŒã¹å€ãèšæž¬ããŠãéææ©ã®æ¬æ¥ã®æ§èœãçºæ®ãããŠããããäžæ£è¡çºçã«ããåºçã®ç°åžžãçããŠããªããããã§ãã¯ããããã«ããŠãããå ·äœçã«ã¯ãé«ããŒã¹ç¶æ äžã«çœ®ããã確å€ç¶æ äžãæçç¶æ äžã®ä»ãçæéã§è³çã倧éã«ç²åŸãããåœãéæäžãªã©ãé€å€ããããäžèšãäœããŒã¹ç¶æ ã«çœ®ãããéæç¶æ ããšã¯ãæ¬å®æœåœ¢æ ã§ããã°ãéåžžç¶æ ããšã埮æçç¶æ ãã該åœããã In this embodiment, the base value of a game state that the player may frequently encounter during game progress (a game state in a low base state) is measured to check whether the original performance of the gaming machine is being demonstrated and whether any abnormalities in the ball output have occurred due to fraudulent activity, etc. Specifically, in addition to a high-base state during a high-variant state or a time-saving state, a winning game in which a large number of prize balls can be obtained in a short period of time is also excluded. In this embodiment, the above-mentioned "game state in a low base state" corresponds to the "normal state" and the "slight time-saving state".
埮æçç¶æ ã¯ãæçç¶æ ã«å±ããéæç¶æ ã§ããããæ¬å®æœåœ¢æ ã«ä¿ã埮æçç¶æ ã¯ãéåžžç¶æ ãšåãé»ãµãç¡ãç¶æ ã§ããããä»®ã«é»ãµãæãç¶æ ã§ãã£ãŠãå®è³ªçã«é»ãµããæ» å€ã«äœåããªãéæç¶æ ã§ãããæèšããã°ãéåžžç¶æ ãšç¥åäžã®ããŒã¹å€ãçºæ®ãããéæç¶æ ïŒéåžžç¶æ ã®ããŒã¹å€â埮æçç¶æ ã®ããŒã¹å€ïŒãšããŠå®ããããŠãããããã§ãéæç¶æ ã®ééçïŒæ»åšçïŒãšãã芳ç¹ã«çç®ããŠãéåžžç¶æ ããšã埮æçç¶æ ããšãæ¯èŒããå Žåãã埮æçç¶æ ãã®æ¹ãæ»åšçã¯é«ããã€ãŸããéæé²è¡äžãæãé·æéæ»åšãããéæç¶æ ã§ããããã®ãããæ§èœæ å ±ãšããŠã®ããŒã¹å€ãç®åºããéã«ã埮æçç¶æ ã®ã¿ãèšæ°å¯Ÿè±¡ãšããŠå®ããããšãèãããããããããéåžžç¶æ ã埮æçç¶æ ãšç¥åäžããŒã¹å€ãçºæ®ãããéæç¶æ ã§ããã埮æçç¶æ ã®ã¿ãèšæ°å¯Ÿè±¡ãšããããããéåžžç¶æ ãå«ããèšæ°å¯Ÿè±¡ãšããæ¹ããæ§èœæ å ±ãšããŠã®ä¿¡é Œæ§ãåäžãããäžã§å¥œãŸããããã§ããã The micro-time-saving state is a game state belonging to the time-saving state, but the micro-time-saving state according to this embodiment is either a state without electric support like the normal state, or a game state in which electric support is present but the electric support is rarely activated. In other words, it is defined as a game state that can exert a base value substantially the same as the normal state (base value of the normal state â base value of the micro-time-saving state). Here, when comparing the "normal state" and the "micro-time-saving state" from the viewpoint of the encounter rate (stay rate) of the game state, the "micro-time-saving state" has a higher stay rate, that is, it is a game state that can be stayed in for the longest period of time in terms of game progress. For this reason, when calculating the base value as performance information, it is considered to set only the micro-time-saving state as the counting target. However, the normal state is also a game state that can exert a base value substantially the same as the micro-time-saving state, and it is preferable to count the normal state as well, rather than only the micro-time-saving state, in order to improve the reliability of the performance information.
ãšããã§ãé åå ïŒã§ç®¡çãããçŸåšã®éæç¶æ æ å ±ïŒããšãã°ãéæç¶æ çªå·ïŒ¹ïŒªïŒãšåäžã®ããŒã¿ã管çããèšæ¶é åãé åå€ïŒ²ïŒ¡ïŒã«èšããŠãé åå€ïŒ²ïŒ¡ïŒã«ãããŠããçŸåšã®éæç¶æ æ å ±ïŒéæç¶æ çªå·ïŒ¹ïŒªïŒã管çå¯èœãªæ§æãšããäžè¿°ã®ã¹ãããïŒïŒïŒã«ãããŠããã®é åå€ïŒ²ïŒ¡ïŒã®éæç¶æ æ å ±ïŒéæç¶æ çªå·ïŒ¹ïŒªïŒãååŸããŠãçŸåšã®éæç¶æ ãèšæ°å¯Ÿè±¡åºéã§ããç¹å®éæç¶æ ïŒéåžžç¶æ ãŸãã¯åŸ®æçç¶æ ïŒã§ãããåŠããå€å®å¯èœãªæ§æãšããããšãã§ããããªãã倧åœãéæäžã§ãããåŠããå€å®ããå Žåã«ã¯æ¡ä»¶è£ 眮äœåãã©ã°ãååŸããå°åœãéæäžã§ãããåŠããå€å®ããå Žåã«ã¯å°åœãäžãã©ã°ãååŸãããã®ãã©ã°ã®ïŒ¯ïŒ®ïŒïŒïŒ¡ïŒšïŒïŒïŒ¯ïŒŠïŒŠïŒïŒïŒïŒšïŒç¶æ ãå€å®å¯èœã«æ§æããã°ãããã€ãŸãåœãäžã§ãããåŠãïŒåœãäžã«ä¿ãå éšéæç¶æ ãéæã¢ãŒãã§ãããåŠãïŒãå€å®ããå Žåã¯ãæ¡ä»¶è£ 眮äœåãã©ã°ããå°åœãäžãã©ã°ã®èšå®ç¶æ ã«å¿ããŠå€å®ããã°ããã By the way, a memory area for managing the same data as the current game state information (for example, game state number YJ) managed in the internal RAM can be provided in the external RAM, and the current game state information (game state number YJ) can be managed in the external RAM as well. In the above-mentioned step S828, the game state information (game state number YJ) in the external RAM can be obtained, and it can be determined whether the current game state is a specific game state (normal state or slight time-saving state) that is the counting target zone. In addition, when determining whether a big win is being played or not, a condition device operation flag is obtained, and when determining whether a small win is being played or not, a small win in progress flag is obtained, and the ON (5AH)/OFF (00H) state of the flag can be determined. In other words, when determining whether a win is being played or not (whether the internal game state or game mode related to a win is being played or not), it can be determined according to the setting state of the condition device operation flag or the small win in progress flag.
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(Section designation number SF: FIG. 25)
Also, in the internal RAM, a counting target information storage area (hereinafter referred to as "section designation number SF") may be provided for storing common data in a plurality of game states related to the counting target section. For example, when "normal state and slight time-saving state" are adopted as game states related to the counting target section, if the current game state is either the normal state or the slight time-saving state, the section designation number SF is set to "01H (counting section designation)", and if it is any other game state, the section designation number SF is set to "00H (non-counting section designation)" (see the "SF" column in FIG. 25, Note 1).
ãããŠãå³ïŒïŒã®ã¹ãããïŒïŒïŒã®å€å®åŠçã«ãŠãé åå ïŒåŽã®åºéæå®çªå·ïŒ³ïŒŠãçŽæ¥çã«ååŸããããšã§ãèšæ°å¯Ÿè±¡ã«ä¿ãç¹å®éæç¶æ ã§ãããåŠãã®å€å®åŠçãè¡ãããšãã§ãããæ¯æ§ãªåºéæå®çªå·ïŒ³ïŒŠãçšããå Žåãæ¬¡ã«è¿°ã¹ãå©ç¹ãããã Then, in the judgment process of step S828 in FIG. 19, the section designation number SF on the RAM side in the area is directly obtained, so that the judgment process of whether or not the specific game state related to the counting target is in progress can be performed. When such a section designation number SF is used, the following advantages are obtained.
æ¬å®æœåœ¢æ ã®ããã«ããéåžžç¶æ ãšåŸ®æçç¶æ ããªã©ã®ããã«è€æ°çš®é¡ã®éæç¶æ ãèšæ°å¯Ÿè±¡ãšããå Žåãã¹ãããïŒïŒïŒã®å€å®åŠçã«ãŠèšæ°å¯Ÿè±¡åºéãå€å®ããéã«ãããšãã°ãéæç¶æ æ å ±ãšããŠãããåç §ããŠå€å®ããå Žåã«ã¯ãéåžžç¶æ ã§ãããåŠãã埮æçç¶æ ã§ãããåŠããæçç¶æ ã§ãããåŠããåœãéæäžã§ãããåŠãïŒæ¡ä»¶è£ 眮äœåäžã§ãããåŠããå°åœãäžã§ãããåŠããªã©ïŒãšããè€æ°æ®µéã®åŠçãèšããå¿ èŠæ§ãçããŠãå¶åŸ¡è² æ ã®å¢å€§ã«ç¹ããæãããããéæç¶æ æ å ±ãšããŠãïœïœïœïœ ããåç §ããŠå€å®ããå Žåãåæ§ã«ãè€æ°æ®µéã®åŠçãèšããå¿ èŠæ§ãçãããã In the case of this embodiment, when multiple types of game states such as "normal state and slight time-saving state" are counted, when determining the counting target section in the determination process of step S828, for example, if the determination is made by referring to "YJ" as game state information, it becomes necessary to provide multiple stages of processing such as whether or not it is in a normal state, whether or not it is in a slight time-saving state, whether or not it is in a time-saving state, whether or not it is in a winning game (whether or not the condition device is operating, whether or not it is in a small winning state, etc.), which may lead to an increase in the control burden. Similarly, when the determination is made by referring to "Tcode" as game state information, it may become necessary to provide multiple stages of processing.
ããããåºéæå®çªå·ïŒ³ïŒŠãèšããã°ããéåžžç¶æ ãšåŸ®æçç¶æ ããšã§å ±éã®åºéæå®çªå·ãïŒïŒïŒšããèšå®ããããã以å€ïŒéèšæ°å¯Ÿè±¡ïŒã®éæç¶æ ã§ã¯åºéæå®çªå·ãïŒïŒïŒšããèšå®ããããããå³ïŒïŒã®ã¹ãããïŒïŒïŒã®å€å®åŠçã«ãŠãé åå ïŒåŽã®åºéæå®çªå·ïŒ³ïŒŠãååŸããã®å€ãç¹å®å€ïŒããšãã°ãïŒïŒïŒšïŒèšæ°å¯Ÿè±¡åºéæå®ïŒïŒã§ãããåŠããå€å®ããã ãã§ãèšæ°å¯Ÿè±¡ã«ä¿ãéæç¶æ ã§ãããåŠãã®å€å®ãè¡ãããšãã§ããããã«ãªããããªãã¡ãé åå€ïŒ²ïŒ¡ïŒã«ãããŠãçŸåšã®éæç¶æ æ å ±ïŒéæç¶æ çªå·ïŒ¹ïŒªïŒã管çããæ ŒçŽé åãèšããããšãªããã¿ã€ãå²èŸŒå é åå€åŠçã«ãŠãé åå ïŒã®åºéæå®çªå·ïŒ³ïŒŠãçŽæ¥çã«ååŸããããšã§ãèšæ°å¯Ÿè±¡ã«ä¿ãç¹å®éæç¶æ ã§ãããåŠãã®å€å®åŠçïŒã¹ãããïŒïŒïŒïŒãè¡ãããšãã§ããããã«ãªãã However, if the section designation number SF is set, the common section designation number "01H" is set for the "normal state and the minute time-saving state", and the section designation number "00H" is set for other (non-countable) game states. Therefore, in the judgment process of step S828 in FIG. 19, it becomes possible to determine whether or not the game state is subject to counting simply by obtaining the section designation number SF on the in-area RAM side and determining whether its value is a specific value (for example, 01H (countable area designation)). In other words, without providing a storage area in the out-area RAM to manage the current game state information (game state number YJ), the in-area out-of-area process in the timer interrupt directly obtains the section designation number SF of the in-area RAM, and thereby makes it possible to perform the judgment process (step S828) of whether or not the game state is subject to counting.
äžè¿°ã®åºéæå®çªå·ïŒ³ïŒŠãèšãã圢æ ã®å Žåãã¹ãããïŒïŒïŒã®å€å®åŠçã§ã¯ãåºéæå®çªå·ïŒ³ïŒŠããïŒïŒïŒšãã§ããã°å€å®çµæãââãšãªããç¶æ å€å®ãã©ã°ããïŒïŒ¡ïŒšãïŒèšæ°å¯Ÿè±¡åºéæå®ïŒã«èšå®ãïŒã¹ãããïŒïŒïŒïŒãã¹ãããïŒïŒïŒã«é²ã¿ãäžæ¹ãåºéæå®çªå·ïŒ³ïŒŠããïŒïŒïŒšãã§ããã°å€å®çµæãââãšãªããã¹ãããïŒïŒïŒã®åŠçãã¹ããããããç¶æ å€å®ãã©ã°ããïŒïŒïŒšãïŒéèšæ°å¯Ÿè±¡åºéæå®ïŒãç¶æããããŸãŸãã¹ãããïŒïŒïŒã«é²ãããšã«ãªãã In the case of the embodiment in which the section designation number SF is set as described above, in the judgment process of step S828, if the section designation number SF is "01H", the judgment result is "YES", the status judgment flag is set to "5AH" (counting target section designation) (step S829), and the process proceeds to step S830; on the other hand, if the section designation number SF is "00H", the judgment result is "NO", the process of step S829 is skipped, and the status judgment flag remains "00H" (non-counting target section designation), and the process proceeds to step S830.
ãã®ããã«ãåºéæå®çªå·ïŒ³ïŒŠã¯ãè€æ°ã®éæç¶æ ãèšæ°å¯Ÿè±¡åºéãšå®ããããè€æ°ã®éæç¶æ ãéèšæ°å¯Ÿè±¡åºéãšããŠå®ããå Žåã«å¥œé©ã§ããã In this way, the section designation number SF is suitable for defining multiple game states as counting sections or multiple game states as non-counting sections.
ãªããåºéæå®çªå·ïŒ³ïŒŠã«ãïŒïŒïŒšããŸãã¯ãïŒïŒïŒšããèšå®ããåŠçã¯ãïŒã¯ãªã¢æããéæç¶æ ç§»è¡ïŒæŽæ°ïŒã«ä¿ãåŠçãããšãã°ãå³ïŒïŒ¢ã®ã¹ãããïŒïŒïŒã«ç€ºãé åå ïŒã¯ãªã¢åŠçïŒãã®å Žåã¯ãããã©ã«ãã®éåžžç¶æ ã«åæåããããããæ¬å®æœåœ¢æ ã®å Žåãåºéæå®çªå·ïŒ³ïŒŠã«ãïŒïŒïŒšããèšå®ãããïŒãå³ïŒïŒïŒ¡ã®ã¹ãããïŒïŒïŒïŒ¡ïœïŒ³ïŒïŒïŒïŒ¡ã®èšå®åŠçãå³ïŒïŒã®å€§åœãçµäºåŠçïŒã¹ãããïŒïŒïŒïŒãªã©ã§è¡ãã°ãããé©å®ãéæç¶æ ã®ç§»è¡ïŒæŽæ°ïŒã«ä¿ãåŠçã«ãããŠãåºéæå®çªå·ïŒ³ïŒŠã«æå®å€ïŒãïŒïŒïŒšããŸãã¯ãïŒïŒïŒšãïŒãèšå®ãŸãã¯æŽæ°ããã°ããã The process of setting the section designation number SF to "01H" or "00H" may be performed when clearing the RAM or during processes related to the transition (update) of the game state, such as the in-area RAM clear process shown in step S030 of FIG. 8B (in this case, the game is initialized to the default normal state, so in this embodiment, the section designation number SF is set to "01H"), the setting process in steps S474A to S477A of FIG. 14A, or the jackpot end process (step S509) of FIG. 15. In processes related to the transition (update) of the game state, the section designation number SF may be set or updated to a predetermined value ("01H" or "00H") as appropriate.
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Returning to the explanation of FIG. 19, when the process proceeds to step S830, the switch input data setting process is executed (step S830). In this switch input data setting process, input data regarding the presence or absence of winning for each winning port is created based on various switch input data acquired in the input management process (step S082) during the timer interrupt process shown in FIG. 9, specifically, input data (game ball detection data) of sensors required for performance information such as the
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Next, a display data update process is executed (step S831). Details will be described later with reference to FIG. 22, but in this display data update process, LED display data for displaying performance information on the
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Of the timer interrupt outside area processing in FIG. 19, steps S824 to S831 function as information display control means that controls the information display means (performance indicator 99) based on the information display control program. In this embodiment, the inside RAM of
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The information display control means includes a determination means (step S828) for determining whether the current game state is a specific game state based on game state data stored in the game information storage area of the RAM in the area, a specific information storage means (step S829) for storing the specific data in the specific information storage area when the determination means determines that the game state is a specific game state, a calculation means (S043 in FIG. 8B, S830 in FIG. 19) for calculating specific information (base value) regarding the game performance based on the specific data, and a display control means (S825, S831 in FIG. 19) for controlling the display of information regarding the specific information on the
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<20. RAM out of range check process: Fig. 20>
Next, the outside RAM check process (step S824) in Fig. 19 will be described. Fig. 20(A) is a flowchart showing details of the outside RAM check process according to this embodiment, and Fig. 20(B) is a flowchart showing a modified example of the outside RAM check process. This outside RAM check process is a process (common process) executed not only during the outside process in the timer interrupt in Fig. 19 but also during the outside process in the main loop in Fig. 8B (step S043), but may be configured to be executable during the outside process in the main loop and/or the outside process in the timer interrupt.
ãã®é åå€ïŒ²ïŒ¡ïŒãã§ãã¯åŠçã§ã¯ãäž»ãšããŠãæ§èœè¡šç€ºã«é¢ããåŠçãæ£ããå®è¡ãããŠãããåŠãã®ãã§ãã¯ïŒã¹ãããïŒïŒïŒïŒãæ§èœè¡šç€ºã«ä¿ãïŒé åã®ããŒã¿ã«äžå ·åãçããŠãããåŠãã®ãã§ãã¯ïŒããŒã¿ç Žæçã®ãã§ãã¯ïŒãè¡ãïŒã¹ãããïŒïŒïŒïŒãç°åžžãããå Žåã«ã¯ãèšæž¬ããŒã¿ãåæåããããŒã¿åæååŠçïŒã¹ãããïŒïŒïŒïŒãå®è¡ãããããã«ãªã£ãŠããã This out-of-area RAM check process mainly checks whether the process related to performance display is being executed correctly (step S841), and whether there is a problem with the data in the RAM area related to performance display (checks for data corruption, etc.) (step S842). If an abnormality is found, a data initialization process (step S843) is executed to initialize the measurement data.
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If the check data is normal (step S841: YES), it is then determined whether an abnormality has occurred in the counting data (step S842). An abnormality in the counting data occurs, for example, when the switch input data indicates an abnormal value or when the calculation process related to the performance information is not performed correctly. An example of a case where the calculation process is not performed correctly is when the calculation process (ball number addition process) for the sensor related to the calculation of the performance information is not performed correctly. The sensors that are counted in this embodiment are six types of winning detection sensors: the upper
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The "ball count addition process" is executed in the outside area process in the main loop of Figure 8B (step S043). In this ball count addition process, the five sensors - the upper
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Specifically, first, the upper
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After completing the fifth prize ball count addition process for the final fifth
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ããã§ãã¹ãããïŒïŒïŒã®å€å®åŠçã«ãŠèšæ°ããŒã¿ãæ£åœæ§ã®æç¡ãå€å®ãããã§ãã¯ããŒã¿ãæ£åžžå€ïŒïŒ¡ïŒ¡ïŒïŒïŒšïŒã§ããïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒããã€èšæ°ããŒã¿ã«æ£åœæ§ãããå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒç¯å²å ïŒãæ£åžžåäœã§ãããšããŠãã¹ãããïŒïŒïŒã®ããŒã¿åæååŠçãã¹ãããããé åå€ïŒ²ïŒ¡ïŒãã§ãã¯åŠçãæããã Then, in the judgment process of step S842, it is judged whether the counting data is valid or not. If the check data is a normal value (AA55H) (step S841: YES) and the counting data is valid (step S842: within range), it is determined that the operation is normal, the data initialization process of step S843 is skipped, and the out-of-area RAM check process is exited.
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However, if the count data is not valid (step S842: out of range), it is determined that an abnormality has occurred in the out-of-area RAM, and data initialization processing is executed (step S843).
In this data initialization process, the check data is set to the initial value (normal value) "AA55H", the out-of-area RAM area related to performance display is cleared, the currently displayed display data is also cleared, and the out-of-area RAM is returned to its default state.
ãªããé åå€ïŒ²ïŒ¡ïŒã®ãã¡ãé åå€ãšã©ãŒæ å ±ã®é åãé€ãïŒé åãã¯ãªã¢ããããšã«ãããç°åžžã§ãããšå€å®ããããæ§èœè¡šç€ºã«ä¿ãé åå€ïŒ²ïŒ¡ïŒããã¯ãªã¢ããããã«æ§æããŠãããããé åå€ãšã©ãŒæ å ±ã«ãç°åžžãããå¯èœæ§ãèæ ®ããé åå€ãšã©ãŒæ å ±ã®é åãå«ãé åå€ïŒ²ïŒ¡ïŒã®å šé åãã¯ãªã¢ããããã«æ§æããŠããããäžè¿°ã®ãæ§èœè¡šç€ºã«ä¿ãé åå€ïŒ²ïŒ¡ïŒé åããšã¯ãããšãã°ãæ§èœè¡šç€ºå å®¹ãæŽæ°ããéã«äœ¿çšããïŒé åãèšæ°æ å ±æ ŒçŽé åïŒæ§èœæ å ±ã®ç®åºã«é¢ããèšæ°æ å ±æ ŒçŽé åïŒããŒã¹å€ã®éèšãè¡ãéã«äœ¿çšããïŒé åïŒïŒãæ§èœè¡šç€ºæ ŒçŽé åïŒå±¥æŽããŒã¹å€ãªã©ãèšæ¶ããïŒé åïŒãåããŠã®é»æºæå ¥æã«ã®ã¿ç°åžžå€å€å®ãããïŒé åãªã©ã§ããã The "outside RAM related to performance display" determined to be abnormal may be cleared by clearing the RAM area of the outside RAM excluding the area for the outside error information, but considering the possibility that the outside error information may also be abnormal, the entire outside RAM area including the area for the outside error information may be cleared. The above-mentioned "outside RAM area related to performance display" is, for example, a RAM area used when updating the performance display contents, a counting information storage area (a counting information storage area related to the calculation of performance information (a RAM area used when aggregating base values)), a performance display storage area (a RAM area that stores historical base values, etc.), a RAM area that is determined to be abnormal only when the power is turned on for the first time, etc.
ãŸããæ§èœè¡šç€ºã«ä¿ãïŒé åã®ãã¡ãèšæ°æ å ±æ ŒçŽé åã ããã¯ãªã¢ããŠãããããã®çç±ãšããŠã¯ãæ§èœè¡šç€ºæ ŒçŽé åã«ä¿åãããŠããããŒã¿ã«ã¯ãéåžžãååã®ããŒã¹å€ããŒã¿ãä¿åãããŠãããïŒä»åãååèšæž¬æã®å Žåã¯ããã¹ãåºéçšã®ç¹å®å€ïŒãããŒã¿ç¡ãããæå®ããå€ïŒãä¿åãããïŒããã®ããŒã¿ã¯ãå忣ããåŠçãããçµæãä¿åãããŠãããšèããããããã§ããããŸããç°åžžãçããå Žåã«ã¯ãåäœç¢ºèªã¿ã€ãã«ïŒãèšå®ããåäœç¢ºèªäžã§ããã°ãããã匷å¶çµäºãããŠãããã Also, out of the RAM area related to performance display, only the counting information storage area may be cleared. The reason for this is that the data stored in the performance display storage area usually contains the previous base value data (if this is the first measurement, a specific value for the test section (a value specifying "no data") is stored), but this data is considered to contain the results of the previous correct processing. Also, if an abnormality occurs, the operation check timer may be set to 0, and if an operation check is in progress, it may be forcibly terminated.
ãªããé åå€ïŒ²ïŒ¡ïŒã«ç°åžžãããšå€æãããŠãããŒã¿åæååŠçãå®è¡ãããŠãããšã©ãŒå ±ç¥ãéæåæ¢ïŒéæé²è¡åŠçã®åæ¢ïŒã¯ããã«ããã®ãŸãŸåŠçãé²ããïŒã¹ãããïŒïŒïŒä»¥éã®åŠçãå®è¡ããŠããïŒãã€ãŸããç°åžžãçããå Žåã«ã¯ããšã©ãŒå ±ç¥ããããæ°ããªããŒã¹å€ãèšæž¬ããªããªã©ãšãã£ãç¹å¥ãªãšã©ãŒåŠçãããã«ãåã«ãèšæ°ããŒã¿ã衚瀺ããŒã¿ãã¯ãªã¢ããŠãæ°ããªããŒã¹å€ãç®åºããããã®ããã«ããçç±ãšããŠã¯ãæ§èœæ å ±èªäœã¯ãéæè ãéæã«èããéã®éæé²è¡ã«ã¯çŽæ¥çã«é¢ä¿ã®ç¡ãæ å ±ã§ãããããŒã¿ã®éèŠåºŠããé åå ïŒã«ä¿åãããããŒã¿ïŒéæé²è¡åŠçã«ä¿ãããŒã¿ïŒãããäœãããã§ããããªããé åå ïŒã«ç°åžžãçããå Žåã¯ãæ¢ã«èª¬æããããã«ã黿ºåæå ¥åŸ ã¡åŠçïŒå³ïŒïŒ¡ã®ïŒ³ïŒïŒïŒïŒã«ç§»è¡ãããéæåŠçã忢ãããïŒã¹ãããïŒïŒïŒãããŸãã¯ïŒ³ïŒïŒïŒãã®åŠçã«ãŒãåç §ïŒã Even if it is determined that there is an abnormality in the external RAM and data initialization processing is executed, no error is reported or gameplay is stopped (game progress processing is stopped), and processing continues as is (processing from step S825 onwards is executed). In other words, when an abnormality occurs, no special error processing such as reporting an error or not measuring a new base value is performed, and the counting data and display data are simply cleared and a new base value is calculated. The reason for this is that the performance information itself is not directly related to the game progress when the player is playing, and the importance of the data is lower than that of the data stored in the internal RAM (data related to game progress processing). If an abnormality occurs in the internal RAM, as already explained, the process proceeds to the power re-on waiting process (S020 in FIG. 8A) and game processing is stopped (see the processing route where step S015 is YES or S016 is NO).
å¿è«ãç°åžžãçããå Žåã«ããšã©ãŒã³ãã³ãïŒé åå€ïŒ²ïŒ¡ïŒãšã©ãŒã³ãã³ãïŒãæŒåºå¶åŸ¡éšïŒïŒã«éä¿¡ããŠãæå®ã®ãšã©ãŒå ±ç¥ïŒé åå€ïŒ²ïŒ¡ïŒãšã©ãŒå ±ç¥ïŒãå®è¡ããŠãããããã®å Žåãæ§èœè¡šç€ºåšïŒïŒããšã©ãŒå°çšã®è¡šç€ºæ
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Of course, if an abnormality occurs, an error command (out-of-area RAM error command) may be sent to the
以äžã®ããã«æ¬å®æœåœ¢æ ã§ã¯ãæ§èœè¡šç€ºã«ä¿ãïŒé åã¯ãã¡ã€ã³ã«ãŒãå é åå€åŠçïŒå³ïŒïŒ¢ã®ã¹ãããïŒïŒïŒïŒãã¿ã€ãå²èŸŒå é åå€åŠçïŒå³ïŒã®ã¹ãããïŒïŒïŒïŒã«ãããŠãã§ãã¯ãããäžå ·åãããå Žåã«ã¯ãå°ãªããšãæ§èœæ å ±ãç®åºããããã«å¿ èŠãªèšæž¬ããŒã¿ãèšæ¶ããé åå€ïŒ²ïŒ¡ïŒé åïŒèšæ°æ å ±æ ŒçŽé åïŒãåæåããŠããã©ã«ãç¶æ ã«æ»ããåŸãæ°ããªããŒã¹å€ã®èšæž¬ãéå§ãããã As described above, in this embodiment, the RAM area related to performance display is checked in the outside area processing in the main loop (step S043 in FIG. 8B) and the outside area processing in the timer interrupt (step S101 in FIG. 9), and if there is a malfunction, the outside area RAM area (counting information storage area) that stores at least the measurement data necessary to calculate the performance information is initialized and returned to the default state, and then measurement of a new base value is started.
ãŸããæ§èœè¡šç€ºã«ä¿ãé åå€ïŒ²ïŒ¡ïŒé åã¯ã黿ºæå ¥æã«ãããïŒãã§ãã¯å¯Ÿè±¡ãã€ãŸãå³ïŒïŒ¡ã®èšå®å€æŽåŠçïŒã¹ãããïŒïŒïŒïŒããå³ïŒïŒ¢ã®é åå ïŒã¯ãªã¢åŠçïŒã¹ãããïŒïŒïŒïŒã®å¯Ÿè±¡ã§ã¯ãªãããããã£ãŠä»®ã«ãé åå ïŒã®å 容ã«äžå ·åãçããŠããæ§èœè¡šç€ºã«é¢ããããŒã¿ãäžç·ããã«ã¯åæåïŒã¯ãªã¢ïŒãããããšããªããéåžžã®éæé²è¡ã«ä¿ãããŒã¿ã ããç¬ç«ããŠåæåãããããšã«ãªãããã£ãŠãæ§èœè¡šç€ºã«ä¿ãïŒé åã®èšæ¶å 容ã«ããäžå ·åããªããã°ãããã¯ã¢ããæ©èœãæ£åžžã«åäœããéææ©ãéåžžéãã«åäœããéããæ°æ¥ã§ãã£ãŠãæ°å¹Žã§ãã£ãŠãæ°žç¶çã«ãã®ããŒã¿ãä¿æããããšãã§ããé·æã«ãããæ§èœæ å ±ã®ä¿æãšæ§èœæ å ±è¡šç€ºãšãå¯èœãšãªãã Furthermore, the out-of-area RAM area related to performance display is not subject to a RAM check when the power is turned on, i.e., it is not subject to the setting change process (step S023) in FIG. 8A or the in-area RAM clear process (step S030) in FIG. 8B. Therefore, even if a malfunction occurs in the contents of the in-area RAM, the data related to performance display will not be initialized (cleared) all together; only the data related to normal game progress will be initialized separately. Therefore, as long as there is no malfunction in the memory contents of the RAM area related to performance display, the backup function operates normally, and the gaming machine operates normally, the data can be retained permanently, whether for a few days or a few years, making it possible to retain and display performance information for a long period of time.
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å³ïŒïŒïŒïŒ¡ïŒã®é åå€ïŒ²ïŒ¡ïŒãã§ãã¯åŠçã¯ã次ã®ãããªæ§æïŒå€åœ¢äŸïŒãšããããšãã§ãããå³ïŒïŒïŒïŒ¢ïŒã«ããã®å€åœ¢äŸã®ãããŒãã£ãŒãã瀺ãã
(Modification of out-of-area RAM check process: FIG. 20B)
The out-of-area RAM check process of Fig. 20A can be configured (modified) as follows: Fig. 20B shows a flowchart of this modified example.
å³ïŒïŒïŒïŒ¢ïŒã¯ãå³ïŒïŒïŒïŒ¡ïŒã«ãããã¹ãããïŒïŒïŒã®ããŒã¿åæååŠçã«ãããŠãåäœç¢ºèªã¿ã€ãããŒãã¯ãªã¢ããåŠçãšãã¹ãããïŒïŒïŒã®åäœç¢ºèªã¿ã€ãã«ïŒïŒïŒïŒïœïœãèšå®ããåŠçãšã远å ãããã®ã§ãããä»ã®åŠçå 容ã¯ãå³ïŒïŒïŒïŒ¡ïŒãšåäžå 容ã§ããã Figure 20 (B) shows the data initialization process of step S843 in Figure 20 (A) with the addition of a process to clear the operation check timer to zero and a process to set the operation check timer to 5000 ms in step S844. The other process contents are the same as those in Figure 20 (A).
å³ïŒïŒïŒïŒ¢ïŒã®æ§æã¯ãå³ç€ºã®éããããŒã¿çã®äžå ·åã«ããã¹ãããïŒïŒïŒã®å€å®çµæããã¹ãããïŒïŒïŒã®å€å®çµæãç¯å²å€ãšå€å®ãããå Žåãã¹ãããïŒïŒïŒã®ããŒã¿åæååŠçãšããŠããã§ãã¯ããŒã¿ã«æ£åžžå€ãèšå®ããæ§èœè¡šç€ºã«ä¿ãïŒé åïŒæ§èœè¡šç€ºæ ŒçŽé åãèšæ°æ å ±æ ŒçŽé åçïŒãçŸåšè¡šç€ºäžã®è¡šç€ºããŒã¿ãã¯ãªã¢ããããã«ãåäœç¢ºèªã¿ã€ããã¯ãªã¢ããããããŠãåäœç¢ºèªã¿ã€ãã«ïŒïŒïŒïŒïœïœãåã»ããããïŒã¹ãããïŒïŒïŒïŒããªããããŒã¿åæååŠçã«ãŠåäœç¢ºèªã¿ã€ããã¯ãªã¢ãããå Žåãã¹ãããïŒïŒïŒã§ãéåžžã®ïŒïŒïŒïŒïœïœã§ã¯ãªããç°ãªãã¿ã€ãå€ïŒããšãã°ãïŒïŒïŒïŒïŒïœïœïŒãåã»ããããŠãããããããã£ãŠãæ¬å€åœ¢äŸã§ã¯ãé åå€ïŒ²ïŒ¡ïŒã®å 容ã«ç°åžžãçããå Žåãå床ãåäœç¢ºèªè¡šç€ºãæå®æéå®è¡ãããããšã«ãªãããã®ç¹ããé»æåŸ©åž°æã«ããåäœç¢ºèªè¡šç€ºãå®è¡ãããªãå³ïŒïŒïŒïŒ¡ïŒã®æ§æãšç°ãªãã As shown in the figure, in the configuration of FIG. 20(B), if the result of the judgment in step S841 is NO due to a data defect or the result of the judgment in step S842 is out of range, the data initialization process in step S843 sets the check data to a normal value, clears the RAM area related to the performance display (performance display storage area, counting information storage area, etc.) and the currently displayed display data, and further clears the operation check timer. Then, the operation check timer is reset to 5000 ms (step S844). Note that if the operation check timer is cleared in the data initialization process, a different timer value (for example, 10000 ms) instead of the usual 5000 ms may be reset in step S844. Therefore, in this modified example, if an abnormality occurs in the contents of the out-of-area RAM, the operation check display will be executed again for a predetermined time. This point differs from the configuration of FIG. 20(A), in which the operation check display is executed only when the power is restored after the power interruption.
ãªããæ¬å€åœ¢äŸã«ãããŠåäœç¢ºèªã¿ã€ããåã»ããããªãå Žåã«ã¯ãããŒã¿åæååŠçãå®è¡ããããšåäœç¢ºèªè¡šç€ºäžã§ããå Žåã¯ãã®è¡šç€ºã匷å¶çµäºããããããã®åŸãæ§èœè¡šç€ºåšïŒïŒã«ã¯ãéåžžéããæ°ãã«èšæž¬ããããªã¢ã«ã¿ã€ã ããŒã¹å€ãå±¥æŽããŒã¹å€ã衚瀺ãããããšã«ãªãã
In this modified example, if the operation check timer is not reset, when the data initialization process is executed, the operation check display will be forcibly terminated if it is in progress, but the
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<21. Operation Check Process: FIG. 21>
Next, the operation check process (step S833) in Fig. 19 will be described below. Fig. 21 is a flowchart showing the details of the operation check process.
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In FIG. 21, the
次ãã§ãç¹æ» åæ¿ã¿ã€ãã³ã°ãå°æ¥ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒãæ¬å®æœåœ¢æ ã§ã¯ãåäœç¢ºèªè¡šç€ºäžã¯æ¶ç¯æéãšç¹ç¯æéãšããããšãã°ïŒïŒïŒïœïœã®æå®åšæã§ç¹°ãè¿ãããããã®ç¹æ» åæ¿ã¿ã€ãã³ã°ã¯ãç¹æ» çšã¿ã€ãã«ãã管çããããæ¬å®æœåœ¢æ ã§ã¯ãïŒïœïœã®å²èŸŒã¿æ¯ã«ç¹æ» çšã¿ã€ããïŒå ç®ããããåæ¿ã¿ã€ãã³ã°ãïŒïŒïŒïœïœåšæã§ããã°ãç¹æ» çšã¿ã€ãã®å€ããïŒïŒãïŒåæ¿å€ïŒã§ãããåŠãã§ç¹æ» åæ¿ã¿ã€ãã³ã°ãå°æ¥ãããšå€å®ããããšãã§ãããç¹æ» åæ¿ã¿ã€ãã³ã°ãå°æ¥ããŠããªãå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒäœãããã«ãã€ãŸãçŸåšã®ç¹ç¯ç¶æ ãŸãã¯æ¶ç¯ç¶æ ãç¶æãããŸãŸåäœç¢ºèªåŠçãæããã Next, it is determined whether the blinking switching timing has arrived (step S853). In this embodiment, during the operation confirmation display, off periods and on periods are repeated at a predetermined cycle of, for example, 300 ms. This blinking switching timing is managed by a blinking timer. In this embodiment, the blinking timer is incremented by 1 for every 4 ms interrupt. If the switching timing is a 300 ms cycle, it can be determined that the blinking switching timing has arrived based on whether the blinking timer value is "75" (switching value). If the blinking switching timing has not arrived (step S853: NO), nothing is done, that is, the current on or off state is maintained and the operation confirmation process is exited.
äžæ¹ãç¹æ» åæ¿ã¿ã€ãã³ã°ãå°æ¥ããå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãç¹æ» çšã¿ã€ããã¯ãªã¢ãïŒã¹ãããïŒïŒïŒïŒãæŽæ°åšæã«ãŠã³ã¿ãæŽæ°ããïŒã¹ãããïŒïŒïŒïŒãæŽæ°åšæã«ãŠã³ã¿ã¯ãç¹ç¯ã§ãããç¹æ» ã§ããããæ±ºå®ããããã®ã«ãŠã³ã¿ãšããŠå©çšããããããšãã°ãæŽæ°åšæã«ãŠã³ã¿ãïŒïœïŒïŒïŒã®ç¯å²ãã€ã³ã¯ãªã¡ã³ãåŠçã«ãã埪ç°ããïŒãããã«ãŠã³ã¿ã§ããå ŽåãæŽæ°åšæã«ãŠã³ã¿ã®å€ã®æäžäœããããâïŒâã§ããå Žåã«ã¯ç¹ç¯å¶åŸ¡ããâïŒâã§ããå Žåã«ã¯æ¶ç¯å¶åŸ¡ãããããšãã£ãç¹æ» å¶åŸ¡ãè¡ãããšãã§ããã On the other hand, if the blinking switching timing arrives (step S853: YES), the blinking timer is cleared (step S854), and the update cycle counter is updated (step S855). The update cycle counter is used as a counter for determining whether to turn on or blink. For example, if the update cycle counter is an 8-bit counter that cycles through the range of 0 to 255 by incrementing, blinking control can be performed such that the light is turned on when the least significant bit of the update cycle counter value is '0', and the light is turned off when the least significant bit is '1'.
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Next, the update cycle counter is referenced to determine whether its value is "0" or "1" (step S856). In this embodiment, when the operation confirmation display starts, the update cycle counter is zero and the
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Next, the display data update process (step S831) in Fig. 19 will be described. Fig. 22 is a flowchart showing the details of the display data update process. This display data update process is executed regardless of whether the section is a counting section or a non-counting section.
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In more detail, if the first information (operation confirmation timer) for timing the execution time of the confirmation display and the second information (blink timer and update cycle counter) for timing the blinking cycle of the confirmation display are not initialized when the power is turned on, these timer values are restored to the values they were at when the power is turned off (when the power is returned to the backup). This can cause a problem that the operation of the confirmation display of the
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(Regarding other control forms related to the operation check display related to the performance indicator 99)
The control form for the operation check display related to the
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In the present embodiment, the processing related to an in-area error and an out-of-area error has been described. However, the present embodiment can solve the problems described below and achieve unique effects.
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For example, in gaming machines such as pinball gaming machines, the so-called gaming machine regulations prescribe standards for the storage means of the memory mounted on the main control board, and in addition to the total storage capacity, for example, in the case of ROM, restrictions are placed on the storage capacity of the usage area (first storage area) consisting of a control area and a data area, and information other than information necessary to prevent unauthorized modification or other changes is to be processed within the usage area. Conventional gaming machines (for example, JP 2019-092882 A) were configured to execute all processing related to various errors within the usage area.
ããããªããããšã©ãŒã«ãæ§ã ãªçš®é¡ããããä¹±æ°åè·¯ã«é¢ãããšã©ãŒã®ããã«éæã®çµæã«åœ±é¿ãåãŒããã®ãããã°ãããã§ãªããã®ããããåŸè ã«ã€ããŠã¯ããäžæ£ãªæ¹é ãã®ä»ã®å€æŽã鲿¢ããããã«å¿ èŠãªæ å ±ãã§ãããšè§£éããäžè¿°ãã䜿çšé åãšã¯å¥ã®é åïŒç¬¬ïŒèšæ¶é åïŒã§å®è¡ããããã«æ§æããã°ããã®åã ã䜿çšé åã®å®¹éã«äœè£ãæãããããšãã§ããããã®å Žåã䜿çšé åå€ã«ç§»è¡ãããšã©ãŒåŠçãã©ã®ããã«è¡ãããéèŠãšãªãã However, there are various types of errors, some of which, such as errors related to random number circuits, may affect the outcome of the game, while others may not. The latter can be interpreted as "information necessary to prevent unauthorized modifications and other changes" and configured to be executed in an area (second memory area) separate from the above-mentioned usage area, allowing for a corresponding margin in the capacity of the usage area. In this case, it is important to consider how to handle errors that have been moved outside the usage area.
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According to this embodiment, more efficient processing can be performed for some errors by using an area (second memory area) separate from the used area (first memory area). More specifically, in this embodiment, the first type error processing for determining an error within the area (first type error) and sending an error command, and the first processing for non-errors (e.g. processing related to prize balls) are performed by the in-area processing (error management processing (in-area error determination processing, in-area random number circuit processing), prize ball management processing: S089, 090 in FIG. 9), and then the in-area processing is transitioned to the out-area processing (out-area processing within timer interrupt (S101 in FIG. 9, details of which are shown in FIG. 19), and the out-area processing detects an out-of-area error (second type The system is configured to execute a second type error process related to determining whether an error has occurred and sending an error command, and a second process related to non-errors (test firing signal terminal management process (S822), performance display monitor process (S824-S831), etc.), and then return from outside-area processing to inside-area processing. In this manner, in this embodiment, it is possible to more efficiently perform some error-related processes by using an area (second storage area) separate from the area used (first storage area). This embodiment can be configured, for example, as follows.
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a first storage area provided so as to be within a predetermined upper limit capacity;
a second storage area separate from the first storage area,
In a gaming machine, an intra-area program for executing an intra-area process is stored in the first storage area, and an out-area program for executing an out-area process is stored in the second storage area,
A first type of error among a plurality of types of errors is determined by the in-area process, and a second type of error is determined by the out-of-area process,
an error command is transmitted by the in-area process for the first type error and an error command is transmitted by the out-of-area process for the second type error,
A gaming machine characterized in that, after transitioning from the in-area processing to the out-area processing, error commands relating to a plurality of types of the second type errors can be transmitted during the period until returning to the in-area processing.
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For specific errors detected by the dispensing control board 29 (such as ball jam errors, out of supply errors, counting errors, door open errors, etc., but may be others), the program on the dispensing
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<23. Processing on the Production Control Unit Side: Figs. 23 to 24>
Next, the performance control process on the
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23 is a flowchart showing the main process on the performance control unit side (main process on the performance control side). When power is applied to the gaming machine main body from the outside, the
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In the process of step S1002, the
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Next, the effect switch input process is executed (step S1006). In this effect switch input process, the operation state of the operation means (
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Next, a command analysis process is executed (step S1007). In this command analysis process, it is monitored whether or not a performance control command is stored in the command reception buffer, and if a performance control command is stored, the command is read out and a performance process corresponding to the read performance control command is executed. When an interrupt occurs based on a strobe signal from the
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In the command analysis process, for example, when a variation pattern designation command is received and stored in the reception buffer (in this embodiment, when a variation pattern designation command and a decorative symbol designation command are received and stored in the reception buffer), the command analysis process determines the performance pattern to be displayed based on the information contained in the command (variation pattern information and winning type information (symbol lottery result). There are various performance patterns determined here, and one performance pattern acts as a "performance element (part-like performance: part performance)" that constitutes the performance scenario. The
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After the command analysis process is completed, the scenario update process is then executed (step S1008). In this scenario update process, the contents of the timer required for executing the performance scenario are updated, and the performance scenario is advanced based on the timer value. A typical example of the timer is the performance scenario timer, which manages the time schedule regarding the timing of performance occurrence. For example, during the period during which the decorative pattern is displayed in a variable manner (decorative pattern variable period), which is substantially the same period as the period during which the special pattern is displayed in a variable manner (special pattern variable period), the timer manages the time schedule regarding what performance pattern is to be displayed, with what time width, and by what performance means on that time axis. Such a performance scenario timer is also used in the LED drive data update process (step S1010) and the performance character operation update process (step S1053) described later. Here, the performance scenario timer is monitored, and when the time for a certain performance to occur arrives, sound data for the
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Next, sound output processing is executed (step S1009). In this sound output processing, the sound data created in the scenario update processing in step S1008 is acquired, and if there is sound data to be played, data such as phrases and volume is output to the sound control unit (sound source LSI) based on the sound data set for each sound channel, and sound effects are produced from the
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Next, an LED drive data update process is executed (step S1010). In this LED drive data update process, LED data for light display devices such as
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Next, LED output processing is executed (step S1011). In this LED output processing, the LED data created in the LED drive data update processing is output to the light display control unit, and light-emitting means such as the
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<24. Timer interrupt processing on the performance control side: Figure 24>
Next, the timer interruption process on the performance control side will be described with reference to Fig. 24. Fig. 24 is a flowchart showing the timer interruption process on the performance control side. This timer interruption process on the performance control side is started by an interrupt from the CTC at regular intervals (1 ms) and is executed by interrupting the main process on the performance control side.
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In FIG. 24, when a timer interrupt occurs, the
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Next, the SOL/MOT output process is executed (step S1054). In this SOL/MOT output process, the control data for the movable body part created in the performance part operation update process is output to the drive control unit. The drive control unit outputs a control signal based on the control data to the movable body part motor of the movable body part to be operated, and controls its operation. This allows a movable body performance to be realized using the movable body part (such as the clock-shaped
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Next, an LCD command transmission process is executed (step S1055). In this LCD command transmission process, if there is an LCD command created in the scenario update process (step S1008) of FIG. 23, the LCD command is transmitted to the display control unit (LCD control CPU), which executes image display control on the
次ãã§ãæ å ±ååŸåŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒïŒããã®ïŒ²ïŒŽïŒ£æ å ±ååŸåŠçã§ã¯ãã«ããèšæãããæ¥ææ å ±ïŒïŒ²ïŒŽïŒ£æ å ±ïŒãååŸããããã®ïŒ²ïŒŽïŒ£æ å ±ã¯ãæ å ±ã«åºã¥ãæŒåºãçŸåºããéã«å©çšãããã Next, an RTC information acquisition process is executed (step S1056). In this RTC information acquisition process, date and time information (RTC information) kept by the RTC is acquired. This RTC information is used when producing effects based on the RTC information.
次ãã§ãã¡ã€ã³ã«ãŒãæŽæ°ã«ãŠã³ã¿ãã€ã³ã¯ãªã¡ã³ãããïŒã¹ãããïŒïŒïŒïŒïŒããã®ã¡ã€ã³ã«ãŒãæŽæ°ã«ãŠã³ã¿ã¯ãäžè¿°ã®æŒåºå¶åŸ¡åŽã®ã¡ã€ã³åŠçäžã®ã¹ãããïŒïŒïŒïŒã§ãªã»ãããããæ¬åŠçã§ã€ã³ã¯ãªã¡ã³ããããããããã£ãŠãã¹ãããïŒïŒïŒïŒãå®è¡ãããéã«ã¯ãã¡ã€ã³ã«ãŒãæŽæ°ã«ãŠã³ã¿å€ã¯ïŒïœïŒïŒã®ãããããšãªã£ãŠããã Then, the main loop update counter is incremented (step S1057). This main loop update counter is reset in step S1003 during the main processing on the performance control side described above, and is incremented in this processing. Therefore, when step S1057 is executed, the main loop update counter value is one of 0 to 15.
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A specific display means (performance display 99) capable of displaying predetermined information based on game results (for example, a base value calculated based on game results);
A specific display control means (main control unit 20) for controlling the specific display means;
A gaming machine comprising:
The predetermined information based on the game results in a normal game state (normal state) and a specific game state (specific state) different from the normal game state can be calculated.
A gaming machine characterized by:
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<Configuration (C2)>
A special electric device (special variable prize winning device 52) configured to be able to open and close the large prize winning port;
A specific display means (performance display 99) capable of displaying predetermined information based on game results (for example, a base value calculated based on game results);
A specific display control means (main control unit 20) for controlling the specific display means,
A gaming machine capable of controlling at least a normal gaming state (normal state), a specific gaming state (specific state) different from the normal gaming state, and a winning state in which the big prize opening is opened and closed,
The specific game state can be transitioned to without passing through the winning state (winning game) (for example, transition to a micro-time-saving state by a special time-saving function, transition to a specific game state by a ceiling function, etc.),
The specific display control means
The predetermined information based on the game results in the normal game state and the specific game state can be calculated (for example, the âSFâ column in FIG. 25 ),
A gaming machine characterized by:
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In the above configuration (C1) or (C2), the normal gaming state can adopt a gaming mode related to the normal state, not limited to when the internal gaming state is normal. Also, the specific gaming state can adopt one or more gaming states (internal gaming states or gaming modes) different from the normal gaming state. Also, in the case of a managed gaming machine described below, the
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[Second embodiment]
Next, a second embodiment of the present invention will be described. In the first embodiment, a general pinball game machine was described. In the second embodiment, the game balls (the number of balls held) used by the player are electromagnetically managed, and the game balls enclosed inside are used cyclically to play the game, which is a type of game machine called a "sealed game machine" or a "managed game machine". Hereinafter, the game machine according to the second embodiment will be described as a "managed game machine" or a "
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As has been known for some time, a managed gaming machine is a gaming machine that circulates multiple (predetermined number) gaming balls (gaming media) inside the gaming machine, eliminating the need to use gaming balls in games or to directly pay out gaming balls to players. For example, it is a gaming machine that can be played without supplying gaming balls from outside by sealing multiple (predetermined number) gaming balls inside, collecting gaming balls launched by launching
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The managed gaming machine is a "circulating" gaming machine in which games are played using game balls enclosed inside the gaming machine, and differs from "non-circulating" gaming machines (general gaming machines) in which games are played using game media supplied from the outside, without enclosing game balls inside the gaming machine, such as the gaming machine of the first embodiment. For this reason, there is no
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In this embodiment, a game ball count display device 77 (see FIG. 32) is provided that can display the number of game balls (number of balls held) owned by the player. The game ball
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For example, if the player starts playing with "P balls," the number of balls he or she has is calculated as "(P+Y+Z)-X" if the number of game balls (out balls: shot in balls) shot from the launching
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The control device that controls the game operation of the gaming machine according to this embodiment will be described with reference to Fig. 32. Fig. 32 is a control block diagram showing the outline of the control device, and Fig. 32 (A) shows a schematic diagram of the
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The above-mentioned "call button" of the data counter DT may be mounted on the
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<Processing on the main control unit side: Figs. 33A to 46B>
Next, referring to Figures 33A to 46B, the game operation processing on the
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The main processing on the master control side according to this embodiment will be described with reference to Figures 33A and 33B. Figures 33A and 33B are flowcharts showing the details of the main processing on the master control side.
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Referring to Figures 33A and 33B, when the
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In this embodiment, communication between the
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Next, the "gaming machine installation information notification message" shown in FIG. 48 (A) is created (step S052), and the created gaming machine installation information notification message is written to the transmission serial port buffer (transmission buffer related to the serial I/O port) and transmitted to the frame control unit 22 (step S053). The
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(Gaming machine installation information notification message: FIG. 48(A))
The above-mentioned "gaming machine installation information notification message" will be described with reference to Fig. 48. Fig. 48(A) shows the details of the gaming machine installation information notification message.
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As shown in the figure, the gaming machine installation information notification message is composed of a total of 25 bytes, including the message length (message length information: 1 byte), the command code of the message (command information: 1 byte), the communication serial number (sequence number: 1 byte), gaming machine information related to the gaming machine (21 bytes), and the checksum (1 byte). The message length indicates the data length of the message, and here, a value (0x19) indicating "25 bytes", which is the data length from the message length to the checksum, is set. In addition, fixed values (0x01, 0x00) are set for the command code and the communication serial number. In addition, the gaming machine installation information includes information on the type of gaming machine, such as a pinball gaming machine, a reel gaming machine, an arrange ball gaming machine, or a mahjong ball gaming machine (1 byte), at least the chip ID number (9 bytes) of the CPU on the
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Returning to the explanation of FIG. 33B, after the gaming machine installation information notification message is sent to the
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On the other hand, if the power supply abnormality signal is OFF, it is determined that the operation is normal, the power supply abnormality check process is terminated, and it is determined whether or not a gaming machine installation information response message has been received (step S055). In short, this gaming machine installation information response message is receipt result information that is sent to the
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(Gaming machine installation information response message: FIG. 48(B))
The above-mentioned "gaming machine installation information response message" will be described with reference to Fig. 48. Fig. 48(B) shows the details of the gaming machine installation information response message.
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The checksum is the last data received, and is set to the sum of the message length and the gaming machine receipt result. Therefore, the checksum value (normal value) when the gaming machine installation information response message is received normally is:
ã»"0x05 (message length) + 0x11 (command code) + 0x00 (communication serial number) + 0x00 (game machine installation information receipt result) = 0x16 (checksum = 16H)"
It becomes.
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If the gaming machine installation information response message is received (step S055: YES), the number of received data (value of the reception buffer status) is obtained and set as the loop count (step S056). This loop count is used in step S058 described later. Here, the gaming machine installation information response message is fixed at 5 bytes of data as described above, but if data of 6 bytes or more is received multiple times, a bug may occur. Therefore, here, the number of received data is obtained and set as the loop count. Note that if the gaming machine installation information response message from the
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Next, one byte of information received from the
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If the gaming machine installation information response message is not received normally (including the above-mentioned "no response"), the
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On the other hand, if the checksum is normal (step S059: YES), a specified RAM area in the transmission/reception relationship between the main control unit and the
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Next, as the game is ready to start, the launch control signal that permits the launch operation of the
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ãããŠãäžé£ã®é»æºæå ¥æåŠçïŒã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒïŒéæéå§ååŠçïŒãçµãããšãéåžžã®éæé²è¡ã«ä¿ãéæåŠçã®ã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®ç¡éã«ãŒãåŠçãå®è¡ãããããã«ããã以åŸãéæã®é²è¡ãå¯èœãªç¶æ ïŒéæéå§å¯èœç¶æ ïŒã«å¶åŸ¡ãããããšã«ãªãããªããæ¬å®æœåœ¢æ ã§ã¯ãå³ïŒã«ç€ºãã¹ãããïŒïŒïŒïŒæ§èœè¡šç€ºã¢ãã¿éèšé€ç®åŠçïŒãååšããŠããªãããããã¯ãæ§èœæ å ±ïŒããŒã¹å€ïŒã®ç®åºããã®è¡šç€ºã«é¢ããåŠçã¯æ å¶åŸ¡éšïŒïŒåŽã«å§ããŠããããã§ããïŒåŸè¿°ã®ç¬¬ïŒå®æœåœ¢æ ãåæ§ïŒã After completing a series of power-on processes (steps S011 to S063: pre-game processing), an infinite loop of steps S040 to S045 of game processing related to normal game progress is executed. As a result, the game is controlled to a state in which game progress is possible (a state in which game can be started). Note that in this embodiment, step S041 (performance display monitor tallying and division processing) shown in FIG. 8 does not exist, but this is because the calculation of performance information (base value) and the processing related to its display are left to the frame control unit 22 (the same applies to the third embodiment described below).
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Here, in this embodiment, after the various random number update processes in step S041, the reception buffer status value is checked to determine whether or not there is received data from the frame control unit 22 (step S046). The received data here is the "game machine information response message" shown in FIG. 51, which is sent from the
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(Gaming Machine Information Response Message: FIG. 51)
For ease of explanation, the above-mentioned "game information notification response message" will be explained first with reference to FIG.
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ã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã§ã¯ãåä¿¡ããŒã¿ãšããŠãäžè¿°ã®å³ïŒïŒã«ç€ºããéææ©æ å ±å¿ç黿ãã®åä¿¡ããŒã¿ã®æç¡ããã§ãã¯ãããåä¿¡ããŒã¿ãããã°ãæ åä¿¡ããŒã¿èšæ¶åŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒã In steps S046 to S047, the presence or absence of received data for the "gaming machine information response message" shown in FIG. 51 described above is checked, and if received data is present, the slot received data storage process is executed (step S047).
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In this frame reception data storage process, the reception data of the gaming machine information response message is stored in a specified area (reception checksum RXSUM) of
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In this embodiment, as described above, the exchange of "game information notification response message â game machine information response message" is performed every 108 ms interrupt, so the game machine information response message is sent from the
ãªããéææ©æ å ±å¿ç黿ã®åä¿¡ããŒã¿ã®æç¡ã¯ãäžèšããåä¿¡ãããã¡ã¹ããŒã¿ã¹ã§ç¢ºèªå¯èœãšãªã£ãŠãããä»åã®éææ©æ å ±å¿ç黿ã®ãã§ãã¯ãµã ãæ ŒçŽãçµããåŸã¯ïŒå šããŒã¿æ ŒçŽåŠççµäºåŸïŒãåä¿¡ãããã¡ã¹ããŒã¿ã¹ã®å€ã¯ïŒïŒïŒšãšãªããæ¬¡åã®éææ©æ å ±å¿ç黿ãåä¿¡ãããŸã§ã¹ãããïŒïŒïŒã®å€å®çµæã¯ââãšãªããéææ©æ å ±å¿ç黿ã«ä¿ãåä¿¡ããŒã¿ã®æ ŒçŽåŠçã¯ãå³ç€ºã®ããã«ãã¹ãããïŒïŒïŒã®æ åä¿¡ããŒã¿æ ŒçŽåŠçã«ãŠåä¿¡ããŒã¿ãïŒãã€ããã€æ ŒçŽããªãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®ã«ãŒãåŠçãå®è¡ããŠãããããåä¿¡ããŒã¿ãæãå Žåã«ã¯ãåä¿¡ã·ãªã¢ã«ããŒããããã¡ã空ã«ãªããŸã§ïŒåä¿¡ãããã¡ã¹ããŒã¿ã¹ïŒïŒïŒïŒšã«ãªããŸã§ïŒãã¹ãããïŒïŒïŒãšïŒ³ïŒïŒïŒã®åŠçãç¹°ãè¿ãå®è¡ããæ§æãšããŠãããããããã«ããŠããä»åã®éææ©æ å ±å¿ç黿ã®ãã§ãã¯ãµã ãæ ŒçŽåŸã次åã®éææ©æ å ±å¿ç黿ãåä¿¡ãããŸã§ã«ååãªæéã確ä¿ãããŠãããããç¹ã«åé¡ã¯çããªãã The presence or absence of received data for the gaming machine information response message can be confirmed by the above-mentioned reception buffer status. After the checksum of the current gaming machine information response message has been stored (after the end of the all data storage process), the value of the reception buffer status becomes 00H, and the judgment result of step S046 will be "NO" until the next gaming machine information response message is received. The storage process of the received data related to the gaming machine information response message may be a loop process of S040 to S045, as shown in the figure, while storing the received data one byte at a time in the frame reception data storage process of step S047, or, if there is received data, the process of steps S046 and S047 may be repeatedly executed until the reception serial port buffer becomes empty (until the reception buffer status = 00H). In either case, there is enough time between the storage of the checksum of the current gaming machine information response message and the reception of the next gaming machine information response message, so no particular problem occurs.
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(When checking the ball removal status during power-on processing: Fig. 34)
Next, the processing at the time of power-on including the monitoring of the "ball-removing state" will be described. Figure 34 is a flowchart showing the processing contents at the time of power-on including the monitoring of the "ball-removing state". In Figure 34, the same step numbers are given to the processes substantially the same as those in Figure 33B, and the explanation of the processing contents will be omitted as appropriate to avoid duplication.
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In a form that checks whether or not the machine is in the ball-removed state (hereinafter referred to as the "ball-removed state monitoring configuration"), when the
éææ©èšçœ®æ å ±å¿ç黿ã«ä¿ããã§ãã¯ãµã ã«ã€ããŠã¯ãçæãç¶æ ã§ãªãå Žåã«ã¯ãïŒïœïŒïŒïŒïŒïŒïŒšïŒããçæãç¶æ ã§ããå Žåã®ãã§ãã¯ãµã ã¯ãåé çµæããïŒïœïŒïŒããšãªããïŒïœïŒïŒïŒïŒïŒïŒšïŒãã®å€ããšãããã®ãã§ãã¯ãµã å€ã®éããå©çšããŠãçæãç¶æ ç£èŠæ§æã§ã¯ãå³ïŒïŒã«ç€ºããããªåŠçãæ¡çšããŠããã The checksum for the gaming machine installation information response message is "0x16 (16H)" if the ball has not been removed, and if the ball has been removed, the checksum will be "0x17 (17H)" as the received result is "0x01". Taking advantage of this difference in checksum value, the ball removal status monitoring configuration employs the process shown in Figure 34.
å³ïŒïŒãåç §ããŠãçæãç¶æ ç£èŠæ§æã®å Žåã«ã¯ãå³ç€ºã®ããã«ããã§ãã¯ãµã å€ãæ£åžžå€ã®ãïŒïŒïŒšãã§ãããåŠããå€å®ãïŒã¹ãããïŒïŒïŒïŒããã§ãã¯ãµã å€ãæ£åžžå€ã§ãªãå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒâ ïŒïŒïŒšïŒïŒã次ãã§ãçæãç¶æ ã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒã Referring to FIG. 34, in the case of the ball removal state monitoring configuration, as shown in the figure, it is determined whether the checksum value is the normal value of "16H" (step S059), and if the checksum value is not the normal value (step S059: NO (â 16H)), it is then determined whether the ball removal state is in place (step S065).
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If the ball is not removed (step S065: OFF), that is, if the checksum value is neither "016H (normal value)" nor "017H (ball removed state value)", some kind of malfunction (checksum abnormality) has occurred, and the process proceeds to step S054. In this case, as in the case where the judgment result of step S059 in FIG. 33B already explained is NO, the process route (infinite loop process) is to repeatedly execute the power supply abnormality check process (step S054). Note that, if the ball is not removed (if the judgment result of step S065 is OFF), the
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Then, after executing the ball removal error state notification process (step S038), the process returns to step S054. In the ball removal error state notification process, an error command (ball removal error command) specifying that a ball removal error has occurred is sent to the
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The ball removal error notification may be made using the
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(Resolved ball removal error)
In this embodiment, once it is determined that the ball is removed, an infinite loop process is started in which the power supply abnormality check process (step S054) is repeatedly executed, so that the ball removal error cannot be cleared even by operating the
ãªããçæãç¶æ ã§ãããåŠããå€å®ããéã«ã¯ãå³ïŒïŒïŒã€ïŒã«ç€ºããããªåŠçããã°ã©ã ãæ¡çšããããšã奜ãŸããã When determining whether or not the ball is being removed, it is preferable to use a processing program such as that shown in FIG. 35 (i).
å³ïŒïŒïŒã€ïŒã«ãã¹ãããïŒïŒïŒãïŒïŒïŒã®å€å®åŠçã«çç®ãããœãŒã¹ã³ãŒãã®äžäŸã瀺ãããªããå³ïŒïŒïŒã€ïŒãå ·äœäŸããšïŒãïŒãæ¯èŒäŸããšã«é¢ããåæ¹ã®éãã®èª¬æãåãããããããããã«ãçæãç¶æ ãšã©ãŒå ±ç¥åŠçïŒã¹ãããïŒïŒïŒïŒã«ã€ããŠã¯çç¥ããŠããã Figure 35 (a) shows an example of source code focusing on the judgment process of steps S059 and S065. Note that in order to make it easier to understand the difference between Figure 35 (a) "Specific example" and (b) "Comparative example", the ball removal state error notification process (step S038) has been omitted.
å³ïŒïŒïŒã€ïŒãåç §ããŠãã¹ãããïŒïŒïŒã®å€å®åŠçã§ã¯ãã§ã¯ãã¬ãžã¹ã¿ïŒéææ©èšçœ®æ å ±å¿ç黿ã®ãã§ãã¯ãµã ããŒã¿ãåã蟌ãã ã¬ãžã¹ã¿ïŒãããã§ãã¯ãµã ã®æ£åžžå€ãïŒïŒïŒšããæžç®ããçµæãã¬ãžã¹ã¿ã«ã»ããããïŒïŒ³ïŒ°ïœïŒïŒãã¬ãžã¹ã¿ã®çµæããŒããã€ãŸãããã§ãã¯ãµã å€ãæ£åžžå€ïŒïŒïŒïŒïŒïŒšïŒã§ããã°ïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãåé ãæ£åœã«å®çµãããšããŠãã¹ãããïŒïŒïŒã®åŠçïŒïŒ³ïŒ¹ïŒ³ïŒŽïŒ¥ïŒïŒ¿ïŒïŒïŒïŒã«ãžã£ã³ãããïŒïŒ³ïŒ°ïœïŒïŒã Referring to FIG. 35 (A), in the judgment process of step S059, the normal checksum value "16H" is subtracted from the A register (the register that has taken in the checksum data of the gaming machine installation information response message) and the result is set in the A register (SPm1). If the result in the A register is zero, that is, the checksum value is the normal value (=016H) (step S059: YES), it is determined that the receipt has been properly completed and the process jumps to the process of step S060 (SYSTEM_129) (SPm2).
ã¬ãžã¹ã¿ã®çµæããŒãã§ãªããããªãã¡ããã§ãã¯ãµã å€ãæ£åžžå€ïŒïŒïŒïŒïŒïŒšïŒã§ãªããã°ïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãã¬ãžã¹ã¿ã®å€ããã¯ãªã¡ã³ããïŒïŒ³ïŒ°ïœïŒïŒãããããã§ã¯ãçæãç¶æ ã§ããã°ãã§ãã¯ãµã å€ããïŒïŒïŒšãã§ããããã§ãã¯ãµã å€ãæ£åžžå€ãïŒïŒïŒšããšã®å·®åããïŒïŒïŒšãã§ããããšãå©çšããŠãã¬ãžã¹ã¿ã®å€ãïŒæžç®ããåŠçãè¡ã£ãŠããã If the result in the A register is not zero, that is, if the checksum value is not the normal value (=016H) (step S059: NO), the value in the A register is decremented (SPm3). Here, if the ball is removed, the checksum value is "17H", and the difference between this and the normal value "16H" is "01H", so the value in the A register is decremented by 1.
äžèšæžç®çµæããŒãã§ãªããã°ïŒã¹ãããïŒïŒïŒïŒïŒ¯ïŒŠïŒŠïŒãäœããã®äžå ·åãçãããšããŠã黿ºç°åžžãã§ãã¯åŠçïŒïŒ³ïŒ¹ïŒ³ïŒŽïŒ¥ïŒïŒ¿ïŒïŒïŒãã¹ãããïŒïŒïŒïŒã«ãžã£ã³ãããïŒïŒ³ïŒ°ïœïŒïŒã If the subtraction result is not zero (step S065: OFF), it is assumed that some kind of malfunction has occurred, and the process jumps to the power supply abnormality check process (SYSTEM_126, step S054) (SPm4).
äžèšæžç®çµæããŒãã§ããã°ïŒã¹ãããïŒïŒïŒïŒïŒ¯ïŒ®ïŒãçæãç¶æ ã§ãããšããŠãçºå°åäœãèš±å¯ããŠïŒïŒ³ïŒ°ïœïŒãã¹ãããïŒïŒïŒïŒã黿ºç°åžžãã§ãã¯åŠçïŒïŒ³ïŒ¹ïŒ³ïŒŽïŒ¥ïŒïŒ¿ïŒïŒïŒãã¹ãããïŒïŒïŒïŒã«ãžã£ã³ãããïŒïŒ³ïŒ°ïœïŒïŒã If the subtraction result is zero (step S065: ON), it is determined that the ball is being removed, and the firing operation is permitted (SPm5, step S037), and the process jumps to the power supply abnormality check process (SYSTEM_126, step S054) (SPm6).
以äžã®ããã«ãå³ïŒã€ïŒã®å ·äœäŸã§ã¯ãäžèšïŒ³ïŒ°ïœïŒïœïŒã«ç€ºãããã«ããã§ãã¯ãµã å€ãæ£åžžå€ãïŒïŒïŒšãã§ãããçæãç¶æ ã®å Žåã®ãã§ãã¯ãµã å€ããïŒïŒïŒïŒšãã§ããããšãå©çšããŠããã¬ãžã¹ã¿ã®å€ïŒæ£åžžå€ïŒïŒïŒïŒïŒšïŒïŒçæãç¶æ ïŒïŒïŒïŒšïŒãã®æŒç®çµæããŒãïŒïŒïŒïŒšïŒã§ãããåŠãã«å¿ããŠãçæãç¶æ ã§ãããåŠããå€å®ãããšããåŠçå 容ãšãªã£ãŠããã As described above, in the specific example of Figure (A), as shown in SPm1 to 3 above, the checksum value is the normal value "16H", and the checksum value in the ball-removed state is "017H". Taking advantage of this, the process determines whether the ball is removed or not depending on whether the result of the calculation "value of A register - normal value (016H) - ball-removed state (01H)" is zero (00H) or not.
ãã®ããã«ãããšãããšãã°ãå³ïŒïŒïŒãïŒãæ¯èŒäŸãã«ç€ºããããªã段éçã«ãã§ãã¯ãµã å€ïŒçæãç¶æ ïŒãå€å®ããåŠçããã°ã©ã ãšããŠããŸããããããã°ã©ã 容éã®åæžã«ç¹ãããããã«ã€ããŠä»¥äžè©³è¿°ããã Doing this leads to a reduction in program capacity compared to a processing program that determines the checksum value (ball removal state) in stages, as shown in the "Comparative Example" in Figure 35 (b). This will be described in more detail below.
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<70. Main control side timer interruption process (second embodiment): Fig. 36, Fig. 40>
Next, the timer interrupt processing on the main control side according to the second embodiment will be described with reference to Fig. 36 and Fig. 40. Fig. 36 shows the 4 ms interrupt processing of the timer interrupt processing on the main control side, and Fig. 40 is a flow chart showing the 108 ms interrupt processing. These timer interrupt processing on the main control side are started by an interrupt from the CTC at regular intervals (approximately 4 ms and 108 ms), and are executed by interrupting the execution of the main processing on the main control side.
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In this embodiment, multiple interrupt processes including 4 ms interrupt process and 108 ms interrupt process are handled. The 4 ms interrupt process shown in FIG. 36 is basically the same as the "main control timer interrupt process" described in FIG. 9, and as shown, mainly processes required for normal game progress (such as the symbol change display game and the winning game) are executed. On the other hand, the 108 ms interrupt process shown in FIG. 40 is mainly executed to execute processes related to the creation and output of information required by the
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Note that the configuration may allow multiple interrupts to execute a high-
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<4ms interrupt processing: FIG. 36>
First, the 4 ms interrupt process will be described with reference to Fig. 36. In Fig. 36, the same steps as those in the first embodiment (the main control timer interrupt process in Fig. 9) are given the same step numbers, and descriptions of the process contents will be omitted as appropriate to avoid duplication.
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In FIG. 36, when a 4 ms timer interrupt occurs, the
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On the other hand, if the game permission flag is ON (step S81A:=5AH), the game process is permitted to be executed, and the timer management process (step S082) to the WDT clear process (step S104) are executed in sequence as processes required for normal game progress (processing related to the symbol change display game, normal power release game, and winning game (big win game, small win game), etc.). However, since the gaming machine according to this embodiment is a "managed gaming machine", there is no prize ball management process (step S090) for paying out actual game balls, compared to the main control side timer interruption process (FIG. 9) of the gaming machine according to the first embodiment (non-circulating gaming machine), and since the processing related to performance information is performed on the
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(Gaming Machine Information Notification Message: FIG. 49, FIG. 50A to FIG. 50F)
The above-mentioned "gaming machine information notification message" will be described with reference to Figures 49 and 50A to 50F.
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(Game Information: Figures 50A to 50F)
The above game information will be described with reference to Figures 50A to 50F. Figures 50B to 50F representatively show game information (type information + count information) closely related to the present invention.
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<(A) Count information related to the number of winning balls (data type = 1 to 8): Figures 50B to 50C>
Figure 50B (B) shows "count information relating to the number of prize balls." As shown in the figure, the count information relating to the number of prize balls is such that the upper 4 bits (
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FIG. 50B (Example 1) shows game information when two winning balls occur in the
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FIG. 50B (Example 2) shows game information when three winnings occur in the large winning
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FIG. 50C (Example 4) shows the game information when a game ball passes through the normal pattern start port 37 (0 winning balls) consisting of a passing gate once. This (Example 4) is an example of "gate passing/normal pattern operation port winning" of "
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Figure 50C (Example 5) shows game information when one winning ball enters the lower winning
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(Data type 6: Winning at the big prize slot due to the operation of the continuous operation device of the reel)
FIG. 50C (Example 6) shows game information when one ball enters the
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<(B) Count information relating to the number of times a symbol is determined (data type = 9): FIG. 50D>
50D shows an example of "count information related to the number of times the symbols are determined". The count information related to the number of times the symbols are determined is such that the upper 4 bits (
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As an example of count information related to the number of times a pattern is determined, FIG. 50D (Example 7) shows game information when
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<(C) Count information related to winning (data type = 10 (hit special pattern), data type = 11 (hit normal pattern)): FIG. 50E>
50E shows an example of "count information related to hits". The count information related to hits has the upper 4 bits (
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<(D) Count information (data type = 12) relating to the number of times the special feature is played (number of times the large prize opening is opened): FIG. 50F>
Figure 50F shows an example of "count information (data type = 12) relating to the number of times the special feature has been played (number of times the large prize opening has been opened)". The count information relating to the number of times the special feature has been played is such that the upper 4 bits (
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As an example of count information related to the number of times a special feature has been played (number of times the large prize opening has been opened), FIG. 50F (Example 12) shows game information when the
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<(E) Count information related to performance information status notification (data type=15): FIG. 50F>
50F shows an example of "count information related to performance information status notification." This count information related to performance information status notification is used when calculating performance information, and is mainly used when determining whether an interval is a counting interval or a non-counting interval related to performance information calculation.
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The count information related to the performance information status notification has the upper four bits (
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The count information related to the performance information status notification is created (updated) on the
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As an example of count information related to performance information status notification, "Figure 50F (Example 13)" shows game information (message information) when the current game state is a time-saving state. In this case, as shown in the figure, the type information is "data type "15", data number "1 (fixed)" (see Figure 50A)", and the upper 4 bits (
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In the case of the count information related to the performance information status notification shown in FIG. 50F, the game status can be specified, for example, as follows, depending on the bit information.
(1) Chance state (with electric support + high probability state)
In the case of a special state, the 0th bit will be 1 (high base designation), the 1st bit will be 0 (normal state designation), the 2nd bit will be 1 (high probability designation), and the count information (lowest byte) will be "00000101B".
(2) Time-saving state (with electric support + low probability state)
When in the time-saving mode, the 0th bit will be 1 (high base designation), the 1st bit will be 0 (normal designation), the 2nd bit will be 0 (low probability designation), and the count information (lowest byte) will be "00000001B".
(3) Normal state (no electric support + low probability state)
In the normal state, the 0th bit is 0 (low base designation), the 1st bit is 0 (normal designation), the 2nd bit is 0 (low probability designation), and the count information (lowest byte) is "00000000B".
(4) During jackpot play When a jackpot play is in progress (in a special play state), the 0th bit becomes 0 (low base designation), the 1st bit becomes 1 (during jackpot designation), the 2nd bit becomes 0 (low probability designation), and the count information (lowest 1 byte) becomes â00000010Bâ.
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(Regarding the designation (notification) of the micro-time-saving status)
As already explained, the micro-time-saving state according to this embodiment acts as a special time-saving state that is a "game state that belongs to the time-saving state but can realize a base value that is substantially the same as that of the normal state". For this reason, when the micro-time-saving state is specified, it is preferable to treat it as equivalent to the normal state, and the count information related to the performance information state notification is the same as that of the normal state. In addition, in this embodiment, the normal state and the micro-time-saving state are defined as the counting target section, so from this point of view, it is preferable to use the same count information as that of the normal state. For example, as shown in FIG. 50H (A), the normal state and the micro-time-saving state have the same count information.
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Note that other bits (for example, one or more unused bits) may be used to create count information that can identify the slight time-saving state. As an example, as shown in FIG. 50H (b),
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(1) A first process (frame-side operation confirmation timer setting process) corresponding to the operation confirmation timer setting process (step S034 in FIG. 8B) This second process is preferably executed in the process at power-on, as in the first embodiment.
(2) A second process (frame-side performance display monitor process) required for calculating and displaying the performance display (including the operation check display). For example, this process includes a process equivalent to the performance display monitor tallying and dividing process described in step S043 of Fig. 8A and a process required for calculating and displaying the performance information among the processes shown in Fig. 19. The second process is configured to calculate and display the performance information based on the information included in the specific message.
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(Frame side performance information monitor processing: FIG. 50G)
Here, a description will be given of the frame side performance display monitor process executed by the
å³ïŒïŒïŒ§ã«ãããŠãæ å¶åŸ¡éšïŒïŒïŒæ å¶åŸ¡ïŒ£ïŒ°ïŒµïŒã¯ããŸããïŒãã§ãã¯åŠçãå®è¡ããïŒã¹ãããïŒïŒïŒïŒããã®ïŒ²ïŒ¡ïŒãã§ãã¯åŠçã¯ã第ïŒå®æœåœ¢æ ã«ãããå³ïŒïŒã®é åå€ïŒ²ïŒ¡ïŒãã§ãã¯åŠçïŒã¹ãããïŒïŒïŒïŒãšåãããæ§èœè¡šç€ºã«ä¿ãïŒé åã®ããŒã¿ã«äžå ·åãçããŠãããåŠãã®ãã§ãã¯ïŒããŒã¿ç Žæçã®ãã§ãã¯ïŒãè¡ãããã®åŠçã§ããã In FIG. 50G, the frame control unit 22 (frame control CPU) first executes a RAM check process (step S881). This RAM check process is the same as the out-of-area RAM check process (step S824) in FIG. 19 in the first embodiment, and is a process for checking whether or not there is a problem with the data in the RAM area related to the performance display (checking for data corruption, etc.).
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Next, the performance information message information management process is executed (step S882). In this performance information message information management process, count information related to the number of winning balls (
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On the other hand, if the operation confirmation timer is zero (step S883: = 0), the operation confirmation display is deemed to have ended, and processing (steps S884 to S888) is carried out to cause the
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The processing of steps S884 to S886 is basically the same as that of steps S827 to S829 in FIG. 19 of the first embodiment, but in this embodiment, unlike the processing of step S828 in the first embodiment, it is determined whether the area is a counting area (specific game state) or a non-counting area (other game state) based on the count information (
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(Regarding the determination process of step S885)
In this embodiment, since it is possible to control a special game state called a micro time-saving state, the count information related to the performance information state notification is devised. This will be described with reference to Figure 50H. Figure 50H shows an example of the bit pattern on the count information side.
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(Specific example 1: FIG. 50H (a))
FIG. 50H (A) shows "Performance Information Status Notification Example 1" as an example of a performance information status notification. In this example, the normal state and the slight time-saving state are set as the same count information, taking into consideration that the normal state and the slight time-saving state are set as the counting target section. For example, as shown in FIG. 50H (A), a performance information status notification is common to the normal state and the slight time-saving state. In this example, when the 0th to 3rd bits are all "0" (FIG. 50H (A) (A)), a counting target section is specified, and when any of the 0th to 3rd bits is "1" (FIG. 50H (A) (B)), a non-counting target section is specified. Note that the performance information status notification in FIG. 50H (A) (B) shows an example of the time-saving state as an example of a non-counting target section.
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(Specific Example 2)
FIG. 50H (B) shows "Performance Information Status Notification Example 2" as an example of the performance information status notification. This example is an example in which the time-saving state and the minute time-saving state are specified separately. As already explained, this example uses the 0th to 2nd bits for bit information specifying the time-saving state in the broad sense, and the 3rd bit for bit information specifying the time-saving state in the narrow sense (specifying the time-saving state type). When the 3rd bit is "1", it specifies the time-saving state (pure time-saving state), and when it is "0", it specifies the minute time-saving state (special time-saving state). In this example, the performance information status notification for the time-saving state (pure time-saving state) specified in FIG. 50H (B) (A) is "0xF101", and the performance information status notification for the minute time-saving state specified in FIG. 50H (B) (B) is "0xF109".
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(Specific Example 3)
FIG. 50H(c) shows "Performance Information Status Notification Example 3" as an example of a performance information status notification. This example is an example of specifying a counting target section/non-counting target section using unused bits. In this example, an example is shown in which a counting target section or a non-counting target section is specified using the third bit (third bit = counting target section suitability specification bit). This example can achieve the same effect as the "section specification number SF" described in the first embodiment, and is suitable for specifying multiple game states as counting target sections or multiple game states as non-counting target sections. In this example, the performance information status notification of the counting target section specification in FIG. 50H(c)(A) is "0xF100", and the performance information status notification of the non-counting target section specification in FIG. 50H(b)(B) is "0xF108".
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(Specific Example 4)
FIG. 50H (iv) shows "Performance Information Status Notification Example 4" as an example of a performance information status notification. This example illustrates an invalid performance information status notification. The contents of a performance information status notification are not always valid, and there may be rare cases where a performance information status notification becomes invalid due to some cause such as electrical noise. For example, this applies to a case where a performance information status notification specifying a non-existent game state is received (irregular case).
å³ïŒïŒïŒšïŒãïŒã¯ãäžåœãªæ§èœæ å ±ç¶æ éç¥ã®äžäŸã瀺ãããã®ã§ãããå³ïŒïŒïŒšïŒãïŒã¯ãã第ïŒãããïŒäœããŒã¹äžãé«ããŒã¹äžãæå®ïŒããïŒïŒé«ããŒã¹æå®ïŒãã第ïŒãããïŒå€§åœãäžã§ãããåŠããæå®ïŒããïŒïŒå€§åœãäžæå®ïŒããããã³ç¬¬ïŒãããïŒæœéžç¶æ çš®å¥æå®ïŒããïŒïŒé«ç¢ºçæå®ïŒãããšããå 容ãæå®ããæ§èœæ å ±ç¶æ éç¥ã§ãããã倧åœãäžã«ãããŠãé«ããŒã¹äžïŒé»ãµãæãç¶æ ïŒïŒé«ç¢ºçç¶æ ããšãã£ãéæç¶æ ã¯ãæ¬å®æœåœ¢æ ã®éæç¶æ ã«ã¯ååšããªãããã®ä»ã®äžåœãªæ§èœæ å ±ç¶æ éç¥ãšããŠã¯ãããšãã°ãã第ïŒãããããïŒïŒé«ããŒã¹æå®ïŒãã第ïŒãããããïŒïŒå€§åœãäžæå®ïŒããããã³ç¬¬ïŒãããïŒæœéžç¶æ çš®å¥æå®ïŒããïŒïŒäœç¢ºçæå®ïŒãããšãããäœç¢ºçïŒå€§åœãäžïŒäœããŒã¹ãã®ã±ãŒã¹ïŒããããã¿ãŒã³ããïŒïŒïŒïŒïŒïŒïŒïŒïŒ¢ãïŒããã第ïŒãããããïŒïŒäœããŒã¹æå®ïŒãã第ïŒãããããïŒïŒå€§åœãäžæå®ïŒããããã³ç¬¬ïŒãããïŒæœéžç¶æ çš®å¥æå®ïŒããïŒïŒé«ç¢ºçæå®ïŒãããšãããé«ç¢ºçïŒå€§åœãäžïŒäœããŒã¹ãã®ã±ãŒã¹ïŒããããã¿ãŒã³ããïŒïŒïŒïŒïŒïŒïŒïŒïŒ¢ãïŒãªã©ãããã Figure 50H (d) shows an example of an inappropriate performance information status notification. Figure 50H (d) shows a performance information status notification that specifies the following: "The 0th bit (designating low base or high base) is '1 (high base designation)', the 1st bit (designating whether or not a jackpot is in progress) is '1 (during jackpot designation)', and the 2nd bit (designating the type of lottery state) is '1 (high probability designation)'", but a gaming state such as 'high base (state with electric support) + high probability state' during a jackpot does not exist in the gaming state of this embodiment. Other examples of inappropriate performance information status notifications include the "low probability + jackpot + low base" case where the 0th bit is "1 (high base designation)," the 1st bit is "1 (jackpot designation)," and the 2nd bit (lottery status type designation) is "0 (low probability designation)" (bit pattern is "00000011B"), and the "high probability + jackpot + low base" case where the 0th bit is "0 (low base designation)," the 1st bit is "1 (jackpot designation)," and the 2nd bit (lottery status type designation) is "1 (high probability designation)" (bit pattern is "00000110B").
ãã®ãããªäžåœãªæ§èœæ å ±ç¶æ éç¥ïŒä»¥äžããšã©ãŒæ§èœæ å ±ç¶æ éç¥ããšãç§°ããïŒãåä¿¡ããå Žåã¯ãçŸåšã®éæç¶æ ãèšæ°å¯Ÿè±¡åºéã§ãããéèšæ°å¯Ÿè±¡åºéã§ããã倿ãå Œãããããã§ãä»åã®æ§èœæ å ±ç¶æ éç¥ã«ã€ããŠã¯èšæ°å¯Ÿè±¡åºéã§ãããšå€æããŠæ§èœæ å ±ã«ä¿ãåŠçãå®è¡ããŠããŸã£ãŠããããããšã©ãŒæ§èœæ å ±ç¶æ éç¥ã§ããå Žåã«ç¡éã«æ§èœæ å ±ãç®åºããããšã¯å¥œãŸãããªããšãã芳ç¹ãããä»åã®æ§èœæ å ±ç¶æ éç¥ã«ã€ããŠã¯éèšæ°å¯Ÿè±¡åºéã§ãããšããŠå€æããæ§èœæ å ±ã«ä¿ãåŠçãå®è¡ããªããŠããããããã§ããæ§èœæ å ±ã«ä¿ãåŠçããšã¯ã次ã«è¿°ã¹ãïŒæïŒïŒïœïŒæïŒïŒã®åŠç圢æ ãæ¡çšããããšãã§ããã When such an inappropriate performance information status notification (hereinafter also referred to as an "error performance information status notification") is received, it is impossible to determine whether the current game status is in a counting interval or a non-counting interval. Therefore, it is possible to determine that the current performance information status notification is in a counting interval and execute processing related to the performance information, but from the viewpoint that it is not desirable to recklessly calculate performance information when there is an error performance information status notification, it is also possible to determine that the current performance information status notification is in a non-counting interval and not execute processing related to the performance information. Here, "processing related to performance information" can adopt the processing forms (1) to (3) described below.
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(Example 1) A counting (calculation) process of at least one specific count value is not executed, a counting process of other count values is executed, and a calculation process of performance information is not executed.
(Example 2) The counting (calculation) process of at least one specific count value is not executed, the counting process of other count values is executed, and the calculation process of performance information is executed.
(3) The calculation process of all count values and the calculation process of performance information are not executed.
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Furthermore, when an error performance information status notification is received, it is preferable not to execute the "process of outputting performance information (here, the base value) to an external device" or the "process of displaying performance information on the
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ãªããäžè¿°ã®ïŒæïŒïŒãŸãã¯ïŒæïŒïŒã«ãããŠã¯ãç¹å®ã®èšæ°å€ã®èšæ°åŠçãå®è¡ããŠããããããã¯ããšã©ãŒæ§èœæ å ±ç¶æ éç¥ãåä¿¡ããå Žåã§ãã£ãŠããèšæ°ããŠããæ¹ãé©åãªå€ïŒä»¥äžãèšæ°é©åå€ããšãç§°ããïŒãååšããããã§ãããããšãã°ãæ¬å®æœåœ¢æ ã«ä¿ãå šç¶æ ã¢ãŠãåæ°ã¯ãæ¢ã«èª¬æããããã«ããå šéæç¶æ äžã®ç·ã¢ãŠãçæ°ãã§ããããŸãä»åã®èšæž¬çµäºå¥æ©ãšããŠå©çšããããã®å€ã§ãããã€ãŸãããå šç¶æ ã¢ãŠãåæ°ãã¯ãçŸåšã®éæç¶æ ã«ããããèšæ°å¯Ÿè±¡ãšãã¹ãå€ã§ããããããã£ãŠä»®ã«ããšã©ãŒæ§èœæ å ±ç¶æ éç¥ãåä¿¡ããå Žåã§ãã£ãŠããã¢ãŠãçæ°æ å ±ãååšããå Žåã«ã¯ãç·ã¢ãŠãçæ°ã®èšæ°åŠçãå®è¡ããããšã奜ãŸãããšãããããã®ããã«ããã€ãºçã«ããç¬éçã«ãšã©ãŒæ§èœæ å ±ç¶æ éç¥ãåä¿¡ããå Žåã§ãã£ãŠããèšæ°é©åå€ã«ã€ããŠã¯èšæ°åŠçãå®è¡ãããã®ä»ã®èšæ°å€ã«ã€ããŠã¯äžç¢ºããªæ å ±ã«åºã¥ãèšæ°åŠçã¯å®è¡ããªãããã«ããããšãã§ããã In the above (Age 1) or (Age 2), the counting process is performed for a specific count value, but this is because there is a value (hereinafter also referred to as the "appropriate counting value") that is more appropriate to count even when an error performance information state notification is received. For example, the number of outs in all states in this embodiment is the "total number of out balls in all game states" as already explained, and is also a value to be used as a trigger for ending the current measurement. In other words, the "number of outs in all states" is a value that should be counted regardless of the current game state, and therefore, even if an error performance information state notification is received, if out ball number information exists, it is preferable to perform the counting process for the total number of out balls. In this way, even if an error performance information state notification is received instantaneously due to noise, etc., it is possible to perform the counting process for the appropriate counting value and not perform the counting process based on uncertain information for the other count values.
ãªããåŠäœãªãæ§èœæ å ±ãæ¡çšãããã«å¿ããŠãïŒãŸãã¯è€æ°ã®èšæ°é©åå€ãå®ããããšãã§ããã®ã¯å¿è«ã®ããšã§ãããããšãã°ãæå®ã²ãŒã æ°ïŒããšãã°ãææ°ã®ïŒïŒïŒïŒã²ãŒã æ°ã环èšã²ãŒã æ°ïŒïŒïŒïŒïŒã²ãŒã 以äžãªã©ïŒã®åœ¹ç©æ¯çãæ§èœæ å ±ãšããŠæ¡çšããã±ãŒã¹ã§ã¯ãã²ãŒã æ°ã«ã€ããŠã¯ãå šéæç¶æ äžã®ã²ãŒã æ°ãã«ãŠã³ãããããšã«ãªããããåœè©²ã²ãŒã æ°ãèšæ°é©åå€ãšããŠå®ããããšãã§ããããããã£ãŠãäžè¿°ã®åœ¹ç©æ¯çãšããŒã¹å€ãšãæ§èœæ å ±ãšããŠæ¡çšããã±ãŒã¹ã§ã¯ãå šç¶æ ã¢ãŠãåæ°ããã³ã²ãŒã æ°ã®ïŒçš®é¡ã®èšæ°å€ãèšæ°é©åå€ãšããŠå®ããããšãã§ããã Of course, one or more appropriate counting values can be determined depending on the performance information adopted. For example, in a case where the ratio of the reels for a predetermined number of games (e.g., the most recent 6,000 games, or a cumulative number of games of 17,500 or more) is adopted as the performance information, the number of games is counted during all game states, and this number of games can be determined as the appropriate counting value. Therefore, in a case where the ratio of the reels and the base value described above are adopted as the performance information, two types of counting values, the number of outs in all states and the number of games, can be determined as the appropriate counting value.
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(Variation 1)
If the above-mentioned invalid performance information status notification is received, the count information relating to the number of prize balls may be temporarily put on hold, and the next time a valid performance information status notification is received, the current performance information may be calculated including the count information relating to the number of prize balls that was held on hold.
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(Variation 2)
In addition, by using the method of "determining that an inappropriate performance information status notification is a non-counting target section", when the
å³ïŒïŒïŒ§ã®ã¹ãããïŒïŒïŒã®èª¬æã«æ»ããã¹ãããïŒïŒïŒã§ã¯ãç¶æ å€å®ãã©ã°ã«ãïŒïŒïŒšããèšå®ããïŒã¹ãããïŒïŒïŒïŒããã®ãç¶æ å€å®ãã©ã°ãã¯ãæ¢ã«èª¬æããããã«ãæ§èœæ å ±ïŒããŒã¹å€ïŒãèšæž¬ããããã®ãèšæ°å¯Ÿè±¡åºéãïŒèšæ°å¯Ÿè±¡ã«ä¿ãéæç¶æ ïŒã§ãããåŠããæå®ããããã®ãã©ã°ã§ããã Returning to the explanation of step S884 in FIG. 50G, in step S884, the state determination flag is set to "00H" (step S884). As already explained, this "state determination flag" is a flag for specifying whether or not the state is a "counting target section" (a game state related to the counting target) for measuring performance information (base value).
次ãã§ãçŸåšã®éæç¶æ ãç¹å®éæç¶æ ïŒèšæ°å¯Ÿè±¡åºéïŒæ¬å®æœåœ¢æ ã§ã¯ãéåžžç¶æ ãŸãã¯åŸ®æçç¶æ ïŒã§ãããåŠããå€å®ãïŒã¹ãããïŒïŒïŒïŒãç¹å®éæç¶æ ïŒèšæ°å¯Ÿè±¡åºéïŒã§ããå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãç¶æ å€å®ãã©ã°ããïŒïŒ¡ïŒšïŒïŒ¯ïŒ®ç¶æ ïŒãã«èšå®ããïŒã¹ãããïŒïŒïŒïŒãããã«ãããçŸåšãèšæ°å¯Ÿè±¡åºéã§ããæšãæå®ãããã Next, it is determined whether the current game state is a specific game state (counting target section: in this embodiment, normal state or slight time-saving state) (step S885), and if it is a specific game state (counting target section) (step S885: YES), the state determination flag is set to "5AH (ON state)" (step S886). This designates that the current section is a counting target section.
ããããç¹å®éæç¶æ ã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãã€ãŸããéèšæ°å¯Ÿè±¡åºéã§ããå Žåã«ã¯ãäœãããã«ãã¹ãããïŒïŒïŒã®åŠçã«é²ãããããã£ãŠããã®å Žåã¯ãç¶æ å€å®ãã©ã°ããïŒïŒïŒšãã«ç¶æãããŠãçŸåšãéèšæ°å¯Ÿè±¡åºéã§ããæšãæå®ãããããšãšãªãã However, if the specific game state is not reached (step S885: NO), i.e., if the area is not subject to counting, nothing is done and the process proceeds to step S887. Therefore, in this case, the state determination flag is maintained at "00H", and it is specified that the area is currently not subject to counting.
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Next, a performance information calculation process is executed (step S887). This performance information calculation process is a process required to calculate the base value to be displayed on the
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Next, a display data output management process is executed (step S888). This display data output management process includes substantially the same processing content as the display data update process of step S831 in FIG. 19, and performs processing such as creating and outputting display data for the LED (LED display data) for displaying performance information on the
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The above frame-side performance information monitoring process enables confirmation display operations on the
ãªãããæ åŽåäœç¢ºèªã¿ã€ãèšå®åŠçãã«ä¿ãããã°ã©ã ããã³ïŒãŸãã¯ã¯ãŒã¯é åïŒåäœç¢ºèªã¿ã€ãïŒããæ åŽæ§èœè¡šç€ºã¢ãã¿åŠçãã«ä¿ãããã°ã©ã ããã³ïŒãŸãã¯ã¯ãŒã¯é åïŒããšãã°ãéåžžææåºåæ°æ ŒçŽé åãéåžžæã¢ãŠãåæ°æ ŒçŽé åãç¹å®æ¯çæ å ±æ ŒçŽé åãå šç¶æ ã¢ãŠãåæ°æ ŒçŽé åãªã©ãæ§èœæ å ±ã®ç®åºã«é¢ããããŒã¿ãèšæ¶ããïŒé åïŒèšæ°æ å ±æ ŒçŽé åïŒïŒã¯ãé åå ã¡ã¢ãªãé åå€ã¡ã¢ãªã®ãããã«èšããŠããããããšãã°ã第ïŒå®æœåœ¢æ ãšåæ§ã®åºåããããŠãããã The program and/or work area (operation check timer) related to the "frame side operation confirmation timer setting process" and the program and/or work area (for example, a RAM area (counting information storage area) that stores data related to the calculation of performance information, such as a normal payout number storage area, a normal out number storage area, a specific ratio information storage area, and an all-state out number storage area) related to the "frame side performance display monitor process" may be provided in either the internal memory or the external memory. For example, they may be divided in the same way as in the first embodiment.
å³ïŒïŒã®èª¬æã«æ»ããæ¬å®æœåœ¢æ ã®å ¥å管çåŠçïŒã¹ãããïŒïŒïŒïŒã§ã¯ã第ïŒå®æœåœ¢æ ã®å Žåãšåãããã»ã³ãµãã¹ã€ããé¡ã®æ€åºæ å ±ã«åºã¥ãå ¥åããŒã¿äœæåŠçãäžæ£å ¥è³ç£èŠåŠçïŒå ¥è³ç¡å¹åŠçïŒãªã©ãè¡ããã管çéææ©ç¹æã®åŠçãšããŠãäžèšéææ©æ å ±éç¥é»æã«ä¿ãéææ å ±ã®ãã¡ãå ¥è³ïŒè³çïŒã«é¢ããéææ å ±ïŒå³ïŒïŒïŒ¢ïœå³ïŒïŒïŒ£ïŒã®äœæã»èšå®ã«é¢ããåŠçãè¡ãã Returning to the explanation of FIG. 36, the input management process (step S083) of this embodiment performs input data creation processing based on detection information from sensors and switches, fraudulent winning monitoring processing (winning invalidation processing), and the like, as in the first embodiment, but also performs processing related to the creation and setting of winning (winning ball)-related gaming information (FIGS. 50B to 50C) among the gaming information related to the gaming machine information notification message, as processing specific to the managed gaming machine.
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The input management process of this embodiment will now be described with reference to the flowchart of FIG.
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Next, the switch information creation process is executed based on the winning detection data (step S193). In the switch information creation process, "switch information" used in the "winning event storage process" shown in FIG. 54 described later is created (obtained) and stored in a corresponding predetermined RAM area (switch edge storage area: W_SWEDG1-5). Note that, to simplify the explanation, the number of prize balls is the same for the general winning
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As already mentioned with reference to Figures 50A to 50C, game information related to winning requires the creation of game information such as winning at the start port (data type 1) through winning at the large winning port by the operation of the continuous role-playing device (data type 6). Therefore, in this switch information creation process, the following switch information is acquired and stored for each winning port. Note that if there is no winning, the winning detection data is not updated, and so the bit data "00000000B" with all
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When a win is made in the
The operation/non-operation (ON/OFF state) of the normal electric device can be determined by the ON/OFF state of the "normal power operation flag". This "normal power operation flag" is a flag for determining whether or not a normal power open game is in progress, and when the flag is ON (=5AH), it indicates that a normal power open game is in progress, and when the flag is OFF (â 5AH), it indicates that a normal power open game is not in progress. In this embodiment, if a prize is won when a normal power open game is not in progress, this is treated as invalid, and "00000000B" is stored, the same as when no prize is won. However, since it is necessary to treat the game balls (remaining balls in the lower starting opening 35) that have entered just before the end of the normal power open game (just before the lower starting
Therefore, if a game ball enters beyond this margin of time, it is treated as an illegal entry, and an error process indicating the illegal entry is performed, for example, the entry is invalidated (all bits are set to 0), and a dedicated error notification is performed for a predetermined time (for example, 30 seconds) (lower start port illegal entry monitoring process). However, the entry may be configured to only be notified of an error without invalidating the entry. In addition, in a game state with electric support (during time reduction or during a probability change, etc.), normal electric opening games frequently occur, so all entries may be treated as valid without determining whether they are illegal entries each time. Whether or not the game is in electric support can be determined by determining the ON/OFF state of the normal electric device opening extension state flag.
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(E) Switch information related to the big winning
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<Winning Event Storage Process: FIG. 38A (FIG. 38B), FIG. 39>
FIG. 38A is a flowchart showing the details of the winning event storage process.
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In FIG. 38A, the
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<Switch count table: FIG. 53>
An example of a switch count table is shown in Fig. 53. In reality, this switch count table defines data groups related to all switches (sensors) required for creating game information, but here data related to switches (sensors) closely related to the present invention is shown as a representative example.
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Referring to FIG. 53, the switch count table defines winning determination bit data and event number data corresponding to the switch edge storage areas (W_SWEDG1-6). The "winning determination bit data" is data that can determine whether or not a winning has occurred for a winning slot and the state at the time of winning, for example, when a winning has occurred in the
次ãã§ãã«ãŒãåæ°ïŒã¹ã€ããã«ãŠã³ãããŒãã«ã«èšå®ãããå€å®å¯Ÿè±¡ãšãªãã¹ã€ããæ å ±æ°ïŒãèšå®ããïŒã¹ãããïŒïŒïŒïŒãã«ãŒãåæ°ã«å¿ããã¹ã€ããæ å ±ãååŸããïŒã¹ãããïŒïŒïŒïŒãããšãã°ãïŒåç®ã®ã«ãŒãã§ããã°ãå³ïŒïŒã«ç€ºãã¹ã€ããã«ãŠã³ãããŒãã«ã®ïŒ¥ïŒ¶ïŒ¥ïŒ®ïŒŽïŒã«å¯Ÿå¿ããïŒã«æ ŒçŽãããŠããã¹ã€ããæ å ±ãååŸããã Next, the number of loops (the number of pieces of switch information to be judged and set in the switch count table) is set (step S202). Switch information corresponding to the number of loops is obtained (step S203). For example, in the first loop, the switch information stored in W_SWEDG1 corresponding to EVENT1 in the switch count table shown in FIG. 53 is obtained.
次ãã§ãååŸããã¹ã€ããæ å ±ãšã察å¿ããå ¥è³å€å®ããããšãæ¯èŒããïŒã¹ãããïŒïŒïŒïŒãããšãã°ãïŒåç®ã®ã«ãŒãã§ããã°ãå³ïŒïŒã«ç€ºãã¹ã€ããã«ãŠã³ãããŒãã«ã®ãïŒïŒäžå§åå£ïŒïŒå¯Ÿå¿ã®ã¹ã€ããæ å ±ïŒãã«æ ŒçŽããããããããŒã¿ãšãå ¥è³å€å®ã®ãããïŒãã¹ã¯ããŒã¿ïŒã®ãïŒïŒïŒïŒïŒïŒïŒïŒïŒ¢ïŒã€ãã³ãçªå·ïŒïŒïŒ ïŒïŒå¯Ÿå¿ã®ããããã¿ãŒã³ïŒããšã®è«çç©ïŒïŒ¡ïŒ®ïŒ€ïŒããšãã第ïŒããã以å€ã®ãããããã¹ã¯ããããã®äŸã®å ŽåãïŒã®ã¹ã€ããæ å ±ããæãïŒïŒ¯ïŒ®ç¶æ ïŒãã®å Žåã«ã¯ãè«çæŒç®çµæããïŒïŒïŒïŒïŒïŒïŒïŒïŒ¢ããšãªãïŒå€å®çµæïŒïŒ¹ïŒ¥ïŒ³ïŒã該åœããã¹ã€ããæ å ±ããç¡ãïŒïŒ¯ïŒŠïŒŠç¶æ ïŒãã®å Žåã«ã¯ãè«çæŒç®çµæããïŒïŒïŒïŒïŒïŒïŒïŒïŒ¢ããšãªãïŒå€å®çµæïŒïŒ®ïŒ¯ïŒã Next, the acquired switch information is compared with the corresponding winning determination bit (step S204). For example, in the first loop, the logical product (AND) of the bit data stored in "W_SWEDG1 (switch information corresponding to the upper start port 34)" in the switch count table shown in FIG. 53 and the winning determination bit (mask data) "00000001B (bit pattern corresponding to event number 1 (@EVENT1))" is taken, and bits other than the 0th bit are masked. In this example, if the switch information of W_SWEDG1 is "present (ON state)", the logical operation result is "00000001B" (determination result = YES), and if the corresponding switch information is "not present (OFF state)", the logical operation result is "00000000B" (determination result = NO).
å ¥è³å€å®æãã®å ŽåïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒã察å¿ããã€ãã³ãçªå·ãååŸããïŒã¹ãããïŒïŒïŒïŒãããšãã°ãïŒåç®ã®ã«ãŒãã§ããã°ãå³ïŒïŒã«ç€ºãã¹ã€ããã«ãŠã³ãããŒãã«ã®ã€ãã³ãçªå·ïŒïŒïŒ¥ïŒ¶ïŒ¥ïŒ®ïŒŽïŒïŒãååŸããããããŠããã®ã€ãã³ãçªå·ããæå®ã®ïŒ²ïŒ¡ïŒé åïŒãªã³ã°ãããã¡ïŒã«æ ŒçŽãïŒã¹ãããïŒïŒïŒïŒãªã³ã°ãããã¡æ ŒçŽåŠçïŒãã«ãŒãåæ°ããã¯ãªã¡ã³ãããïŒã¹ãããïŒïŒïŒïŒããªããã¹ãããïŒïŒïŒã®ãªã³ã°ãããã¡æ ŒçŽåŠçã®è©³çްã«ã€ããŠã¯ãå³ïŒïŒãçšããŠåŸè¿°ããã If a winning decision has been made (step S204: YES), the corresponding event number is obtained (step S205). For example, in the first loop, event number 1 (EVENT1) in the switch count table shown in FIG. 53 is obtained. Then, the event number is stored in a specified RAM area (ring buffer) (step S206: ring buffer storage process), and the loop count is decremented (step S207). Details of the ring buffer storage process in step S206 will be described later with reference to FIG. 39.
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Here, in the fourth and fifth loops, the bit data of "W_SWEDG4", i.e., the switch information of the
äžæ¹ãå ¥è³å€å®ç¡ãã®å ŽåïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçïŒã€ãã³ãçªå·ã®æ ŒçŽåŠçïŒãå®è¡ããã«ãã«ãŒãåæ°ããã¯ãªã¡ã³ãããïŒã¹ãããïŒïŒïŒïŒããããã£ãŠãå ¥è³å€å®ç¡ãã®å Žåãã€ãŸããéä¿¡ãã¹ãéææ å ±ã®çºçããªãå ŽåïŒã€ãã³ãçªå·ãèšæ¶ããäºè±¡ãçºçããªãå ŽåïŒã«ã¯ãã€ãã³ãçªå·ã®æ ŒçŽåŠçïŒãªã³ã°ãããã¡æ ŒçŽåŠçïŒãã¹ãããããããããã€ãã³ãçªå·ã«ã€ããŠã¯ãçºçé ã«èšæ¶ãããŠããããšã«ãªãã On the other hand, if no winning has been determined (step S204: NO), the process of steps S205 to S206 (event number storage process) is not executed, and the loop count is decremented (step S207). Therefore, if no winning has been determined, that is, if no game information to be transmitted has been generated (if no event for storing an event number has occurred), the event number storage process (ring buffer storage process) is skipped, and the event numbers are stored in the order in which they occurred.
次ãã§ãã«ãŒãåæ°ããŒãã§ãããåŠããå€å®ãïŒã¹ãããïŒïŒïŒïŒãã«ãŒãåæ°ããŒãã«ãªããŸã§ïŒã¹ã€ããã«ãŠã³ãããŒãã«ã«ãããå šã¹ã€ããæ å ±ãå€å®ãããŸã§ïŒãã¹ãããïŒïŒïŒïœã¹ãããïŒïŒïŒã®åŠçãç¹°ãè¿ãïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ã®åŠçã«ãŒãïŒãã«ãŒãåæ°ããŒãã«ãªã£ããªãã°ïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãå ¥è³ã€ãã³ãèšæ¶åŠçãçµããã Next, it is determined whether the number of loops is zero (step S208), and the process of steps S203 to S208 is repeated (step S208: NO processing route) until the number of loops becomes zero (until all switch information in the switch count table has been determined). If the number of loops becomes zero (step S208: NO), the winning event storage process is terminated.
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(Ring buffer storage process (step S206): FIG. 39)
The ring buffer storage process (step S206) in Fig. 38A will now be described with reference to Fig. 39, which is a flow chart showing the details of the ring buffer storage process.
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(About the ring buffer: Fig. 52)
In this embodiment, a "ring buffer" is used as a means for storing data related to the game information of the game machine information notification message, and the data is stored in the order of occurrence of events. This "ring buffer" will be briefly explained. FIG. 52 shows a conceptual diagram of a shift buffer and a ring buffer. As is well known, a ring buffer is a "circular buffer" that is used so that the end and the beginning of the buffer are connected, and it is a buffer that has the function of storing data sequentially from the beginning of the buffer and returning to the beginning when the end of the buffer is reached (see FIG. 52 (2)). In the case of the ring buffer shown in FIG. 52 (2), data is written to the address of the ring buffer indicated by the "save pointer (pointer for specifying the address (storage address) for writing data to the ring buffer)" and data is read from the address of the ring buffer indicated by the "load pointer (pointer for specifying the address (read address) for reading data from the ring buffer)".
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ãªãããªã³ã°ãããã¡ã«ããŒã¿ãå šãä¿æãããŠããªãç¶æ ã§ã¯ïŒããšãã°ãååã®é»æºæå ¥æãïŒã¯ãªã¢æãªã©ïŒãã»ãŒããã€ã³ã¿ãšããŒããã€ã³ã¿ã¯åãã¢ãã¬ã¹ã瀺ãïŒããšãã°ããªã³ã°ãããã¡ã®å é ã¢ãã¬ã¹ïŒïŒçªå°ïŒãæ ŒçŽãããŠããïŒã以äžã®ç¹ã§ããªã³ã°ãããã¡ã¯ãå é ã¢ãã¬ã¹ã®ããŒã¿ãèªã¿èŸŒããšãšãã«å é ã¢ãã¬ã¹ã®ãããã¡ãã¯ãªã¢ããæ¬¡ã¢ãã¬ã¹ã®ããŒã¿ãå é ã¢ãã¬ã¹ã®ãããã¡ã«ã·ããããŠç©ºãé åãäœã£ãŠæ°ããªããŒã¿ãèšæ¶ããŠãããããªãã·ããåŒãããã¡ïŒã·ãããããã¡ïŒããšã¯ç°ãªãïŒå³ïŒïŒïŒïŒïŒåç §ïŒããªãæ¬å®æœåœ¢æ ã®å Žåãã·ãããããã¡ã¯ãããšãã°ãä¿çèšæ¶ã«ãããŠå©çšãããïŒå³ïŒïŒã®ã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒïŒããŸãããªã³ã°ãããã¡ã¯ãã·ãããããã¡ãããªã·ããåŠçã®å¿ èŠããªããåŠçæéãçžå¯Ÿçã«çããªããšããå©ç¹ãããã When no data is stored in the ring buffer (for example, when the power is turned on for the first time or when the RAM is cleared), the save pointer and load pointer indicate the same address (for example, the first address (address 0) of the ring buffer is stored). In this respect, the ring buffer differs from a "shifting buffer" that reads data from the first address, clears the buffer at the first address, and shifts data from the next address to the buffer at the first address to create free space and store new data (see FIG. 52 (1)). In this embodiment, the shift buffer is used, for example, for reserved storage (steps S406 to S407 in FIG. 12). Another advantage of the ring buffer is that it does not require shift processing like the shift buffer, and processing time is relatively short.
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Referring to FIG. 39, the
次ãã§ããªã³ã°ãããã¡ã«ç©ºãé åããããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒã Next, it is determined whether there is free space in the ring buffer (step S232).
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If there is no free space (step S232: NO), it is determined that the storage device is in an overflow state (full state), and a predetermined error process (steps S239 to S242) is executed. The reason for executing the error process when an overflow state occurs is as follows.
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The data (event number) stored in the ring buffer is used to create game information (type information and count information) related to the gaming machine information notification message each time the 108 ms interrupt process shown in FIG. 40 is executed, and when this game information is sent to the
ããããäœããã®äžå ·åã«ããéå°å ¥è³ãçºçããã°ãäžèšãªãŒããŒãããŒç¶æ ãçããããããšãã°ãããããã倧çãŽããã®ãããªäžæ£è¡çºãå®è¡ãããå Žåã«äžèšãªãŒããŒãããŒç¶æ ãçèµ·ããããã倧çãŽãããšã¯ãéåžžïŒæ£èŠïŒã®éæçããã倧ããéæçãçšããŠå ¥è³å£ã®ã»ã³ãµïŒæ€åºã¹ã€ããïŒéšåã«éæçãè©°ãŸãããã»ã³ãµãéæçãæ€ç¥å¯èœãªç¶æ ã§äžæ£é»æ³¢ãé£ã°ããŠã»ã³ãµã誀äœåãããå ¥è³ä¿¡å·ãéå°ã«çºçãããäžæ£è¡çºã§ããã However, if excessive winnings occur due to some kind of malfunction, the above-mentioned overflow state can occur. For example, the above-mentioned overflow state can occur when a fraudulent act such as the so-called "big ball cheat" is committed. "Big ball cheat" is a fraudulent act in which a game ball larger than a normal (legitimate) game ball is used to jam the game ball in the sensor (detection switch) of the winning slot, and illegal radio waves are sent out while the sensor is able to detect the game ball, causing the sensor to malfunction and generate excessive winning signals.
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Therefore, in this embodiment, when the above-mentioned overflow state occurs, it is assumed that an excessive winning due to fraudulent behavior has occurred, and a specified error process is executed, discarding new data without storing it in the buffer (no new data is updated and stored during the overflow state). Specifically, when an overflow state occurs, as error process, the game permission flag is cleared (step S239), a launch stop signal NS is output to the
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ãŸãããªãŒããŒãããŒç¶æ ãç£èŠããå Žåãæ¬¡ã«è¿°ã¹ãå©ç¹ããããããšãã°ãéå°å ¥è³ãç£èŠããå Žåã«ã¯ãæå®æéå ã®å ¥è³ã®åæ°ïŒå ¥è³ã«ãŠã³ãïŒãšéŸå€ïŒéå°å ¥è³ãšã¿ãªãåæ°ïŒãšãæ¯èŒå€å®ããåŠçãå¿ èŠã«ãªããããããã¡ã®ãªãŒããŒãããŒç¶æ ãç£èŠããå Žåã«ã¯ãåã«ãèšæ¶é åã®ç©ºãç¶æ ãç£èŠããã ãã«ãšã©ãŸãããããã®ãããªåŠçãäžèŠãªããå¶åŸ¡è² æ ã®è»œæžã«ç¹ããããŸããéå°å ¥è³ãç£èŠããå Žåã«ã¯ãéåžžã倧çãŽã察çãšããŠãäžæ£ç£èŠçšã®é»æ³¢ã»ã³ãµããå ¥è³å£ä»è¿ã«èšããããšãå¿ èŠã«ãªããããããã¡ã®ãªãŒããŒãããŒç¶æ ãç£èŠããå Žåã«ã¯ãäžæ£é»æ³¢ãç£èŠããå¿ èŠããªãããã黿³¢ã»ã³ãµãèšããå¿ èŠããªããã³ã¹ãåæžãèšèšã®å®¹æåã«ç¹ããã In addition, there are the following advantages to monitoring overflow conditions. For example, when monitoring excess winnings, a process is required to compare the number of winnings within a given time (winning count) with a threshold value (the number considered to be excess winnings), but when monitoring buffer overflow conditions, the only thing that needs to be monitored is the free space in the memory area, making such a process unnecessary and reducing the control burden. Also, when monitoring excess winnings, it is usually necessary to install a "radio sensor for monitoring fraud" near the winning slot as a measure against large ball cheating, but when monitoring buffer overflow conditions, there is no need to monitor for fraudulent radio waves, so there is no need to install a radio sensor, which leads to cost reduction and easier design.
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(Modification α: Modification Related to Error Handling When an Overflow State Occurs)
The error processing related to the overflow state may be configured as follows. For example, if an overflow state occurs (step S232: NO), an error flag specifying the occurrence of an overflow state (hereinafter referred to as an "OF error flag") is set (ON state), and the ON/OFF state of the OF error flag is monitored in the subsequent error management processing (step S089). If the ON state of the OF error flag is confirmed in the error management processing (step S089), the processing of steps S239 to S242 may be performed.
ãªãæ¬å®æœåœ¢æ ã§ã¯ããªã³ã°ãããã¡ãçšããŠããããã·ãããããã¡ãçšããŠããããã®å Žåãåæ§ã«ãã·ãããããã¡æ ŒçŽé åããªãŒããŒãããŒç¶æ ãšãªã£ãå Žåã«ãæå®ã®ãšã©ãŒåŠçïŒã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçïŒãå®è¡ããã°ããã In this embodiment, a ring buffer is used, but a shift buffer may be used. In this case as well, if the shift buffer storage area overflows, a predetermined error process (steps S239 to S242) can be executed.
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(If there is free space: step S232 â steps S233 to S238)
On the other hand, if there is free space in the ring buffer, it is determined that the gaming operation is normal, and the processes from step S233 onwards are executed in sequence.
ãªã³ã°ãããã¡ã«ç©ºãé åãããå ŽåïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãã»ãŒããã€ã³ã¿ã瀺ãã¢ãã¬ã¹ã®ãªã³ã°ãããã¡é åã«ãååŸããã€ãã³ãçªå·ïŒå³ïŒïŒïŒ¡ã®ã¹ãããïŒïŒïŒã§ååŸããããŒã¿ïŒãæ ŒçŽããïŒã¹ãããïŒïŒïŒïŒã If there is free space in the ring buffer (step S232: YES), the acquired event number (the data acquired in step S205 in Figure 38A) is stored in the ring buffer area at the address indicated by the save pointer (step S234).
次ãã§ãã»ãŒããã€ã³ã¿ïŒæ ŒçŽå ã¢ãã¬ã¹ïŒãã€ã³ã¯ãªã¡ã³ãããŠããªã³ã°ãããã¡ã®æ ŒçŽå ã¢ãã¬ã¹ãæŽæ°ããæ¬¡åã®æ ŒçŽå ã¢ãã¬ã¹ãæå®ããïŒã¹ãããïŒïŒïŒïŒã Then, the save pointer (storage destination address) is incremented to update the storage destination address in the ring buffer and specify the next storage destination address (step S235).
次ãã§ãæŽæ°ãããã»ãŒããã€ã³ã¿ãããªã³ã°ãããã¡ã®æçµã¢ãã¬ã¹ãè¶ ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒãæçµã¢ãã¬ã¹ãè¶ ããå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒããªã³ã°ãããã¡ã®å é ã¢ãã¬ã¹ãååŸããŠïŒã¹ãããïŒïŒïŒïŒããããã»ãŒããã€ã³ã¿ã«æ ŒçŽïŒèšæ¶ïŒããïŒã¹ãããïŒïŒïŒïŒãããããæçµã¢ãã¬ã¹ãè¶ ããŠããªãå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãããŒã¿èšæ¶ã¹ããŒã¹ããªã³ã°ãããã¡ã®çµç«¯ã«éããŠããªããšããŠããã®ãŸãŸãäžèšæŽæ°ããã¢ãã¬ã¹ãã»ãŒããã€ã³ã¿ã«æ ŒçŽããïŒã¹ãããïŒïŒïŒïŒã Next, it is determined whether the updated save pointer has exceeded the final address of the ring buffer (step S235). If it has exceeded the final address (step S235: YES), the first address of the ring buffer is obtained (step S236) and stored (memorized) in the save pointer (step S237). However, if it has not exceeded the final address (step S235: NO), it is determined that the data storage space has not reached the end of the ring buffer, and the updated address is stored in the save pointer (step S237).
ãããŠãæ å ±ã¹ããã¯æ°ãã€ã³ã¯ãªã¡ã³ãããïŒã¹ãããïŒïŒïŒïŒãæ å ±ã¹ããã¯æ°ãšã¯ãçŸåšæ ŒçŽãããŠããéææ å ±ïŒãçš®å¥æ å ±ã»ã«ãŠã³ãæ å ±ãïŒå³ïŒïŒåç §ïŒã®åæ°ã§ãããããŒã¿ãæ ŒçŽãããæ¯ã«ïŒå ç®ãããããã®æ å ±ã¹ããã¯æ°ã«ãããçŸåšã®éææ å ±æ°ãç¹å®å¯èœãšãªã£ãŠãããããã«ããããªã³ã°ãããã¡æ ŒçŽåŠçãæããŠãå³ïŒïŒïŒ¡ã®ã¹ãããïŒïŒïŒã®åŠçã«é²ãã Then, the number of pieces of information stocked is incremented (step S238). The number of pieces of information stocked is the number of pieces of game information currently stored ("type information/count information": see FIG. 49), and is incremented by one each time data is stored. This number of pieces of information stocked makes it possible to identify the current number of pieces of game information. This causes the process to exit the ring buffer storage process and proceed to step S207 in FIG. 38A.
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(Another concrete example of creating game information: FIG. 38B)
As described above, when setting game information (event number) related to winning (winning ball), the presence or absence of winning is checked, and if there is a winning (event occurrence), game information corresponding to the game progress state is obtained and stored in the ring buffer. Similarly, for other game states, when an event occurs, the corresponding event number is obtained and stored in the ring buffer. An example is shown in FIG. 38B.
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For example, in the case of "game information related to the number of times the pattern is determined" of
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For example, in the case of "game information related to a win" of
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ãªããã€ãã³ãçªå·ãæ ŒçŽããããã®ãªã³ã°ãããã¡æ ŒçŽåŠçïŒã¹ãããïŒïŒïŒïŒã¯å¶åŸ¡è² æ 軜æžã®ãããå ±éåŠçãšããŠããã The ring buffer storage process (step S206) for storing event numbers is a common process to reduce the control burden.
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<108ms interrupt processing: Fig. 40>
Next, the 108 ms interrupt process will be described with reference to Fig. 40. Fig. 40 is a flow chart showing the details of the 108 ms interrupt process.
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In FIG. 40, when a 108 ms timer interrupt occurs, the
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On the other hand, if the play permission flag is ON (step S111: = 5AH), it is then determined whether the reception check start flag is ON (5AH) (step S112). This reception check start flag is a flag that specifies whether or not to execute a check process (steps S113 to S118 described later) to check whether the gaming machine information response message has been correctly received from the
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Next, the checksum value of the gaming machine information response message excluding the communication number, "017H", is added to the acquired communication number (step S113), and it is determined whether the added value (A register <-
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If the addition value (communication number + normal checksum value excluding communication number (017H)) obtained in step S114 matches the reception checksum RXSUM value (step S116: YES), it is determined that the operation is normal (the message is sent and received correctly), and the process proceeds to the message transmission process (step S123) described below. However, if the addition value does not match the checksum value (step S116: NO), it is determined that the operation is not normal, and the reception error counter is incremented by +1 (step S117). This reception error counter functions as a counter that counts the number of times (number of reception errors) that the
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Next, it is determined whether the reception error counter value is less than a predetermined value (here, 10 times) (step S118). In this embodiment, as shown in the figure, if the cumulative number of reception errors reaches 10 times, it is assumed that an abnormality (telegram communication error) has occurred in the transmission and reception of the game information notification and game information response (step S118: n ⥠10), and a predetermined error process is executed. Specifically, the game permission flag is cleared (step S119), and a launch stop signal NS is output to the
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Then, an error command is set (step S121) and a command transmission process is performed (step S122). The error command sent here includes information indicating that a reception error has occurred, for example, error information indicating a communication line disconnection (communication line disconnection error command), and when the
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(Modification β: Modification related to error processing when reception error occurs)
As a modified example, when error processing related to reception error is executed (when the judgment result of step S118 is YES), the following configuration may be used. For example, when the reception error counter value reaches a predetermined value, at least an error flag related to the occurrence of reception error (hereinafter referred to as "communication interruption error flag") is set (ON state). In this case, a judgment process may be provided in a predetermined process (for example, error management process) during the 4 ms interrupt process shown in FIG. 36 to judge whether the communication interruption error flag is set or not, and when it is judged in the judgment process that the communication interruption error flag is set, the processing of steps S119 to S122 may be performed. Also, during the 108 ms interrupt process, at least the setting of the communication interruption error flag and the clearing of the play permission flag (step S119) may be executed to substantially disable the function of the 108 ms interrupt process, and the transmission process (steps S120 to S122) of the launch stop, error command, etc. may be left to the 4 ms interrupt process shown in FIG. 36. This modification can also be applied to the third embodiment described later (see steps S739 to S741 and S119 to S122 in FIG. 47).
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(Modification γ: Modification of Reception Miscount)
In this embodiment, the number of reception errors (threshold) that result in an error is set to 10 times, but the present invention is not limited to this, and an appropriate number of times can be set. Also, the number of reception errors that result in an error may not be set to a predetermined number of times, and an error may be determined when the number of consecutive reception errors reaches a predetermined number (for example, 10 times). If the number of consecutive reception errors is used as a determining factor for error determination, if a reception error occurs due to some kind of malfunction and then reception is successful, it is not counted as a reception error, so that excessive error processing can be avoided. In the case of this modified example, if reception is successful before the reception error counter reaches a predetermined number of times, a reception error counter process that clears the reception error counter (for example, the process of step S123A shown by the dashed line in FIG. 40 is added: see modified example γ in the remarks column in the figure) may be provided. In addition, the same process content as that of this modified example can be applied to the third embodiment described later (for example, the process of step S123A shown by the dashed line in FIG. 40 is provided after the process of step SS741 in FIG. 47 described later).
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(Message transmission process: Figs. 41A to 41B)
The above-mentioned message transmission process (step S123) will be described with reference to Fig. 41A and Fig. 41B. Fig. 41A and Fig. 41B are flow charts showing the details of the message transmission process, Fig. 41A is a flow chart showing the first half of the message transmission process, and Fig. 41B is a flow chart showing the second half of the message transmission process. This message transmission process is mainly composed of a process for transmitting the gaming machine information notification message to the
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In Figures 41A and 41B, the
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The purpose of clearing the reception checksum RXSUM is to prevent the reception checksum RXSUM from being determined to be normal if the transmission of the gaming machine information response message from the
次ãã§ãåä¿¡ãã§ãã¯éå§ãã©ã°ãïŒ¯ïŒ®ç¶æ ïŒïŒïŒ¡ïŒšïŒã«èšå®ããïŒã¹ãããïŒïŒïŒïŒã Next, the reception check start flag is set to ON (5AH) (step S133).
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(Transmission of message length: steps S134 to S139)
Next, a process is executed to output information on the message length (1 byte) related to the gaming machine information notification message (steps S134 to S139). First, the "information stock number" stored in a predetermined area (information stock number storage area) of the
次ãã§ãååŸããæ å ±ã¹ããã¯æ°ãæå€§éä¿¡æ°ããå€ããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒãæ¬å®æœåœ¢æ ã§ã¯ãïŒåã§éä¿¡å¯èœãªéææ å ±æ°ããæå€§ïŒåãã§ãããããã¹ãããïŒïŒïŒã®å€å®åŠçã§ã¯ãååŸããæ å ±ã¹ããã¯æ°ãïŒåæªæºïŒïŒå以äžïŒã§ãããåŠããå€å®ããŠããã Next, it is determined whether the number of pieces of acquired information stocked is greater than the maximum number to be transmitted (step S135). In this embodiment, the maximum number of pieces of game information that can be transmitted at one time is "5," so in the determination process of step S135, it is determined whether the number of pieces of acquired information stocked is less than 6 (5 or less).
æ å ±ã¹ããã¯æ°ãæå€§éä¿¡æ°ïŒïŒåïŒããå€ãå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒæ å ±ã¹ããã¯æ°â§ïŒïŒãéææ å ±ïŒçš®å¥æ å ±ã»ã«ãŠã³ãæ å ±ïŒã®éä¿¡åæ°ãå¶éããããã«ãååŸããæ å ±ã¹ããã¯æ°ãïŒåã«è£æ£ããïŒã¹ãããïŒïŒïŒïŒãå ·äœçã«ã¯ãæ å ±ã¹ããã¯æ°ãä¿æããã¬ãžã¹ã¿ïŒæ¬äŸã§ã¯ãã¬ãžã¹ã¿ïŒã«ãïŒïŒïŒšããã»ããïŒïŒåã«æŽæ°ïŒãããäžæ¹ãæ å ±ã¹ããã¯æ°ãïŒåæªæºãã€ãŸãæå€§éä¿¡æ°ïŒïŒåïŒä»¥äžã®å Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒæ å ±ã¹ããã¯æ°ïŒïŒïŒãã¹ãããïŒïŒïŒã®è£æ£åŠçãã¹ãããããŠïŒã¹ãããïŒïŒïŒïŒãã¹ãããïŒïŒïŒã®åŠçã«é²ãã If the number of pieces of information stocked is greater than the maximum number to be transmitted (5 pieces) (step S135: number of pieces of information stocked â§6), the acquired number of pieces of information stocked is corrected to 5 (step S136) in order to limit the number of pieces of game information (type information, count information) to be transmitted. Specifically, "05H" is set (updated to 5 pieces) in the register that holds the number of pieces of information stocked (in this example, the W register). On the other hand, if the number of pieces of information stocked is less than 6 pieces, that is, equal to or less than the maximum number to be transmitted (5 pieces) (step S135: number of pieces of information stocked <6), the correction process of step S136 is skipped (step S136) and the process proceeds to step S137.
ã¹ãããïŒïŒïŒã®åŠçã§ã¯ãæ å ±ã¹ããã¯æ°ãïŒåããïŒã¹ãããïŒïŒïŒïŒãå ·äœçã«ã¯ãã¬ãžã¹ã¿ã«ïŒ·ã¬ãžã¹ã¿ã®å€ã転éããã¬ãžã¹ã¿ã®å€ãïŒåããããæ å ±ã¹ããã¯æ°ãïŒåãããã®ã¯ãïŒåã®éææ å ±ïŒçš®å¥æ å ±ã»ã«ãŠã³ãæ å ±ïŒã«ã€ãïŒãã€ããèŠããããã§ããïŒå³ïŒïŒåç §ïŒãéææ å ±ãïœåã§ããã°ãæ å ±ã¹ããã¯æ°ÃïŒãã€ããåã黿é·ãå¢å ããããã§ããã In the processing of step S137, the number of pieces of information stocked is doubled (step S137). Specifically, the value of the W register is transferred to the A register, and the value of the A register is doubled. The reason for "doubling the number of pieces of information stocked" is that one piece of game information (type information and count information) requires two bytes (see Figure 49), and if there are n pieces of game information, the length of the message increases by "number of pieces of information stocked x 2 bytes".
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Next, "09H" is added as a predetermined value to the number of information stocks (A register) doubled in step S137 (step S138). The reason for adding "09H" is that the message length of the gaming machine information notification message requires a minimum of 9 bytes regardless of the number of game information. In more detail, the data length of each data related to the gaming machine information notification message, excluding the game information (type information and count information), is "message length (1 byte) + command code (1 byte) + communication sequence number (1 byte) + game status information (2 bytes) + error status information (1 byte) + fraud detection status information (1 byte) + number of game information (1 byte) + checksum (1 byte) = 9 bytes". Therefore, the data length of the actual gaming machine information notification message is the sum of these 9 bytes and the data length of the gaming information (number of information stocks x 2 bytes), and this sum needs to be sent to the
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Next, the serial output process (step S139) is executed. This causes the message length information of the current gaming machine information notification message to be sent to the
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(Serial output process: FIG. 42)
The details of the "serial output process" are shown in Fig. 42. As shown in Fig. 42, the serial output process is made up of an output process (step S161) for outputting information (here, the value of the A register) acquired from the transmission serial port buffer for serial transmission, and a checksum addition process (step S162) for adding the information (the value of the A register) to a reception checksum register (C register).
ãªããäžèšã·ãªã¢ã«åºååŠçã¯ãã¹ãããïŒïŒïŒã®ä»ãåŸè¿°ã®ïŒ³ïŒïŒïŒãïŒïŒïŒãïŒïŒïŒãïŒïŒïŒãïŒïŒïŒãïŒïŒïŒãïŒïŒïŒãïŒïŒïŒïŒå³ïŒïŒïŒ¢ã®ïŒ³ïŒïŒïŒãïŒïŒïŒïŒãããã³ïŒ³ïŒïŒïŒã§å ±éåŠçãšãªã£ãŠããã The above serial output process is common to step S139 as well as steps S141, S144, S146, S148, S150, S152, S154, S155 (S183 and S185 in FIG. 46B), and S157, which will be described later.
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In addition, in the above serial output process, each time the checksum addition process is executed, the transmission data information (value of register A) is added to the reception checksum register, and when the serial output process (steps S183 and S185 in FIG. 46B described below) during the ring buffer transmission process in step S155 described below is executed, the value of the reception checksum register is calculated as the checksum for the current gaming machine information notification message (value obtained by adding up the message length to the gaming information). The calculated checksum value is transmitted to the
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(Command code transmission: steps S140 to S141)
Next, a process for outputting information of the command code (1 byte) is executed (steps S140 to S141). First, a fixed value (0x02 (02H)) of the command code (command information) related to the gaming machine information notification message is set in the A register (step S140), and then the serial output process (step S141) shown in FIG. 42 is executed. This updates the reception checksum register, and transmits the command information of the current gaming machine information notification message to the
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(Sending communication number: steps S142 to S144)
Next, a process for outputting the information of the communication number (1 byte) is executed (steps S142 to S144). First, the communication number is incremented (value of the communication number RAM area + 1) (step S142), and the communication number is set in the A register (step S143). Then, the serial output process (step S144) shown in FIG. 42 is executed. This updates the reception checksum register, and the communication number (sequence number) of the current gaming machine information notification message is sent to the
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Next, a process for outputting information on the main control status 1 (1 byte) is executed (steps S145 to S146). First, the
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Next, a process for outputting information on the main control status 2 (1 byte) is executed (steps S147 to S148). First, the
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(Gaming machine error status transmission: steps S149 to S150)
Next, a process for outputting information on the gaming machine error state (1 byte) is executed (steps S149 to S150). First, the gaming machine error state is set in the A register (step S149). Then, the serial output process (step S150) shown in FIG. 42 is executed. This updates the reception checksum register, and transmits the gaming machine error state of the current gaming machine information notification message to the
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(Fraud detection status transmission: steps S151 to S152)
Next, a process for outputting information on the fraud detection status (1 byte) is executed (steps S151 to S152). First, the fraud detection status is set in the A register (step S151). Then, the serial output process (step S152) shown in FIG. 42 is executed. This updates the reception checksum register, and transmits the fraud detection status of the current gaming machine information notification message to the
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(Number of stocked information (number of game play information) transmission: steps S153 to S154)
Next, a process for outputting the number of game information pieces (1 byte) is executed (steps S153 to S154). First, the number of pieces of information stocked is set in the A register (step S153). Then, the serial output process (step S154) shown in FIG. 42 is executed. This updates the reception checksum register, and transmits the number of pieces of game information in the current gaming machine information notification message to the
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Next, a ring buffer transmission process is executed (step S155). In the ring buffer transmission process, processing is performed to transmit the game information (type information and count information) stored in the ring buffer to the
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å ±éç¥é»æã®ãã§ãã¯ãµã ãæ å¶åŸ¡éšïŒïŒã«éä¿¡ãããããªããã¹ãããïŒïŒïŒã®ã·ãªã¢ã«åºååŠçãå®è¡ãããéã«åŸããããã§ãã¯ãµã çšã¬ãžã¹ã¿ã®å€ã¯ã次åã®ïŒïŒïŒïœïœå²èŸŒåŠçã®éå§æïŒå³ïŒïŒïŒ¡ã®ã¹ãããïŒïŒïŒïŒã«ãŠã¯ãªã¢ãããããã«ãªã£ãŠããã
(Checksum transmission: steps S156 to S157)
Next, a process for outputting the checksum (1 byte) information is executed (steps S156 to S157). First, the value of the checksum register (C register) is set in the A register (step S156). Then, the serial output process (step S157) shown in FIG. 42 is executed. As a result, the checksum of the current gaming machine information notification message is transmitted to the
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(Ring buffer transmission process: Figures 43A and 43B).
The ring buffer transmission process (step S155) in Fig. 41B will be described with reference to Fig. 43A and Fig. 43B. Fig. 43A and Fig. 43B are flowcharts showing the details of the ring buffer transmission process, with Fig. 43A being a flowchart showing the first half of the ring buffer transmission process and Fig. 43B being a flowchart showing the second half of the ring buffer transmission process.
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Referring to Figures 43A and 43B, the
次ãã§ãããŒããã€ã³ã¿ã®å€ãååŸããïŒã¹ãããïŒïŒïŒïŒãå ·äœçã«ã¯ãããŒããã€ã³ã¿ã瀺ããªã³ã°ãããã¡ã®ã¢ãã¬ã¹ãååŸããã Next, the value of the load pointer is obtained (step S172). Specifically, the address of the ring buffer indicated by the load pointer is obtained.
次ãã§ãã¹ãããïŒïŒïŒã§ååŸããã¢ãã¬ã¹ã瀺ããªã³ã°ãããã¡ã®å€ãååŸããïŒã¹ãããïŒïŒïŒïŒãããã§ååŸãããå 容ã¯äžèšãã€ãã³ãçªå·ããšãªã£ãŠããã Next, the value of the ring buffer indicated by the address obtained in step S172 is obtained (step S173). The content obtained here is the above-mentioned "event number."
次ãã§ãååŸãããªã³ã°ãããã¡ã®å€ããŒãã§ãªããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒããªã³ã°ãããã¡ã®å€ããŒãã§ããã°ïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãããŒã¿ãç¡ãç¶æ ã§ããã®ã§ãäœãããã«ãªã³ã°ãããã¡éä¿¡åŠçãæããã Then, it is determined whether the acquired ring buffer value is not zero (step S174). If the ring buffer value is zero (step S174: NO), there is no data, so the ring buffer transmission process is exited without doing anything.
äžæ¹ãååŸãããªã³ã°ãããã¡ã®å€ããŒãã§ãªããã°ïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãèªã¿èŸŒãã ãªã³ã°ãããã¡ã®è©²åœé åãã¯ãªã¢ãïŒã¹ãããïŒïŒïŒïŒãããŒããã€ã³ãïŒèªã¿èŸŒã¿å ã¢ãã¬ã¹ïŒãã€ã³ã¯ãªã¡ã³ãããŠããªã³ã°ãããã¡ã®èªã¿èŸŒã¿å ã¢ãã¬ã¹ãæŽæ°ããæ¬¡åã®èªã¿èŸŒã¿å ã¢ãã¬ã¹ãæå®ããïŒã¹ãããïŒïŒïŒïŒã On the other hand, if the acquired ring buffer value is not zero (step S174: YES), the corresponding area of the ring buffer that was read is cleared (step S175), the load point (destination address) is incremented, the destination address of the ring buffer is updated, and the next destination address is specified (step S176).
次ãã§ãæŽæ°ãããããŒããã€ã³ã¿ãããªã³ã°ãããã¡ã®æçµã¢ãã¬ã¹ãè¶ ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒãæçµã¢ãã¬ã¹ãè¶ ããå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒããªã³ã°ãããã¡ã®å é ã¢ãã¬ã¹ãååŸããŠïŒã¹ãããïŒïŒïŒïŒããããããŒããã€ã³ã¿ã«æ ŒçŽïŒèšæ¶ïŒããïŒã¹ãããïŒïŒïŒïŒãããããæçµã¢ãã¬ã¹ãè¶ ããŠããªãå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãããŒã¿èšæ¶ã¹ããŒã¹ããªã³ã°ãããã¡ã®çµç«¯ã«éããŠããªããšããŠããã®ãŸãŸãäžèšæŽæ°ããã¢ãã¬ã¹ãããŒããã€ã³ã¿ã«æ ŒçŽããïŒã¹ãããïŒïŒïŒïŒã Next, it is determined whether the updated load pointer has exceeded the final address of the ring buffer (step S177). If it has exceeded the final address (step S177: YES), the first address of the ring buffer is obtained (step S178) and stored (memorized) in the load pointer (step S179). However, if it has not exceeded the final address (step S177: NO), it is determined that the data storage space has not reached the end of the ring buffer, and the updated address is stored in the load pointer (step S179).
次ãã§ãå³ïŒïŒã«ç€ºããéææ å ±ããŒãã«ïŒçš®å¥æ å ±ïŒã«ãŠã³ãæ å ±ããŒãã«ïŒããååŸãïŒã¹ãããïŒïŒïŒïŒãéææ å ±ããŒãã«ãåç §ããŠãã¹ãããïŒïŒïŒã§ååŸãããªã³ã°ãããã¡ã®å€ãã€ãŸããã€ãã³ãçªå·ãã«å¯Ÿå¿ããâçš®å¥æ å ±âãšâã«ãŠã³ãæ å ±âã®ã³ãã³ãããŒã¿ãååŸããïŒã¹ãããïŒïŒïŒïŒã Next, the "game information table (type information + count information table)" shown in FIG. 54 is obtained (step S180), and the game information table is referenced to obtain the command data for "type information" and "count information" corresponding to the value of the ring buffer obtained in step S173, i.e., the "event number" (step S181).
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<Game Information Table (Type Information + Count Information Table): FIG. 54>
An example of a game information table is shown in Fig. 54. In the game information table shown in Fig. 54, a group of command data relating to game information (Figs. 50A to 50F) to be transmitted to the
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Referring to FIG. 54, the game information table defines game information corresponding to the event number. Specifically, as shown in the figure, game information (2 bytes) data consisting of type information in the upper 1 byte and count information in the lower 1 byte is defined corresponding to
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In this embodiment, when an event occurs, first an "event number (1 byte)" that can identify game information is obtained and stored in a ring buffer (1 byte area). Then, when it is necessary to transmit game information (2 bytes), game information (type information, count information) corresponding to the event number is obtained from the ring buffer and transmitted to the
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(Type information transmission: steps S182 to S183)
Next, a process for outputting the command data of the type information (1 byte) is executed (steps S156 to S157). First, the type information (the upper 1 byte of command data) acquired from the game information table is set in the A register (step S182). Then, the serial output process (step S183) shown in FIG. 42 is executed. As a result, the type information of the current game machine information notification message is transmitted to the
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(Count information transmission: steps S184 to S185)
Next, a process for outputting the command data of the count information (1 byte) is executed (steps S184 to S185). First, the count information (the lower byte of command data) acquired from the game information table is set in the A register (step S184). Then, the serial output process (step S185) shown in FIG. 42 is executed. As a result, the count information of the current game machine information notification message is transmitted to the
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Next, it is determined whether the loop count (number of transmissions) is zero (step S188), and the processing of steps S172 to S188 is repeated until the loop count becomes zero (step S188: NO processing route). If the loop count becomes zero (step S208: YES), the ring buffer transmission processing is terminated. In this embodiment, the loop count is set to the maximum transmission count (5 times) regardless of the processing of step S171 and the number of stored information. Even if the loop count does not become zero, if the value of the buffer acquired in step S172 is zero, that is, nothing is stored, the result of the determination processing of step S174 becomes "NO", and the ring buffer transmission processing is terminated. In this way, it is not necessary to check the number of stored information each time and set the loop count according to the number of stored information, but it is sufficient to set the loop count to the maximum transmission count (5 times), which makes the design easier and reduces the control burden on the
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In addition, in preparation for a checksum abnormality (reception error), a process may be provided in which the contents of the gaming machine information notification message to be sent this time are stored as retransmission data in a specified area (message information save area) of the
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In addition, at least "game information (type information + count information)" may be stored in the message information evacuation area as the retransmission data. This is because the game information is important information that affects the number of balls held and performance information. For example, if the contents of the ring buffer acquired in step S173 are not zero (if the transmission message information is stored), the contents to be transmitted this time are stored in the game information evacuation area prior to the process of clearing the ring buffer area in step S175. Then, if there is a reception error, the retransmission data is read from the game information evacuation area, and a gaming machine information notification message containing the game information (type information + count information) corresponding to the retransmission data is transmitted. In this way, it is not necessary to store all the data related to the gaming machine information message as the retransmission data, which leads to a reduction in the control burden. However, in this case, in order to prevent the
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[Third embodiment]
<Processing on the main control unit side: Figs. 44 to 47>
Next, referring to Figures 44 to 47, the game operation processing on the
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More specifically, in the case of the third embodiment, the process equivalent to the "108 ms interrupt process (Figure 40)" of the second embodiment is divided into multiple processes and executed. Specifically, one interrupt process is assigned to "message transmission process" and two interrupt processes are assigned to "message reception process", and message transmission and reception processes are alternated, with a gaming machine information notification message being sent to the
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<12B. Main processing on the main control side: FIG. 44>
The main control side main processing according to this embodiment will be described with reference to Fig. 44. Fig. 44 is a flow chart showing the details of the latter half of the main control side main processing. The first half of the main control side main processing is the same as the first half of the main control side main processing shown in Fig. 33A of the second embodiment, and is therefore omitted from the illustration. In Fig. 44, the same steps as those in the main control side main processing shown in Fig. 33B of the second embodiment are given the same step numbers.
å³ïŒïŒãåç §ããŠã第ïŒå®æœåœ¢æ ïŒå³ïŒïŒïŒ¢ïŒãšç°ãªãç¹ã¯ãã¹ãããïŒïŒïŒïŒ¡ã®åŠçã§ãéåä¿¡é¢ä¿ã®ïŒ²ïŒ¡ïŒé åãšããŠãéä¿¡éçªïŒ²ïŒ¡ïŒãåä¿¡ãã¹ã«ãŠã³ã¿ãåŸè¿°ã®éåä¿¡éžæã«ãŠã³ã¿ãªã©ãã¯ãªã¢ããç¹ïŒéä¿¡çšãªã³ã°ãããã¡ããªã³ã°ãããã¡ã®æçµã¢ãã¬ã¹ã瀺ãæçµã¢ãã¬ã¹ïŒ²ïŒ¡ïŒé åãããŒããã€ã³ã¿ã»ã»ãŒããã€ã³ã¿ãªã©ã¯ã¯ãªã¢ããªãç¹ã¯åãã§ããïŒãšãã¹ãããïŒïŒïŒïŒ¡ã®åŠçã«ãŠãïŒïœïœæ¯ããã³ïŒïŒïœïœæ¯ã«å®æçã«ã¿ã€ãå²èŸŒã¿ãçºçãããããã®ïŒ£ïŒŽïŒ£ã®èšå®åŠçãå®è¡ããç¹ãšãéåžžã®éæé²è¡ã«ä¿ãéæåŠçã®ç¡éã«ãŒãåŠçäžã«ãã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçãç¡ãç¹ã§ãããå³ïŒïŒã«ç€ºãä»ã®åŠçã¯ã第ïŒå®æœåœ¢æ ã§èª¬æããå³ïŒïŒïŒ¢ã«ç€ºãåŠçãšåãã§ããã®ã§ãéè€èšèŒãé¿ããããã«ããã®è©³çްãªèª¬æã¯çç¥ããããªããã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçã«é¢é£ããåŠçïŒéææ©æ å ±å¿ç黿ã®ãã§ãã¯ãµã ããŒã¿ãååŸããåŠçïŒã¯ãåŸè¿°ã®å³ïŒïŒã«ç€ºãïŒïŒïœïœå²èŸŒåŠçäžã®é»æåä¿¡åŠçïŒã¹ãããïŒïŒïŒïŒã§è¡ãã Referring to FIG. 44, the difference from the second embodiment (FIG. 33B) is that in the process of step S060A, the communication number RAM, the reception miss counter, the transmission selection counter described later, etc. are cleared as RAM areas related to transmission and reception (the transmission ring buffer, the final address RAM area indicating the final address of the ring buffer, the load pointer, the save pointer, etc. are not cleared), in the process of step S061A, the CTC setting process is executed to generate a timer interrupt periodically every 4 ms and every 54 ms, and in the infinite loop process of the game process related to the normal game progress, the process of steps S046 to S047 is not performed. Since the other processes shown in FIG. 44 are the same as the processes shown in FIG. 33B described in the second embodiment, detailed description thereof will be omitted to avoid duplication. Note that the process related to the processes of steps S046 to S043 (the process of acquiring the checksum data of the gaming machine information response message) is performed in the message reception process (step S702) during the 54 ms interrupt process shown in FIG. 45 described later.
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次ã«å³ïŒïŒãåç
§ããŠãïŒïŒïœïœå²èŸŒåŠçã«ã€ããŠèª¬æãããå³ïŒïŒã¯ãïŒïŒïœïœå²èŸŒåŠçã®è©³çްã瀺ããããŒãã£ãŒãã§ããã
<54 ms interrupt processing: Fig. 45>
Next, the 54 ms interrupt process will be described with reference to Fig. 45. Fig. 45 is a flow chart showing the details of the 54 ms interrupt process.
æ¬å®æœåœ¢æ ã§ã¯ãïŒïŒïœïœããšã«å²èŸŒåŠçãå®è¡ããéææ©æ å ±éç¥é»æãéä¿¡ãã黿éä¿¡åŠçãšãéææ©æ å ±å¿ç黿ãåä¿¡ãã黿åä¿¡åŠçãšã亀äºã«ç¹°ãè¿ãããã«ãªã£ãŠãããããªãã¡ãïŒïŒïŒïœïœæ¯ã«ãéææ©æ å ±éç¥é»æãéä¿¡ããéææ©æ å ±å¿ç黿ãåä¿¡ããããã®ç¹ãïŒïŒïŒïœïœæ¯ã«ãéææ©æ å ±éç¥é»æã®éä¿¡åŠçãšãéææ©æ å ±å¿ç黿ã®åä¿¡åŠçãšãäžæ¬ããŠè¡ãäžèšç¬¬ïŒå®æœåœ¢æ ãšã¯ç°ãªãã In this embodiment, an interrupt process is executed every 54 ms, and a message transmission process for transmitting a gaming machine information notification message and a message reception process for receiving a gaming machine information response message are repeated alternately. In other words, a gaming machine information notification message is transmitted and a gaming machine information response message is received every 108 ms. In this respect, it differs from the second embodiment described above, in which a gaming machine information notification message transmission process and a gaming machine information response message reception process are performed together every 108 ms.
å³ïŒïŒã«ãããŠãïŒïŒïŒã¯ããŸããéåä¿¡éžæã«ãŠã³ã¿ãã€ã³ã¯ãªã¡ã³ãããïŒã¹ãããïŒïŒïŒïŒããã®éåä¿¡éžæã«ãŠã³ã¿ãšã¯ãïŒïŒïœïœå²èŸŒåŠçæ¯ã«ã黿éä¿¡åŠçãå®è¡ããããã黿éä¿¡åŠçãå®è¡ãããããæå®ããããã®ã«ãŠã³ã¿ã§ãããæ¬å®æœåœ¢æ
ã®å Žåãéåä¿¡éžæã«ãŠã³ã¿ã®æäžäœãããïŒïŒ¬ïŒ³ïŒ¢ïŒããïŒãã§ããã°ïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒã黿éä¿¡åŠçïŒã¹ãããïŒïŒïŒïŒãå®è¡ãããïŒãã§ããã°ïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒã黿åä¿¡åŠçïŒã¹ãããïŒïŒïŒïŒãå®è¡ããããããã£ãŠãååã¯é»æéä¿¡åŠçïŒã¹ãããïŒïŒïŒïŒãå®è¡ãããã
In FIG. 45, the
ïŒé»æéä¿¡åŠçïŒã¹ãããïŒïŒïŒïŒïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ïŒ
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§ããŠãäžèšé»æéä¿¡åŠçïŒã¹ãããïŒïŒïŒïŒã«ã€ããŠèª¬æãããå³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ã¯ã黿éä¿¡åŠçã®è©³çްã瀺ããããŒãã£ãŒãã§ãããå³ïŒïŒïŒ¡ã¯é»æéä¿¡åŠçã®ååéšããå³ïŒïŒïŒ¢ã¯é»æéä¿¡åŠçã®åŸåéšã瀺ããããŒãã£ãŒãã§ããã
(Message transmission process (step S703): Figs. 46A to 46B)
The above-mentioned message transmission process (step S703) will be described with reference to Fig. 46A and Fig. 46B. Fig. 46A and Fig. 46B are flow charts showing the details of the message transmission process, with Fig. 46A showing the first half of the message transmission process and Fig. 46B showing the second half of the message transmission process.
å³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ã«ç€ºãéããæ¬å®æœåœ¢æ ã«ä¿ã黿éä¿¡åŠçã¯ã第ïŒå®æœåœ¢æ ã®å³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ã«ç€ºã黿éä¿¡åŠçäžã®ã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçãèšããããŠããªãç¹ãé€ããå®è³ªçã«åãåŠçå 容ã§ããããããã£ãŠãããã§ã¯ãå³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ã§èª¬æããåŠçå 容ãšåãåŠçå 容ã«ã€ããŠã¯ãéè€èšèŒãé¿ããããã«ãé©å®çç¥ããŠèª¬æããã As shown in Figures 46A and 46B, the message transmission process according to this embodiment is substantially the same as the process shown in Figures 41A and 41B of the second embodiment, except that steps S132 to S133 in the message transmission process are not included. Therefore, in order to avoid duplication, the same process as that described in Figures 41A and 41B will be omitted here as appropriate.
æ¬å®æœåœ¢æ ã®å Žåãå è¿°ããããã«ã第ïŒå®æœåœ¢æ ã®å³ïŒïŒã«ç€ºãïŒïŒïŒïœïœå²èŸŒåŠçãã黿éä¿¡åŠçãšé»æåä¿¡åŠçãšã«åå²ãããããã®åŠçãïŒïŒïœïœå²èŸŒåŠçæ¯ã«äº€äºã«å®è¡ãããæ§æã§ããã詳ããã¯ãå³ïŒïŒã«ç€ºãïŒïŒïŒïœïœå²èŸŒåŠçäžã®äžèšãã§ãã¯åŠçïŒå³ïŒïŒã®ã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒåç §ïŒã«çžåœããåŠçããã¹ãããïŒïŒïŒã®é»æåä¿¡åŠçïŒåŸè¿°ã®å³ïŒïŒåç §ïŒã§å®è¡ãããåïŒïŒïŒïœïœå²èŸŒåŠçäžã®ã¹ãããïŒïŒïŒã®é»æéä¿¡åŠçã«çžåœããåŠçããã¹ãããïŒïŒïŒã®é»æéä¿¡åŠçã§å®è¡ãããããã«ãªã£ãŠããããã®ãããªåŠçã®æ§è³ªäžãäžèšç¬¬ïŒå®æœåœ¢æ ã«ãããåä¿¡ãã§ãã¯éå§ãã©ã°ãèšããå¿ èŠãç¡ãïŒã¹ãããïŒïŒïŒãèšããå¿ èŠãç¡ãïŒããŸãããã§ãã¯ãµã å€å®ã«ä¿ãåä¿¡ãã§ãã¯ãµã ïŒãå¿ èŠããªãããïŒã¹ãããïŒïŒïŒã®åŠçãèšããå¿ èŠãç¡ãïŒãå³ïŒïŒïŒ¡ã«ç€ºãã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçã¯ãèšããããŠããªãã In the case of this embodiment, as described above, the 108 ms interrupt process shown in FIG. 40 of the second embodiment is divided into a message transmission process and a message reception process, and these processes are executed alternately every 54 ms interrupt process. In detail, the process equivalent to the above check process during the 108 ms interrupt process shown in FIG. 40 (see steps S113 to S122 in FIG. 40) is executed in the message reception process of step S704 (see FIG. 47 described later), and the process equivalent to the message transmission process of step S123 during the same 108 ms interrupt process is executed in the message transmission process of step S703. Due to the nature of this process, there is no need to provide the reception check start flag in the second embodiment (no need to provide step S133), and there is no need for a reception checksum RXSUM related to checksum judgment (no need to provide step S132), so the processes of steps S132 to S133 shown in FIG. 41A are not provided.
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次ã«ãå³ïŒïŒãåç
§ããŠãäžèšé»æåä¿¡åŠçïŒã¹ãããïŒïŒïŒïŒã«ã€ããŠèª¬æãããå³ïŒïŒã¯ã黿åä¿¡åŠçã®è©³çްã瀺ããããŒãã£ãŒãã§ããã
(Message reception process (step S703): FIG. 47)
Next, the message receiving process (step S704) will be described with reference to Fig. 47. Fig. 47 is a flow chart showing the details of the message receiving process.
å³ïŒïŒã«ãããŠãïŒïŒïŒã¯ããŸããéæèš±å¯ãã©ã°ãïŒ¯ïŒ®ç¶æ
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ã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒâ ïŒïŒ¡ïŒšïŒãäœãããã«ãã®ãŸãŸã¿ã€ãå²èŸŒåŠçãçµäºããã
In FIG. 47, the
äžæ¹ãéæèš±å¯ãã©ã°ãïŒ¯ïŒ®ç¶æ ã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒïŒïŒïŒ¡ïŒšïŒã次ãã§ãåä¿¡ããŒã¿ãšããŠããéææ©æ å ±å¿ç黿ãã®åä¿¡ããŒã¿ã®æç¡ãå€å®ããïŒã¹ãããïŒïŒïŒïŒïŒãéææ©æ å ±å¿ç黿ã®åä¿¡ããŒã¿ã®æç¡ã¯ãæ¢ã«èª¬æããããã«ãåä¿¡ãããã¡ã¹ããŒã¿ã¹ã®å€ããã§ãã¯ããããšã«ããè¡ããåä¿¡ãããã¡ã¹ããŒã¿ã¹ã®å€ããŒãïŒïŒïŒïŒšïŒã§ããã°åä¿¡ããŒã¿ç¡ãã瀺ããïŒïŒïŒšïœïŒïŒïŒšã§ããã°åä¿¡ããŒã¿ïŒãã€ãæãïœåä¿¡ããŒã¿ïŒïŒãã€ãæãã瀺ãã On the other hand, if the play permission flag is ON (step S111: = 5AH), the presence or absence of received data of a "gaming machine information response message" is then determined (step S0732). As already explained, the presence or absence of received data of the gaming machine information response message is determined by checking the value of the receive buffer status. If the receive buffer status value is zero (00H), it indicates that no data has been received, and if it is between 01H and 16H, it indicates that 1 byte to 16 bytes of data have been received.
ããã§ãååã®ïŒïŒïœïœå²èŸŒåŠçã®é»æéä¿¡åŠçïŒã¹ãããïŒïŒïŒïŒã«ãŠéææ©æ å ±éç¥é»æãéä¿¡ãããä»åã®ïŒïŒïœïœå²èŸŒåŠçãå®è¡ããããŸã§ã®ïŒïŒïœïœéã¯ãåœè©²éææ©æ å ±éç¥é»æã«å¯Ÿããéææ©æ å ±å¿ç黿ãåä¿¡ãããŸã§ã«ååãªæéééãšãªã£ãŠããããããã£ãŠãåœè©²éææ©æ å ±éç¥é»æã«å¯Ÿããéææ©æ å ±å¿çé»æãæ¢ã«åä¿¡æžã¿ã«ãªã£ãŠããã¯ãã§ãããããã§ãåä¿¡ããŒã¿ãç¡ãå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒãåŸè¿°ã®ã¹ãããïŒïŒïŒã®åŠçïŒåä¿¡ãã¹åæ°å€å®åŠçïŒã«é²ãã Here, the gaming machine information notification message was sent in the message sending process (step S703) of the previous 54 ms interrupt process, and the 54 ms until the current 54 ms interrupt process is executed is a sufficient time interval to receive a gaming machine information response message to that gaming machine information notification message. Therefore, the gaming machine information response message to that gaming machine information notification message should have already been received. Therefore, if there is no received data (step S732), the process proceeds to step S741 (number of reception errors determination process) described below.
äžæ¹ãåä¿¡ããŒã¿ãæãå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒãåä¿¡ãããã¡ã¹ããŒã¿ã¹ã®å€ïŒåä¿¡ããŒã¿æ°ïŒãã«ãŒãåæ°ãšããŠã»ããããïŒã¹ãããïŒïŒïŒïŒã On the other hand, if there is received data (step S732), the value of the receive buffer status (number of received data) is set as the loop count (step S733).
次ãã§ãéä¿¡éçªãã¬ãžã¹ã¿ïŒããšãã°ãã¬ãžã¹ã¿ïŒã«ååŸãïŒã¹ãããïŒïŒïŒïŒãååŸããéä¿¡éçªã«ãéä¿¡éçªãé€ããéææ©æ å ±å¿ç黿ã®ãã§ãã¯ãµã å€ã®ãïŒïŒïŒïŒšããå ç®ããïŒã¹ãããïŒïŒïŒïŒããã®ã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçã¯ãäžèšç¬¬ïŒå®æœåœ¢æ ã®å³ïŒïŒã«ç€ºãã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®åŠçãšåæ§ã®åŠçå 容ã§ããã Then, the communication number is acquired in a register (for example, the W register) (step S735), and the checksum value of the gaming machine information response message excluding the communication number, "017H", is added to the acquired communication number (step S735). The processing of steps S735 to S736 is the same as the processing of steps S114 to S115 shown in FIG. 40 of the second embodiment.
次ãã§ãã«ãŒãåæ°ããŒãã«ãªããŸã§ãåä¿¡ã·ãªã¢ã«ããŒããããã¡ã®åä¿¡ããŒã¿ãã¬ãžã¹ã¿ïŒããšãã°ãã¬ãžã¹ã¿ïŒã«ããŒããç¶ããïŒã¹ãããïŒïŒïŒïŒãããã§ã¯ãâéææ©æ å ±å¿çé»æã®æåŸã®ããŒã¿ïŒïŒãã€ãç®ïŒããã§ãã¯ãµã ã§ããããšâãå©çšããŠïŒå³ïŒïŒåç §ïŒããã®éææ©æ å ±å¿ç黿ã«ä¿ãã黿é·ïŒïŒãã€ãïŒãã³ãã³ãã³ãŒãïŒïŒãã€ãïŒãéä¿¡éçªïŒïŒãã€ãïŒãéææ å ±åé çµæïŒïŒãã€ãïŒãããã³ãã§ãã¯ãµã ïŒïŒãã€ãïŒãã®ïŒãã€ãåã®å€ããé æ¬¡ãã¬ãžã¹ã¿ã«ããŒããç¶ãããããã«ãããæçµçã«ïŒ¡ã¬ãžã¹ã¿ã«ä¿æãããŠããããŒã¿ã¯ãä»ååä¿¡ããéææ©æ å ±å¿ç黿ã®ãã§ãã¯ãµã ããŒã¿ãšãªãããããã£ãŠãäœããã®äžå ·åãçºçããå Žåãããšãã°ãåä¿¡ããŒã¿ãïŒãã€ãæªæºã®å ŽåïŒã«ãŒãåæ°ãïŒåæªæºïŒãããŒã¿ã®éåä¿¡æã«äžå ·åãçããŠããŸããšãéææ©æ å ±å¿ç黿ã«ä¿ããã§ãã¯ãµã å€ãæ£ããååŸããããæ¬¡ã«è¿°ã¹ãã¹ãããïŒïŒïŒã®å€å®çµæãââãšãªããåä¿¡ãšã©ãŒãšããŠæ±ãããã«ãªã£ãŠããã Next, the received data in the receive serial port buffer continues to be loaded into a register (for example, A register) until the loop count becomes zero (step S736). Here, by utilizing the fact that the last data (5th byte) of the gaming machine information response message is a checksum (see FIG. 51), the 5-byte values of "message length (1 byte), command code (1 byte), communication serial number (1 byte), gaming information reception result (1 byte), and checksum (1 byte)" related to the gaming machine information response message are sequentially loaded into the A register. As a result, the data finally held in the A register becomes the checksum data of the gaming machine information response message received this time. Therefore, if some kind of malfunction occurs, for example, if the received data is less than 5 bytes (the loop count is less than 5 times) or if a malfunction occurs during data transmission and reception, the checksum value related to the gaming machine information response message is not correctly acquired, the judgment result of step S739 described below becomes "NO", and it is treated as a reception error.
次ãã§ãã¹ãããïŒïŒïŒã§ååŸããããå ç®å€ïŒéä¿¡éçªïŒéä¿¡éçªé€å€æ£åžžæãã§ãã¯ãµã å€ïŒïŒïŒïŒïŒšïŒïŒããã§ã¯ãã¬ãžã¹ã¿ã®å€ïŒããšãã¹ãããïŒïŒïŒïœïŒ³ïŒïŒïŒã®ã«ãŒãåŠçã§åŸãããããã§ãã¯ãµã å€ïŒããã§ã¯ãã¬ãžã¹ã¿ã®å€ïŒããšãæ¯èŒå€å®ãããããã®å€ããäžèŽããå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãæ£åžžåäœã§ããïŒéææ å ±éç¥å¿çé»æãæ£ããåä¿¡ãããŠããïŒé»æãæ£ããéåä¿¡ãããŠããïŒïŒãšããŠã黿åä¿¡åŠçãæããŠãïŒïŒïœïœå²èŸŒåŠçãçµããã Next, the "addition value (communication number + normal checksum value excluding communication number (017H): here, the value of the W register)" obtained in step S735 is compared with the "checksum value (here, the value of the A register)" obtained in the loop processing of steps S736 to S737, and if these values match (step S739: YES), it is determined that the operation is normal (the game information notification response message has been received correctly (the message has been sent and received correctly)), and the message reception process is exited, ending the 54 ms interrupt process.
ããããå ç®å€ãšãã§ãã¯ãµã å€ãšãäžèŽããªãå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒïŒ®ïŒ¯ïŒãæ£åžžåäœã§ãªããšããŠãåä¿¡ãã¹ã«ãŠã³ã¿ãïŒïŒããïŒã¹ãããïŒïŒïŒïŒã However, if the added value does not match the checksum value (step S739: NO), it is determined that the operation is not normal and the reception error counter is incremented by +1 (step S740).
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In the second embodiment, the 108 ms interrupt process is executed by a regular interrupt, and in the third embodiment, the 54 ms interrupt process is executed similarly, and in both cases, the transmission and reception of the telegram is performed in a cycle of 108 ms, but the following configuration may be adopted. For example, the number of times the 4 ms interrupt process is started (occurrences) may be counted, and when a predetermined number (for example, 26th time) is reached, the transmission and reception process of the telegram may be executed based on the number of times the 4 ms interrupt process is started (executed). When the transmission or reception process of the telegram is executed, it is preferable to execute the 4 ms interrupt process with priority, and then execute the process immediately thereafter, rather than executing the process by interrupting the 4 ms interrupt process.
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Here, the manner in which the game ball
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There are various methods for measuring the difference in the number of balls, such as the so-called "MY value (MY count method)" or "net increase in number of balls." For example, when the MY value reaches "95,000 balls," the complete function is activated and the game is controlled to be in an unplayable state. A typical example of an unplayable state is when the
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In addition, in the "pre-complete activation performance", a text display (image display performance) such as "The complete function will be activated shortly" and a corresponding sound (sound performance) are output, and a predetermined light performance is executed using the
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Various display devices such as a 7-segment LED (7-segment display), liquid crystal display (LCD), organic electroluminescent display (OELD), and electronic paper display (EPD) can be used for the game ball
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(Karaage B) "Problems with the display of the number of balls held by the game ball count display device"
Incidentally, when displaying the number of balls held (a numerical display related to game information) on the game ball
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In this embodiment, the game ball
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(Ball display process: FIG. 55)
Next, a description will be given of the display process (held balls display process) for the game ball
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In FIG. 55, the frame control unit 22 (frame control CPU) acquires ball count information (ball count data) from the 3-byte game ball count memory area (step S1201). As already explained, the
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Next, the acquired ball number information (hexadecimal information) is converted to decimal information, and the converted ball number information is stored in the game ball number display buffer (decimal conversion process: step S1201). This game ball number display buffer is composed of 6 bytes, and the "1st to 6th digits of the game ball number display buffer" are reserved as a storage area capable of storing 6 digits of ball numbers. Therefore, if the current number of balls is "1050 (3-byte notation = 0x00041A)", the following ball number information is stored in the 1st to 6th digits of the game ball number display buffer, respectively.
"6th digit" Game ball count display buffer 6th digit = 0 (0x00)
"5th digit" Game ball count display buffer 5th digit = 0 (0x00)
"4th digit" Number of balls displayed in the buffer 4th digit = 1 (0x01)
"Third digit" Game ball count display buffer third digit = 0 (0x00)
"Second digit" Number of balls displayed in the buffer Second digit = 5 (0x05)
"First digit" Game ball count display buffer First digit = 0 (0x00)
次ãã§ãå€å®åæ°ïŒ®ã«æ¡æ°ïŒããïŒæžç®ããå€ïŒïŒ®âïŒïŒïŒïŒãèšå®ããïŒã¹ãããïŒïŒïŒïŒïŒãæ¬å®æœåœ¢æ ã§ã¯ãæ¡æ°ãïŒæ¡ã§ããã®ã§ãå€å®åæ°ïŒ®ã«ã¯ãïŒããèšå®ããããå€å®åæ°ïŒ®ã«ãæ¡æ°ïŒïŒããèšå®ããç¹ã«ã€ããŠã¯ã远ã£ãŠèª¬æããã Then, the number of judgments N is set to a value obtained by subtracting 1 from the number of digits M (NâM-1) (step S1203). In this embodiment, since the number of digits is six, the number of judgments N is set to "5". The reason for setting the number of judgments N to "number of digits - 1" will be explained later.
次ãã§ãïŒæ¡ç®ã®éæçæ°è¡šç€ºãããã¡ã®å€ãååŸããïŒã¹ãããïŒïŒïŒïŒïŒãæåã«æ¬åŠçãééããå Žåã«ã¯ãäžïŒæ¡ç®ã®éæçæ°è¡šç€ºãããã¡ãã€ãŸãïŒæ¡ç®ã®éæçæ°è¡šç€ºãããã¡ïŒäžèšéæçæ°è¡šç€ºãããã¡ïŒæ¡ç®ïŒã®å€ãååŸãããããšã«ãªãããã®äŸïŒæã¡çæ°ãïŒïŒïŒïŒåãã®äŸïŒã§ã¯ãïŒæ¡ç®ã®ãïŒããååŸãããã Next, the value of the Mth digit of the game ball count display buffer is obtained (step S1204). When passing through this process for the first time, the value of the first digit of the game ball count display buffer, that is, the value of the sixth digit of the game ball count display buffer (the sixth digit of the game ball count display buffer) is obtained. In this example (an example of the number of balls held being "1050"), the sixth digit "0" is obtained.
次ãã§ãååŸããå€ïŒååŸå€ïŒããïŒãã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒïŒã Next, it is determined whether the acquired value (acquired value) is "0" (step S1205).
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ååŸå€ããïŒãã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãå€å®åæ°ïŒ®ãïŒã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒïŒïŒãããã§ã¯ãçŸåšã®æã¡çæ°ããïŒïŒïŒïŒåãã®äŸã説æããŠããã®ã§ãæåã«ã¹ãããïŒïŒïŒïŒã®åŠçãééããå Žåã¯ããã®å€å®çµæã¯ââãšãªãïŒååŸå€ïŒïŒïŒïŒæ¡ç®ïŒïŒããŸããïŒïŒãã§ãããããã¹ãããïŒïŒïŒïŒã®å€å®çµæã¯ââãšãªãããããã£ãŠããã®å Žåã¯ã次ã®ã¹ãããïŒïŒïŒïŒã®åŠçãå®è¡ãããã
(If the acquired value is â0â: Processing route of YES in step S1205)
If the acquired value is "0" (step S1205: YES), it is determined whether or not the number of judgments N is 0 (step S1206). Since an example is described here in which the current number of balls owned is "1050", when the processing of step S1205 is passed for the first time, the judgment result is "YES" (acquired value = 0 (sixth digit)), and since "N = 5", the judgment result of step S1206 is "NO". Therefore, in this case, the processing of the next step S1207 is executed.
ã¹ãããïŒïŒïŒïŒã§ã¯ãïŒæ¡ç®ã®éæçæ°è¡šç€ºãããã¡ã«ãïŒïœïŒïŒ¡ïŒïŒïŒ¡ïŒšïŒããèšå®ããïŒã¹ãããïŒïŒïŒïŒïŒã詳现ã¯åŸè¿°ããããæ¬åŠçã§èšå®ãããå€ã¯ãåŸè¿°ã®ã¹ãããïŒïŒïŒïŒã®éæçæ°è¡šç€ºããŒã¿å€æåŠçã«ãŠãå³ïŒïŒã«ç€ºãéæç衚瀺åšè¡šç€ºå€æããŒãã«ããç¹å®ã®è¡šç€ºããŒã¿ãååŸããéã®ãªãã»ããå€ãšããŠå©çšãããããªãã»ããå€ããïŒïœïŒïŒ¡ãã®å Žåã¯ã衚瀺ããŒã¿ãšããŠæ¶ç¯çšããŒã¿ãååŸãããããã«ãªã£ãŠããïŒåŸè¿°ã®ã¹ãããïŒïŒïŒïŒãå³ïŒïŒåç §ïŒã以äžãæ¬åŠçã§èšå®ããããïŒïœïŒïŒ¡ïŒïŒïŒ¡ïŒšïŒãããæ¶ç¯çšãªãã»ããå€ããšãç§°ããã In step S1207, "0x0A (0AH)" is set in the Mth digit of the game ball count display buffer (step S1207). Details will be described later, but the value set in this process is used as an offset value when obtaining specific display data from the game ball display display conversion table shown in FIG. 56 in the game ball count display data conversion process in step S1210 described later. When the offset value is "0x0A", data for turning off the light is obtained as the display data (see step S1210, FIG. 56 described later). Hereinafter, "0x0A (0AH)" set in this process is also referred to as the "light-off offset value".
次ãã§ãçŸåšã®å€å®åæ°ïŒ®ããã³æ¡æ°ïŒããããããã¯ãªã¡ã³ããïŒã¹ãããïŒïŒïŒïŒãïŒïŒïŒïŒïŒãã¹ãããïŒïŒïŒïŒã®åŠçã«æ»ããæåã«æ¬åŠçãééããå Žåã«ã¯ããïŒïŒãããïŒïŒïŒãã§ããã®ã§ãã¹ãããïŒïŒïŒïŒãïŒïŒïŒïŒã®æžç®åŠçã«ããããïŒïŒãããïŒïŒïŒããšãªãããããã£ãŠãïŒåç®ã®ã¹ãããïŒïŒïŒïŒãå®è¡ãããéã«ã¯ãïŒæ¡ç®ã®éæçæ°è¡šç€ºãããã¡ïŒäžèšéæçæ°è¡šç€ºãããã¡ïŒæ¡ç®ïŒã®å€ïŒããã§ã¯ããïŒãïŒãååŸãããå床ãã¹ãããïŒïŒïŒïŒïœïŒ³ïŒïŒïŒïŒã®åŠçãå®è¡ãããããšã«ãªãã Then, the current number of judgments N and the number of digits M are decremented (steps S1208 and S1209), and the process returns to step S1204. When this process is passed for the first time, "N=5" and "M=6" are used, so the subtraction processes of steps S1208 and S1209 result in "N=4" and "M=5". Therefore, when step S1204 is executed for the second time, the value of the fifth digit of the game ball count display buffer (the fifth digit of the game ball count display buffer) (here, "0") is obtained, and the processes of steps S1207 to S1209 are executed again.
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(If the acquired value is not â0â, the process route is one in which the determination result in step S1205 is NO.)
If the acquired value is not "0" (step S1205: NO), the process proceeds to step S1210, where the game ball display data conversion process described below is executed. In this case, the value of the game ball number display buffer is the value obtained by the decimal conversion process, and the game ball display data conversion process described below is executed. In the example where the current number of balls is "1050", the acquired value of the fourth digit game ball number display buffer (fourth digit of the game ball number display buffer) is "1", so at the stage of "N=3" and "M=4", the loop process of steps S1205 to S1209 is exited (step S1205: NO), and the game ball display data conversion process (step S1210) is executed.
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(When the acquired value is â0â and the number of determinations N is â0â, the process route is one in which the determination result in step S1206 is NO.)
If the acquired value is "0" (step S1205: YES) and the number of judgments N is "0" (step S1206: NO), the process proceeds to step S1210, and the game ball display data conversion process described later is executed. In this case, the sixth digit to the first digit are all "0", and the number of balls held is "0". If a value corresponding to "number of digits M" is set for the number of judgments N in step S1203, the process of step S1207 will be executed when the last digit is "0" (first digit of the game ball number display buffer â 0AH), and data for turning off the LED display data will be acquired in the game ball display data conversion process described later (the contents of the display data acquisition process will be explained in step S1210, FIG. 56, described later). For this reason, a value corresponding to "number of digits M-1" is set for the number of judgments N in step S1203.
以äžã®ã¹ãããïŒïŒïŒïŒïœïŒ³ïŒïŒïŒïŒã®åŠçã端çã«èª¬æããã°ãååŸå€ãïŒã§ããã°ãå€å®åæ°ïŒ®ãïŒã«ãªããŸã§ãã¹ãããïŒïŒïŒïŒïœïŒ³ïŒïŒïŒïŒã®åŠçãç¹°ãè¿ããå€å®åæ°ãïŒã«ãªã£ãå Žåã¯åŸè¿°ã®éæç衚瀺ããŒã¿å€æåŠçïŒã¹ãããïŒïŒïŒïŒïŒãå®è¡ãããå ·äœçã«ã¯ãïŒæ¡ç®ïœïŒæ¡ç®ã®ååŸå€ãïŒã§ããã°ãã¹ãããïŒïŒïŒïŒã§ïŒæ¡ç®ã®å€ãååŸããããŸã§ãã¹ãããïŒïŒïŒïŒïœïŒ³ïŒïŒïŒïŒã®åŠçãç¹°ãè¿ããã¹ãããïŒïŒïŒïŒã§ïŒæ¡ç®ã®å€ãååŸããå Žåã«ã¯ïŒæ¡ç®ã®å€ãïŒã§ãã£ãŠããã¹ãããïŒïŒïŒïŒã®åŠçã«ã¯é²ãŸãã«ãåŸè¿°ã®éæç衚瀺ããŒã¿å€æåŠçïŒã¹ãããïŒïŒïŒïŒïŒã«é²ãããã«ãªã£ãŠããïŒïŒæ¡ç®ã®å€ãååŸããããšãã¯ãå€å®åæ°ïŒ®ãïŒã§ãããããã¹ãããïŒïŒïŒïŒã®å€å®çµæããšãªãïŒã To briefly explain the above processing of steps S1204 to S1209, if the acquired value is 0, the processing of steps S1204 to S1209 is repeated until the number of judgments N becomes 0, and when the number of judgments becomes 0, the game ball display data conversion processing (step S1210) described below is executed. Specifically, if the acquired values of the 6th digit to the 2nd digit are 0, the processing of steps S1204 to S1209 is repeated until the value of the 1st digit is acquired in step S1204, and when the value of the 1st digit is acquired in step S1204, even if the value of the 1st digit is 0, the processing does not proceed to the processing of step S1270 but proceeds to the game ball display data conversion processing (step S1210) described below (when the value of the 1st digit is acquired, the number of judgments N is 0, so the judgment result of step S1206 is YES).
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(Game ball display data conversion process: step S1210)
Next, the game ball display data conversion process (step S1210) will be described.
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In the game ball display data conversion process, display data for the game ball
éæç衚瀺ããŒã¿å€æåŠçã®çè§£ã容æãªãã®ãšããããã«ãå ããå³ïŒïŒãåç §ããªãããéæçæ°è¡šç€ºåšè¡šç€ºå€æããŒãã«ãã®å 容ã«ã€ããŠèª¬æããŠããã To make it easier to understand the game ball display data conversion process, we will first explain the contents of the "game ball count display conversion table" with reference to Figure 56.
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When the processing of steps S1201 to S1209 described above is completed and the game ball display data conversion processing (step S1210) is executed, in the example where the number of balls held is "1050," the following number of balls information is stored in the first to sixth digits of the game ball number display buffer, respectively.
"6th digit" Game ball number display buffer 6th digit = A (0x0A: Offset value for turning off)
"5th digit" Game ball count display buffer 5th digit = A (0x0A: Offset value for turning off)
"4th digit" Game ball number display buffer 4th digit = 1 (0x01: offset value for display 1)
"Third digit" Game ball count display buffer third digit = 0 (0x00: offset value for display 0)
"Second digit" Game ball number display buffer Second digit = 5 (0x05: offset value for display 5)
"1st digit" Game ball count display buffer 1st digit = 0 (0x00: offset value for display 0)
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If the value of the game ball number display buffer for each digit is used as an offset value when referencing the game ball number display conversion table, the display data (LED display data) for each digit will be one byte long, as follows:
"6th digit" Number of balls displayed in the buffer 6th digit = "00000000B" (off)
"5th digit" Number of balls displayed in the buffer 5th digit = "00000000B" (off)
"4th digit" Number of balls displayed in the buffer 4th digit = "00000110B" (displays the number "1")
"Third digit" Game ball count display buffer third digit = "00111111B" (displays the number "0")
"Second digit" Game ball count display buffer Second digit = "01101101B" (displays the number "5")
"1st digit" Game ball count display buffer 1st digit = "00111111B" (displays the number "0")
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The display data for each digit thus obtained is set in the LED output buffer (output buffer for displaying the game ball count display device 77) provided in the frame control RAM (step S1211), and the set display data is output to the game ball count display device 77 (step S1212). If the number of balls held is "1050", the display mode of the six 7-segment segments will be "6th digit = off", "5th digit = off", "4th digit = 1", "3rd digit = 0", "2nd digit = 5", "1st digit = 0", and the display mode of the game ball
äžèšåŠçã«ãããäžèšïŒåæïŒ¢ïŒã§è¿°ã¹ãåé¡ç¹ã解決ãããæã¡çæ°è¡šç€ºãå®çŸããŠãããæ¬å®æœåœ¢æ ã®æã¡ç衚瀺åŠçã®ç¹åŸŽã¯ã次ã®ç¹ã«ããã The above process realizes a ball count display that can solve the problem described above (Karaage B). The ball count display process of this embodiment has the following features:
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(1) The LED display data in the game ball number display conversion table is stored in the order of "0, 1, 2, 3, 4, 5, 6, 7, 8, 9, data for turning off the light."
(2) When referring to the ball number display conversion table, the offset value uses the values of the first to sixth digits of the ball number display buffer converted to decimal information as is. However, it is determined whether the first digit is "0" (steps S1204 to S1205), and if the determination result is "0" (step S1205: YES), "0x0A" (last address value) is set as the offset value (step S1207). In addition, for the last digit (last digit), the value of the first digit of the ball number display buffer converted to decimal information is used as the offset value as is (the determination result of step S1205 is NO or the determination result of step S1206 is YES).
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The reasons for doing so are as follows: First, for example, if the number of balls held is "1050," if the values in the first through sixth digits of the game ball number display buffer converted to decimal information are used as offset values as is, the display will be "001050," and the original purpose of the game ball number display device 77 (the purpose of solving the above-mentioned problems, such as the current number of balls held being difficult to see at a glance and the cumbersome display of the top two digits "0") cannot be achieved.
Secondly, when the values of the 1st to 6th digits of the ball count display buffer converted to decimal information are used as offset values, if the display data corresponding to the reference address of the ball count display conversion table (Fig. 56) is set to obtain "light-off data", the offset values of the 6th, 5th, 3rd and 1st digits are "0x00", so "light-off data" is obtained for these digits. As a result, the number of balls held will be displayed in an incomprehensible manner, such as "**1*5*" (the "*" marks the light-off segment).
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When it is not necessary to turn off the light, the value of the game ball count display buffer is used as the offset value as is, and when it is necessary to turn off the light, the offset value for selecting data for turning off the light (light-off offset value) is used. The latter light-off offset value is set to the same value as the number of display types (types), which is an ingenious feature of the present invention (advantages of reduced control burden, ease of design, etc.). In this embodiment, the game ball
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The unnecessary numeric conversion display process can be applied when the internally managed numeric information (internal numeric information) is displayed on a display device provided in a gaming machine as external numeric information, and there is a difference between the internal numeric information and the display numeric information. For example, the number of balls held by the game ball
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(Regarding the counting of balls held)
Next, the process of clearing the balls held in the managed
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When a player starts playing, he or she first inserts banknotes into the external unit SC (ball lending device). The display device (not shown) on the external unit SC then displays the balance according to the amount inserted. When the player presses the ball lending button (ball lending request switch 87) on the external unit SC, a predetermined amount (for example, 500 yen) is deducted from the balance, and the number of game balls equivalent to the predetermined amount is added to the game ball
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ãªããéæè ã®äžã«ã¯ãæž ç®ã®éã«æã¡çæ°ããããªã®è¯ãç¶æ ïŒéæè ã®å¥œã¿ã®æã¡çæ°ïŒãã§éæãçµäºãããè ãå€ãã®ã宿 ã§ãããããšãã°ã端æ°ãå«ãéæè ã§ããã°ã端æ°ããªãçæ°ã§ïŒããšãã°ãçŸåšã®æã¡çæ°ãïŒïŒïŒïŒçã§ããã°ïŒïŒïŒïŒçãïŒïŒïŒïŒçãªã©ïŒããŸãç®ã奜ããªéæè ã§ããã°ãæã¡çæ°ããŸãç®ç¶æ ïŒããšãã°ãïŒïŒïŒçãïŒïŒïŒçïŒã§ãéæãçµäºããã±ãŒã¹ã§ããã In reality, many players would like to end their game with a "round number of balls" (the number of balls the player likes) when settling their account. For example, a player who dislikes fractional numbers would end their game with a number of balls that has no fractional numbers (for example, 1200 or 1000 balls if the current number of balls is 1207), while a player who likes double numbers would end their game with a number of balls that is a double number (for example, 777 or 999 balls).
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In this embodiment, in response to the needs of players as described above, a "counting button (counting operation means: not shown)" that can be operated by the player is provided at an appropriate position on the gaming machine. This counting button is used when transferring the balls inside the gaming machine to the external unit SC (ball lending device). By operating this counting button, the balls stored inside the gaming machine (hereinafter referred to as the "internal number of balls") are transferred to the ball lending device side of the external unit SC, and this information can be stored in the IC card described above. Therefore, if the
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In addition, in this embodiment, depending on the operation mode of the counting button (for example, a short press (pressing for less than a predetermined time), a long press (pressing for a predetermined time or more), etc.), the number of balls held displayed on the game ball
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Specifically, when the counting button is pressed for a short time (for example, less than 500 ms) (short press operation: hereafter abbreviated as "short press"), the counting process is performed to subtract one ball from the internal ball count (internal balls - 1), and the subtraction information (1) is sent to the external unit SC (1 ball settlement process). Then, the subtraction amount (1) is added to the number of balls stored on the external unit SC side (hereafter referred to as "external ball count") and stored. For example, if the internal ball count is "1251" and the external ball count is "0", pressing the counting button once will make the internal ball count 1250 (1251 - 1) and the external ball count 1 (0 + 1). Then, on the game ball
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In addition, if the counting button is pressed and held for a longer time than the short press operation time (for example, 500 ms or more) (long press operation: hereafter abbreviated as "long press"), the counting process involves subtracting a predetermined number of balls (for example, up to 250) from the internal ball count, and the subtraction information (250 balls) is sent to the external unit SC, where it is added to and stored as the external ball count. For example, if the internal ball count is "1250 balls" and the external ball count is "1 ball", pressing the counting button for a long time will cause the internal ball count to become "1000 balls" (1250 balls - 250 balls) and the external ball count to become "251 balls" (1 ball + 250 balls). Then, on the game ball
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<(A) In the case of a short press operation>
(Total 1) When the count button is pressed for less than 500 ms (first operation time) (short press operation), the internal ball count is counted (transferred) by one. Note that if the player presses the count button repeatedly for less than 500 ms, the internal ball count can be transferred to the external unit SC one by one.
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<(2) "Long press operation">
(First long press operation)
(Total 2) When the count button is pressed for 500 ms or more but less than 4000 ms (second operation time) (first long press operation), the number of balls held inside is counted by a predetermined number (for example, 250 balls). During this first long press, 250 balls are counted (transferred) at the transfer timing every predetermined time (for example, every 300 ms). In other words, the processing time (one counting operation time) required for one count (one count) is 300 ms. Note that if the number of balls held inside is less than 250, all game balls are counted.
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(Second long press operation)
(Total 3) Furthermore, if the counting button is pressed for 4000 ms (third operation time) or more (second long press operation), the state becomes "full count" (automatic count (automatic settlement) state), and even if the player stops pressing the counting button, it continues to count (transfer) 250 balls at a time at the transfer timing every predetermined time (for example, every 300 ms) until the number of balls held internally becomes 0. In other words, if the first long press operation is performed for a predetermined judgment time or more (4000 ms in this embodiment), it is determined that the second long press operation is in progress, and the state is controlled to the full count state. Note that if the number of balls held internally is less than 250, all of the balls held internally are counted and the full counting is terminated.
æ¬å®æœåœ¢æ ã§ã¯ãéæè ãèšæ°ãã¿ã³ã«å¯ŸããŠãã©ã®ãããªæäœãè¡ããïŒèšæ°ãã¿ã³ã«å¯Ÿããæäœæ æ§ïŒã«å¿ããŠãèšæ°åŠçïŒèšæ°åäœïŒãç°ãªãããã«ãªã£ãŠããã In this embodiment, the counting process (counting operation) differs depending on the operation performed by the player on the counting button (the operation mode on the counting button).
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(Conditions for the end of all counting (cancellation))
If the counting button is pressed again after the start of the total count (total counting process) before all internal balls have been counted, or if counting cannot be performed normally due to an error occurring between the gaming machine and the external unit SC (for example, a communication error between the external unit and the gaming machine, or a control error within the gaming machine), the total counting will be interrupted and terminated (total counting termination process).
ãªããå šèšæ°ãçµäºãããããã®ãã¿ã³æäœæ æ§ã¯ãçæŒããé·æŒãã®ãããã®å Žåã§ãããããŸããå¥ã®æäœæ æ§ãçµäºæ¡ä»¶ãšããŠããããããšãã°ãèšæ°ãã¿ã³ãæäœãããŸãŸæå®æéïŒããšãã°ãïŒïŒïŒïœïœïŒçµéããå ŽåïŒèšæ°ãã¿ã³ãæŒäžãããŸãŸã«ããã°è§£é€ãããã±ãŒã¹ïŒãèšæ°ãã¿ã³ã®ïŒ¯ïŒ®æäœãæå®æéè¡ã£ãåŸïŒããšãã°ãïŒïŒïŒïœïœä»¥äžæŒäžïŒããã®åŸãæäœããå ŽåïŒèšæ°ãã¿ã³ãæŒäžãããŸãŸã§ã¯è§£é€ãããæäœæ€åºåŸã«è§£é€ããã±ãŒã¹ïŒãªã©ãçµäºæ¡ä»¶ãšããŠãããã The button operation mode for ending all counting may be either a short press or a long press. A different operation mode may also be the end condition. For example, the end condition may be when the count button is held ON for a predetermined time (e.g., 300 ms) (where the count button is released by holding it down), or when the count button is held ON for a predetermined time (e.g., pressed for 300 ms or more) and then turned OFF (where the count button is not released while held down, but is released after the OFF operation is detected).
ãŸããç¹å®ã®ãšã©ãŒãçºçããå Žåã¯ãå šèšæ°ãçµäºããã«ç¶ç¶ãããããšãã§ãããç¹å®ã®ãšã©ãŒãšããŠã¯ãããšãã°ãèšæ°åŠçã«å¯ŸããŠæ·±å»åºŠã®äœããšã©ãŒãå ·äœçã«ã¯ãæéæŸãšã©ãŒãçè©°ãŸããšã©ãŒãç£æ°ãšã©ãŒã黿³¢ãšã©ãŒãªã©ã該åœããããŸãããšã©ãŒã§ã¯ãªãããç¹å®äºè±¡ãçºçããå Žåãå šèšæ°ãçµäºããã«ç¶ç¶ãããããšãã§ãããç¹å®äºè±¡ãšããŠã¯ãããšãã°ãäžèšã³ã³ããªãŒãæ©èœïŒå®å šè£ 眮ïŒãäœåããå Žåãªã©ã§ãããã³ã³ããªãŒãæ©èœã¯ãæ¢ã«èª¬æããããã«ãã®ãã蟌ã¿é²æ¢ã®ããã«èšããããæ©èœã§ãããã³ã³ããªãŒãæ©èœãäœåããŠããèšæ°åŠçèªäœã«ã¯åœ±é¿ããªãããã§ããããã®ããã«æ¬å®æœåœ¢æ ã§ã¯ãå šèšæ°äžã«çºçããäºè±¡ã«å¿ããŠïŒããšãã°ãèšæ°åŠçã«äžããæ·±å»åºŠã«å¿ããŠïŒãå šèšæ°ãçµäºãããåŠããç°ãªãããããã«ãªã£ãŠããã In addition, if a specific error occurs, the total counting can be continued without being terminated. Examples of specific errors include errors that are less serious to the counting process, such as door open errors, ball jam errors, magnetic errors, and radio wave errors. In addition, if a specific event occurs that is not an error, the total counting can be continued without being terminated. Examples of specific events include when the above-mentioned complete function (safety device) is activated. As already explained, the complete function is a function provided to prevent addiction, and even if the complete function is activated, it does not affect the counting process itself. In this way, in this embodiment, whether or not to terminate the total counting is made different depending on the event that occurs during the total counting (for example, depending on the severity of the event that affects the counting process).
ïŒãã®ä»ïŒãªãæ¬å®æœåœ¢æ ã§ã¯ãèšæ°ãã¿ã³ã®æäœæ æ§ã«ãããäžè¿°ã®ãå šèšæ°ããå®è¡å¯èœã«æ§æããŠããããéåžžã®èšæ°ã«ä¿ãèšæ°ãã¿ã³ïŒäžè¿°ã®ïŒèšïŒïŒã®ïŒåèšæ°ãŸãã¯ïŒèšïŒïŒã®ïŒïŒïŒåèšæ°ã«ä¿ãèšæ°ãã¿ã³ïŒãšã¯å¥ã«ãå šèšæ°å°çšã®ãå šèšæ°ãã¿ã³ããèšããå šèšæ°ãã¿ã³ãæŒäžããå Žåã¯ãäžè¿°ã®ïŒèšïŒïŒãšåæ§ã®èšæ°åŠçãå®è¡å¯èœã«æ§æããŠãããããŸããèšæ°å¯èœã§ãããåŠããå ±ç¥ããèšæ°å¯èœå ±ç¥ææ®µãèšããŠãããã (Other) In this embodiment, the above-mentioned "total counting" can be performed depending on the operation mode of the counting button. However, a "total counting button" dedicated to total counting may be provided in addition to the counting buttons related to normal counting (the counting buttons related to counting 1 as described above in (Total 1) or counting 250 as described above in (Total 2)), and when the total counting button is pressed, a counting process similar to the above-mentioned (Total 3) may be performed. Also, a counting possibility notification means may be provided to notify whether counting is possible or not.
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The counting process using the counting button is performed by the counting management means of the
ãªããæ¬æçްæžäžã«ãããŠãå šèšæ°ãã¿ã³ããèšããäŸã«ã€ããŠèª¬æããå Žåãéåžžã®èšæ°ã«ä¿ãèšæ°ãã¿ã³ãšã®æ··åãé¿ããããã«ãåœè©²éåžžã®èšæ°ã«ä¿ãèšæ°ãã¿ã³ããéåžžèšæ°ãã¿ã³ããšç§°ããå šèšæ°ã«ä¿ãèšæ°ãã¿ã³ããå šèšæ°ãã¿ã³ããšç§°ããå Žåãããã In addition, when describing examples in which a "total counting button" is provided in this specification, in order to avoid confusion with the counting button for normal counting, the counting button for normal counting may be referred to as the "normal counting button" and the counting button for total counting may be referred to as the "total counting button."
以äžãèšæ°ãã¿ã³ã®æäœæ æ§ã«é¢ããäžèšïŒèšïŒïŒã®ïŒåèšæ°ã«ä¿ãæäœïŒç¬¬ïŒæå®æäœïŒããå ŽåããçæŒãããäžèšïŒèšïŒïŒã®ïŒïŒïŒåèšæ°ã«ä¿ãæäœïŒç¬¬ïŒæå®æäœïŒãããå Žåãã第ïŒé·æŒãããäžèšïŒèšïŒïŒã®å šèšæ°ã«ä¿ãæäœïŒç¬¬ïŒæå®æäœïŒãããå Žåãã第ïŒé·æŒãããšç§°ããããŸããèšæ°æã«å éšæã¡çãïŒåã§ã¯ãªããå°ãªããšãèšæ°å¯èœãªç¶æ ã§ãèšæ°ãã¿ã³ãæäœããããã®ãšããŠèª¬æããã In the following, with regard to the manner in which the counting button is operated, the operation (first specified operation) relating to counting one ball as described above (total 1) will be referred to as a "short press", the operation (second specified operation) relating to counting 250 balls as described above (total 2) will be referred to as a "first long press", and the operation (third specified operation) relating to counting all balls as described above (total 3) will be referred to as a "second long press". In addition, the counting button will be described as being operated when there are not 0 balls in the player's possession at the time of counting, but when the player is at least able to count.
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<Notification of figures (settlement)>
When the counting button (including the all counting buttons) is operated, a predetermined notification (a notification related to the counting (settlement) operation: hereinafter abbreviated as "counting notification") can be configured to be executed. Specifically, when a "short press" and/or a "long press" is performed, a notification can be configured to be made that a counting process based on that operation has been executed. For example, it can be configured as shown below in (Counting Report 1) to (Counting Report 4).
ãªããèšæ°å ±ç¥ã«ä¿ãå ±ç¥ææ®µã¯ãé³åºåææ®µïŒé³æŒåºææ®µïŒãå çºçææ®µïŒå æŒåºææ®µïŒãè¡šç€ºææ®µïŒç»åè¡šç€ºææ®µïŒãããã³å¯åææ®µã®ãã¡ãå°ãªããšãïŒã€ãæ¡çšå¯èœã§ãããåææ®µã«å¿ããèšæ°å ±ç¥ïŒèšæ°å ±ç¥é³ãèšæ°å ±ç¥å ãèšæ°å ±ç¥ç»åãèšæ°å ±ç¥åäœãªã©ïŒãå®è¡å¯èœã«æ§æããããšãã§ãããã以äžã§ã¯ãã®ä»£è¡šçãšããŠãé³åºåææ®µïŒé³æŒåºææ®µïŒãçšãã鳿Œåºã¿ã€ãã®å ±ç¥äŸïŒèšæ°å ±ç¥é³ïŒãäžå¿ã«èª¬æããã The counting notification means can be at least one of a sound output means (sound production means), a light generating means (light production means), a display means (image display means), and a movable means, and can be configured to execute counting notifications (counting notification sound, counting notification light, counting notification image, counting notification action, etc.) according to each means. Below, however, a representative example of a sound production type notification (counting notification sound) using a sound output means (sound production means) will be described.
ãŸãæ¬æçŽ°æžäžã§ã¯ã第ïŒé·æŒãã«åºã¥ãèšæ°å ±ç¥ïŒç¬¬ïŒèšæ°å ±ç¥ïŒããéåžžèšæ°å ±ç¥ãïŒéåžžèšæ°å ±ç¥åŠçïŒãšç§°ãã第ïŒé·æŒãã«åºã¥ãèšæ°å ±ç¥ïŒç¬¬ïŒèšæ°å ±ç¥ïŒããå šèšæ°å ±ç¥ãïŒå šèšæ°å ±ç¥åŠçïŒãšç§°ããå ŽåãããããŸãã第ïŒé·æŒãã«åºã¥ãèšæ°åäœïŒèšæ°åŠçïŒããéåžžèšæ°ãïŒéåžžèšæ°åŠçïŒãšç§°ãã第ïŒé·æŒãã«åºã¥ãèšæ°åäœããå šèšæ°ãïŒå šèšæ°åŠçïŒãšç§°ããå ŽåãããããŸããäžèšãå šèšæ°ãã¿ã³ããæäœããå Žåã«ã€ããŠã¯ãäžèšã第ïŒé·æŒãããããå Žåãšå®è³ªçã«åæ§ã®èšæ°åŠçïŒèªåèšæ°åŠçïŒãå®è¡ããããããå šèšæ°ãã¿ã³æäœã«ä¿ãèšæ°å ±ç¥ã«ã€ããŠã¯ã第ïŒé·æŒãã«ä¿ãèšæ°å ±ç¥ãšååã«æ±ããããªãã¡ããå šèšæ°å ±ç¥ããšç§°ããå Žåã¯å šèšæ°ãã¿ã³æäœã«åºã¥ãèšæ°å ±ç¥ãããå šèšæ°ããšç§°ããå Žåã¯å šèšæ°ãã¿ã³æäœã«åºã¥ãèšæ°åäœãå«ããã®ãšããã In this specification, the counting notification based on the first long press (first counting notification) may be referred to as a "normal counting notification" (normal counting notification process), and the counting notification based on the second long press (second counting notification) may be referred to as a "full counting notification" (full counting notification process). The counting operation (counting process) based on the first long press may be referred to as a "normal counting" (normal counting process), and the counting operation based on the second long press may be referred to as a "full counting" (full counting process). When the "full counting button" is operated, a counting process (automatic counting process) that is substantially the same as that when the "second long press" is performed is executed, so the counting notification based on the full counting button operation is treated in the same way as the counting notification based on the second long press. In other words, the term "full counting notification" includes the counting notification based on the full counting button operation, and the term "full counting" includes the counting operation based on the full counting button operation.
ïŒèšå ±ïŒïŒçæŒãïŒç¬¬ïŒæå®æäœïŒã®å Žåã¯èšæ°å ±ç¥ãå®è¡ããã第ïŒé·æŒãïŒç¬¬ïŒæå®æäœïŒå Žåã¯èšæ°å ±ç¥ãå®è¡å¯èœã«æ§æããããšãã§ãããããšãã°ã第ïŒé·æŒããã®å Žåã¯èšæ°æ¯ïŒããšãã°ãïŒïŒïŒåæ¯ïŒã«æå®ã®èšæ°å ±ç¥é³ãåºåãããçæŒããã®å Žåã¯èšæ°å ±ç¥é³ãåºåããªãããªãããçæŒããã®å Žåã«èšæ°å ±ç¥ãå®è¡ããŠãããããïŒåæ¯ã®èšæ°å ±ç¥ãè¡ãå¿ èŠæ§ã«ä¹ããããŸãïŒåæ¯ã®èšæ°ã«å¯ŸããŠäžã èšæ°å ±ç¥ãè¡ããšéæè ã«äžå¿«æãäžããããããçæŒãã®å Žåã«ã¯èšæ°å ±ç¥ãå®è¡ããªãããšã奜ãŸããïŒåŸè¿°ã®ïŒèšå ±ïŒïŒïœïŒèšå ±ïŒïŒã«ã€ããŠãåæ§ïŒã (Counting Report 1) It is possible to configure the system so that a counting report is not issued in the case of a short press (first predetermined operation), but is issued in the case of a first long press (second predetermined operation). For example, in the case of a "first long press", a predetermined counting report sound is output for each count (for example, every 250 balls), but in the case of a "short press", no counting report sound is output. Note that while a counting report may be issued in the case of a "short press", it is preferable not to issue a counting report in the case of a short press, since there is little need to issue a counting report for each ball, and issuing a counting report for each ball counted may cause discomfort to the player (the same applies to (Counting Report 2) to (Counting Report 4) described below).
ïŒèšå ±ïŒïŒçæŒãïŒç¬¬ïŒæå®æäœïŒã®å Žåã¯èšæ°å ±ç¥ãå®è¡ããã第ïŒé·æŒãïŒç¬¬ïŒæå®æäœïŒããã³ç¬¬ïŒé·æŒãïŒç¬¬ïŒæå®æäœïŒã®å Žåã¯èšæ°å ±ç¥ãå®è¡å¯èœã«æ§æããããšãã§ããããã®å Žåãã第ïŒé·æŒãããšã第ïŒé·æŒãããšã§ãåäžã®èšæ°å ±ç¥æ æ§ãšããŠãããããç°ãªãèšæ°å ±ç¥æ æ§ãšããŠãããïŒåŸè¿°ã®ïŒèšå ±ïŒïŒãïŒèšå ±ïŒïŒã«ä¿ãæ§æã«ã€ããŠãåæ§ïŒãç°ãªãèšæ°å ±ç¥æ æ§ãšããå Žåã«ã¯ã第ïŒé·æŒãã«ããèšæ°äžïŒéåžžèšæ°äžïŒã§ããã®ãã第ïŒé·æŒãã«ããèšæ°äžïŒå šèšæ°äžïŒã§ããã®ããå ±ç¥ã§ããã®ã§å¥œé©ã§ãããå ·äœçã«ã¯ã第ïŒé·æŒãäžã¯éåžžèšæ°å ±ç¥ïŒç¬¬ïŒèšæ°å ±ç¥ïŒããã®åŸã第ïŒé·æŒãã§ããå€å®ãããå Žåã«ã¯ïŒé·æŒãïŒïŒïŒïŒïœïœä»¥äžã§ç¬¬ïŒé·æŒããšå€å®ïŒãéåžžèšæ°å ±ç¥ïŒç¬¬ïŒèšæ°å ±ç¥ïŒãšã¯ç°ãªãå šèšæ°å ±ç¥ïŒç¬¬ïŒèšæ°å ±ç¥ïŒã«åãæ¿ããããªããç°ãªãèšæ°å ±ç¥æ æ§ãšããå Žåãããšãã°ãèšæ°å ±ç¥æéïŒïŒåã®èšæ°å ±ç¥æéïŒããã³ïŒãŸãã¯æŒåºææ®µïŒé³åºåææ®µãå çºçææ®µãè¡šç€ºææ®µãããã³å¯åææ®µã®å°ãªããšãïŒã€ïŒã«ããå ±ç¥æ æ§ãç°ãªããã®ãšããããšãã§ããã (Counting report 2) In the case of a short press (first predetermined operation), counting report is not executed, and in the case of a first long press (second predetermined operation) and a second long press (second predetermined operation), counting report can be executed. In this case, the "first long press" and the "second long press" may have the same counting report mode, or different counting report modes (the same applies to the configurations related to (Counting report 3) and (Counting report 4) described later). In the case of different counting report modes, it is preferable because it can notify whether counting is being performed by the first long press (normal counting) or by the second long press (full counting). Specifically, during the first long press, a normal counting report (first counting report) is issued, and then, when it is determined to be a second long press (determined to be a second long press after a long press of 4000 ms or more), it switches to a full counting report (second counting report) which is different from the normal counting report (first counting report). In addition, when different count notification modes are used, for example, the count notification time (the time for one count notification) and/or the notification mode by the performance means (at least one of the sound output means, light generation means, display means, and movable means) can be different.
ïŒèšå ±ïŒïŒäžè¿°ã®ïŒèšå ±ïŒïŒãŸãã¯ïŒèšæ°ïŒïŒã®æ§æã«ãããŠããçæŒãããšã第ïŒé·æŒããã¯ãæå®åæ°ïŒïŒåãŸãã¯ïŒïŒïŒåïŒã ãèšæ°ãããšãã芳ç¹ããããçæŒãããšã第ïŒé·æŒããã®å Žåã¯èšæ°å ±ç¥ãå®è¡ããã«ãå šèšæ°ã«ä¿ãã第ïŒé·æŒããã®å Žåã«èšæ°å ±ç¥ãå®è¡å¯èœãªæ§æãšããŠãããã (Counting Report 3) In the configuration of (Counting Report 2) or (Counting 3) described above, from the viewpoint that a "short press" and a "first long press" are counted only a predetermined number (1 or 250), a counting report may not be executed for a "short press" and a "first long press", but a counting report may be executed for a "second long press" related to the total count.
ïŒïŒèšå ±ïŒïŒé·æŒãïŒç¬¬ïŒãç¬¬ïŒæå®æäœïŒã«é¢ããèšæ°å ±ç¥ã«ã€ããŠïŒå³ïŒïŒïŒïŒ
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<(Counting Report 4) Counting Report for Long Press (Second and Third Predetermined Operations): FIG. 107>
Next, the count notification period (count notification time) related to a long press (first long press or second long press) will be described with reference to Fig. 107, while touching on the relationship with the operation period (count operation time) related to the counting process. Fig. 107 is an explanatory diagram (timing chart) for explaining the count notification related to a long press.
ãªããå³ïŒïŒïŒïŒã€ïŒïœïŒãïŒã¯ïŒèšæ°åäœã§èšæ°çµäºã®ã±ãŒã¹ïŒããšãã°ãå éšæã¡çæ°ãïŒïŒïŒåããããã®æã¡çæ°ãã¹ãŠãèšæ°ããã±ãŒã¹ïŒã«ãããèšæ°å ±ç¥äŸã瀺ãããŸãå³ïŒïŒïŒïŒãïŒïœïŒãïŒã¯è€æ°èšæ°åäœã§èšæ°çµäºã®ã±ãŒã¹ïŒããšãã°ãå éšæã¡çæ°ãïŒïŒïŒïŒåããããã®æã¡çæ°ãã¹ãŠãèšæ°ããã±ãŒã¹ïŒã«ãããèšæ°å ±ç¥äŸã瀺ãããã®ã§ããããã ããå³ïŒïŒïŒã«ç€ºãåå ±ç¥äŸã«ã€ããŠã¯ãå®éã«ã¯ã第ïŒé·æŒãäžã«èšæ°ãçµäºããŠããŸãã±ãŒã¹ãã€ãŸããå šèšæ°ç¶æ ãšãªããŸã§ã«èšæ°ãçµäºããŠããŸãã±ãŒã¹ã§ãããïŒç¬¬ïŒé·æŒãäžã¯ãïŒïŒïŒïœïœæ¯ã«ïŒïŒïŒåèšæ°ãã第ïŒé·æŒãïŒïŒïŒïŒïœïœä»¥äžã§ç¬¬ïŒé·æŒããšå€å®ãããããïŒãæ¬çºæã®èª¬æã容æãªãã®ãšããããã«ãå³ïŒïŒïŒïŒãïŒïœïŒãïŒã®è€æ°èšæ°åäœã§èšæ°çµäºã®ã±ãŒã¹ã«ã€ããŠã¯ãç¹æ®µã®æãã®ãªãéããå šèšæ°ïŒç¬¬ïŒé·æŒãïŒã«ä¿ãèšæ°å ±ç¥ãå«ããã®ãšããŠèª¬æããã Figures 107 (a) to (c) show examples of counting notifications when counting is completed in one counting operation (for example, when there are 250 balls in the possession and all of those balls are counted), and Figures 107 (d) to (h) show examples of counting notifications when counting is completed in multiple counting operations (for example, when there are 1,250 balls in the possession and all of those balls are counted). However, in each of the notification examples shown in FIG. 107, in reality, the counting ends during the first long press, that is, the counting ends before the full count state is reached (because 250 pieces are counted every 300 ms during the first long press, and the first long press is determined to be a second long press after 4000 ms or more), but to make the explanation of the present invention easier, the cases in which the counting ends during multiple counting operations in FIG. 107 (d) to (h) will be explained as including count notifications related to full counting (second long press) unless otherwise specified.
å ãå³ïŒïŒïŒïŒã€ïŒïœïŒãïŒãåç §ããŠãïŒèšæ°åäœã§èšæ°ãçµäºããã±ãŒã¹ïŒããã§ã¯ãå éšæã¡çæ°ãïŒïŒïŒåã®ã±ãŒã¹ïŒã«ãããèšæ°å ±ç¥äŸã«ã€ããŠèª¬æããããªããå³ïŒïŒïŒã«ç€ºãæå»ïœïŒã¯ãéæè ãèšæ°ãã¿ã³ãæäœããã¿ã€ãã³ã°ïŒéææ©åŽãæäœãæ€åºããã¿ã€ãã³ã°ïŒã瀺ããæå»ïœïŒã¯ïŒèšæ°åäœïŒïŒïŒïŒååã®èšæ°ïŒãçµäºããã¿ã€ãã³ã°ã瀺ãïŒå³äžã®æå»ïœïŒïœïœïŒã®æéïŒïŒèšæ°åäœæéïŒïŒèšæ°åäœã®å®è¡æéïŒïŒã First, referring to Figures 107 (a) to (c), an example of counting notification in a case where the counting is completed in one counting operation (here, the number of balls held is 250) will be described. Note that time t0 in Figure 107 indicates the timing when the player operates the counting button (the timing when the gaming machine detects the operation), and time t2 indicates the timing when one counting operation (counting 250 balls) is completed (period A from times t0 to t2 in the figure = one counting operation period (the execution time of one counting operation)).
å³ïŒïŒïŒïŒã€ïŒã®èšæ°å ±ç¥äŸïŒã¯ãèšæ°å ±ç¥æéããïŒèšæ°åäœæéãããé·æéãšããäŸã§ããïŒïŒèšæ°åäœæéïŒèšæ°å ±ç¥æéïŒãå ·äœçã«ã¯ãé·æŒãã®æ€åºã奿©ã«ïŒèšæ°åäœã®éå§ã奿©ã«ïŒèšæ°å ±ç¥é³ãçºçãããå éšæã¡çæ°ã®è¡šç€ºïŒéæçæ°è¡šç€ºè£ 眮ïŒïŒã®è¡šç€ºïŒããïŒïŒïŒåããããïŒåãã«æžç®è¡šç€ºãããåŸã«ãèšæ°å ±ç¥é³ãçµäºãããäŸã§ããã Counting notification example 1 in Figure 107 (a) is an example in which the counting notification time is longer than one counting operation time (one counting operation time < counting notification time). Specifically, this is an example in which a counting notification sound is generated upon detection of a long press (triggered by the start of a counting operation), and the counting notification sound ends after the internal number of balls held (display on the game ball count display device 77) is subtracted from "250" to "0."
å³ïŒïŒïŒïŒãïŒã®èšæ°å ±ç¥äŸïŒã¯ãèšæ°å ±ç¥æéããïŒèšæ°åäœæéãšç¥åäžãŸãã¯åäžæéãšããäŸã§ããïŒïŒèšæ°åäœæéâèšæ°å ±ç¥æéïŒãå ·äœçã«ã¯ãé·æŒãã®æ€åºã奿©ã«èšæ°å ±ç¥é³ãçºçãããå éšæã¡çæ°ã®è¡šç€ºããïŒïŒïŒåããããïŒåãã«æžç®è¡šç€ºãããã¿ã€ãã³ã°ãšåäžãŸãã¯ç¥åäžã¿ã€ãã³ã°ã«ãŠãèšæ°å ±ç¥é³ãçµäºãããäŸã§ããã Counting alarm example 2 in Figure 107 (b) is an example in which the counting alarm time is approximately the same as or equal to one counting operation time (one counting operation time â counting alarm time). Specifically, this is an example in which a counting alarm sound is generated when a long press is detected, and the counting alarm sound ends at the same or approximately the same timing as the internal ball count display is subtracted from "250" to "0."
å³ïŒïŒïŒïŒãïŒã®èšæ°å ±ç¥äŸïŒã¯ãèšæ°å ±ç¥æéããïŒèšæ°åäœæéãããçæéãšããäŸã§ããïŒïŒèšæ°åäœæéïŒèšæ°å ±ç¥æéïŒãå ·äœçã«ã¯ãé·æŒãã®æ€åºã奿©ã«èšæ°å ±ç¥é³ãçºçãããå éšæã¡çæ°ã®è¡šç€ºããïŒïŒïŒåããããïŒåãã«æžç®è¡šç€ºãããåã«ãèšæ°å ±ç¥é³ãçµäºãããäŸã§ããã Counting alarm example 3 in FIG. 107(c) is an example in which the counting alarm time is shorter than one counting operation time (one counting operation time > counting alarm time). Specifically, this is an example in which a counting alarm sound is generated when a long press is detected, and the counting alarm sound is terminated before the internal ball count display is subtracted from "250" to "0."
ãªããå³ïŒïŒïŒïŒã€ïŒã®ã±ãŒã¹ã§ã¯ãèšæ°åäœã®å®è¡æéãããé·æéãšãªããããä»åã®èšæ°å ±ç¥çµäºåã«ãæ°ããªé·æŒãããããŠãå床ãèšæ°åäœãå®è¡ãããå Žåããããããããšãã°ãïŒïŒïŒåãè¶ ããæã¡çæ°ïŒããšãã°ãïŒïŒïŒïŒåïŒãä¿æããŠããç¶æ ã§é·æŒããããŠãæã¡çæ°ãïŒåã«ãªãåã«èšæ°ãã¿ã³ãé¢ããŠïŒããšãã°ãæ®ãïŒïŒïŒåã§èšæ°ãã¿ã³ãé¢ããå Žåãªã©ïŒãå床ãé·æŒããããå Žåãªã©ã§ããããã®å Žåã«ã¯ãäžèšïŒÎ±ïŒïœïŒÎ³ïŒã«ç€ºãèšæ°å ±ç¥ãå®è¡å¯èœã«æ§æããããšãã§ããã In the case of FIG. 107(i), since the execution time of the counting operation is longer than the execution time of the counting operation, it is possible that a new long press will be made before the current counting notification ends, causing the counting operation to be executed again. For example, the long press will be made when the player has more than 250 balls (e.g., 1,000 balls), and the counting button will be released before the number of balls reaches 0 (e.g., the counting button is released when there are 250 balls remaining), and the counting button will be pressed and held again. In this case, the counting notifications shown below in (α) to (γ) can be configured to be executable.
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(α) The current count notification is terminated and a new count notification is performed. In this case, the configuration is such that duplicate count notifications cannot occur.
(β) A new count notification is performed without terminating the current count notification. In this case, the configuration allows for overlapping count notifications.
(γ) The current count notification is not terminated, but is continued over a new counting operation period. In this case, the count notification executed initially is continued over a plurality of counting operation periods.
ãªããå³ïŒïŒïŒïŒãïŒïŒãïŒã®èšæ°å ±ç¥äŸïŒãïŒã«é¢ããèšæ°ãçµäºããå Žåã«ã¯ïŒéæè ãéäžã§èšæ°ãã¿ã³ãé¢ããŠèšæ°åäœãçµäºããå Žåãå«ãïŒãèšæ°å ±ç¥ãçµäºãããããèšæ°ã®çµäºåŸã«ãããŠããæå®æéã«ããããèšæ°å ±ç¥ãå®è¡å¯èœã«æ§æããŠãããïŒããšãã°ãå³äžã®æå»ïœïŒãæå»ïœïœåç §ïŒãããšãã°ãå³ïŒïŒïŒïŒãïŒã®èšæ°å ±ç¥äŸïŒã®å Žåãèšæ°åäœçµäºã®ã¿ã€ãã³ã°ã«ãŠå®è¡äžã®èšæ°å ±ç¥ãçµäºãããäŸã説æãããïŒå³äžã®æå»ïœïŒïŒãããã«éãããèšæ°ã®çµäºåŸã«ãããŠããèšæ°å ±ç¥ãæå®æéç¶ç¶ããŠãããïŒããšãã°ãå³äžã®æå»ïœïŒãŸã§èšæ°å ±ç¥ãç¶ç¶ïŒããŸããå³ïŒïŒïŒïŒãïŒã®èšæ°å ±ç¥äŸïŒã®å Žåãåæ§ã«ãèšæ°ã®çµäºåŸã«èšæ°å ±ç¥ãæå®æéç¶ç¶ããŠãããïŒããšãã°ãå³äžã®æå»ïœïœãŸã§èšæ°å ±ç¥ãç¶ç¶ïŒã Note that, in counting notification examples 2 and 3 in FIG. 107(b) and (c), when counting ends (including when the player releases the counting button midway and the counting operation ends), the counting notification is also ended, but the counting notification may be configured to be executable for a predetermined period of time even after counting ends (for example, see time t3 and time ta in the figure). For example, in the case of counting notification example 2 in FIG. 107(b), an example was described in which the counting notification being executed is ended at the timing of the end of the counting operation (time t2 in the figure), but this is not limited to this, and the counting notification may be continued for a predetermined period of time even after counting ends (for example, the counting notification is continued until time t3 in the figure). Similarly, in the case of counting notification example 3 in FIG. 107(c), the counting notification may be continued for a predetermined period of time after counting ends (for example, the counting notification is continued until time ta in the figure).
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(Announcement of counting at the end of counting)
Also, when counting is completed, a "counting end notification" that notifies the user that counting has ended may be implemented. For example, a notification sound such as "Knock, knock, knock, knock, knockâª" may be generated three times. In addition, in Fig. 107 (a) to (c), if the counting notification is executed even after the counting operation is completed (when counting is completed = after the counting operation is completed or after the counting notification is completed), the counting end notification may be executed at the following timing:
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(h1) In the case of counting notification example 1 of FIG. 107(a), after time t2 or after time t3,
(h2) In the case of counting report example 2 of FIG. 107(b), after time t2 or after time t3,
(h3) In the case of counting notification example 3 of FIG. 107(c), after time t1, or after time t2, or after time ta.
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(Regarding counting completion notification)
It is preferable to execute different count end notifications depending on whether the count ends before the internal ball count reaches zero or whether the count ends when the internal ball count reaches zero (the same applies to Figures 107 (d) to (h) described below). In the former case, the count has been executed but there are still balls remaining in the internal possession, so there is a stronger implication that "the count has ended," whereas in the latter case, the internal ball count has reached zero and further counting is not possible, so there is a stronger implication that "the count has completely ended," and it is preferable to distinguish between the two.
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(Complete 1) Execute this when the total number of balls held by the player reaches 0.
(Complete 2) Execute when the number of balls held inside reaches 0 as a result of counting by short press, first long press, or second long press.
(Complete 3) Do not execute if the number of balls held inside becomes 0 as a result of counting by short presses, but execute if the number of balls held inside becomes 0 as a result of counting by long presses (first long press and second long press).
(Complete 4) Do not execute if the number of balls held inside becomes 0 due to a short press or the first long press, but execute if the number of balls held inside becomes 0 due to a total count.
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When the number of balls held inside becomes 0 as a result of the firing operation of the
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(When counting ends due to multiple counting operations)
Next, referring to (d) to (h) in Fig. 107, an example of counting notification in a case where the counting ends after multiple counting operations (multiple counting operations) (here, the internal number of balls held is 1250, and all of the held balls are counted) will be described. Note that periods A to E relating to the counting operations in the figure each indicate one counting operation period, and in this example, a case where the counting ends after the fifth counting operation (final counting operation = 5th) is shown.
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å³ïŒïŒïŒïŒãïŒã®èšæ°å ±ç¥äŸïŒã¯ãåäœèšæ°å ±ç¥ãè€æ°åã®èšæ°åäœïŒæ¬äŸã§ã¯ãïŒåã®èšæ°åäœïŒã«è·šãæéã§é£ç¶çã«å®è¡ããäŸã§ãããå ·äœçã«ã¯ããåç®ïŒïŒâŠïŒ®ïŒãïœãïŒïŒåç®ãã®èšæ°åäœã«è·šã£ãŠèšæ°å ±ç¥é³ãåºåãããã®èšæ°å ±ç¥é³ããïŒïŒåç®ãã®èšæ°åäœçµäºãšç¥åäžã®ã¿ã€ãã³ã°ã§çµäºãããããã«èšæ°åäœãå®è¡ãããå Žåã¯ããïŒïŒåç®ãïœãïŒïŒåç®ãã®èšæ°åäœã«è·šã£ãŠãå床ãèšæ°å ±ç¥é³ãåºåãããã®èšæ°å ±ç¥é³ããïŒïŒåç®ãã®èšæ°åäœã®èšæ°åäœçµäºãšç¥åäžã®ã¿ã€ãã³ã°ã§çµäºãããããšãã£ãäŸã§ããããªããæ¬äŸã®æåŸèšæ°åäœã«ä¿ãèšæ°å ±ç¥ïŒæå»ïœïŒïœïœïŒåç §ïŒã«ã€ããŠã¯ãå³ïŒïŒïŒïŒãïŒã®èšæ°å ±ç¥äŸïŒãšåãå ±ç¥æ æ§ãšãªã£ãŠããã Counting alarm example 6 in FIG. 107(f) is an example in which unit counting alarms are continuously performed over a period spanning multiple counting operations (two counting operations in this example). Specifically, a counting alarm sound is output over the "Nth (1âŠN)" to "N+1th" counting operations, and the counting alarm sound ends at approximately the same timing as the end of the "N+1th" counting operation. If a further counting operation is performed, a counting alarm sound is output again over the "N+2nd" to "N+3rd" counting operations, and the counting alarm sound ends at approximately the same timing as the end of the "N+3rd" counting operation. Note that the counting alarm for the final counting operation in this example (see times t6 to t7) is the same as that in counting alarm example 2 in FIG. 107(b).
å³ïŒïŒïŒïŒãïŒã®èšæ°å ±ç¥äŸïŒã¯ãäžè¿°ã®èšæ°å ±ç¥äŸïŒãšåãããã«ãåäœèšæ°å ±ç¥ãè€æ°åã®èšæ°åäœã«è·šãæéã§é£ç¶çã«å®è¡ããäŸã§ããããèšæ°å ±ç¥äŸïŒãšç°ãªãç¹ã¯ãèšæ°åäœã®çµäºåã«ããã®èšæ°å ±ç¥ãçµäºãããç¹ã§ããïŒããšãã°ãæå»ïœïŒãïœïŒåç §ïŒãå ·äœçã«ã¯ããåç®ïŒïŒâŠïŒ®ïŒãïœãïŒïŒåç®ãã®èšæ°åäœã«è·šã£ãŠèšæ°å ±ç¥é³ãåºåãããã®èšæ°å ±ç¥é³ããïŒïŒåç®ãã®èšæ°åäœçµäºåã«çµäºãããããã«èšæ°åäœãå®è¡ãããå Žåã¯ããïŒïŒåç®ãïœãïŒïŒåç®ãã®èšæ°åäœã«è·šã£ãŠãå床ãèšæ°å ±ç¥é³ãåºåãããã®èšæ°å ±ç¥é³ããïŒïŒåç®ãã®èšæ°åäœã®èšæ°åäœçµäºã«çµäºãããããšãã£ãäŸã§ããããªããèšæ°ãçµäºãšãªã£ãå Žåã«ã¯ïŒæçµã®èšæ°åäœçµäºã®å ŽåïŒããã®èšæ°åäœçµäºã®ã¿ã€ãã³ã°ã«ãŠèšæ°å ±ç¥ãçµäºãããŠããããïŒããšãã°ãæå»ïœïŒåç §ïŒãæçµã®èšæ°åäœçµäºåã«èšæ°å ±ç¥ãçµäºãããŠãããïŒããšãã°ãæå»ïŒŽïœãæå»ïœïŒïœïŒŽïœã®ç Žç·ç¢å°åç §ïŒãæèšããã°ãæ¬äŸã®æåŸèšæ°åäœã«ä¿ãèšæ°å ±ç¥ïŒæå»ïœïŒïœïœïœåç §ïŒã«ã€ããŠã¯ãå³ïŒïŒïŒïŒãïŒãŸãã¯ïŒãïŒã®èšæ°å ±ç¥äŸïŒãïŒãšåãå ±ç¥æ æ§ãšããŠãããã Counting alarm example 7 in FIG. 107(g) is an example in which, like counting alarm example 6 described above, unit counting alarms are continuously performed over a period spanning multiple counting operations, but differs from counting alarm example 6 in that the counting alarm is terminated before the end of the counting operation (see, for example, times t4 and t6). Specifically, a counting alarm sound is output over the "Nth (1âŠN)" to "N+1th" counting operations, and the counting alarm sound is terminated before the end of the "N+1th" counting operation. If a further counting operation is performed, a counting alarm sound is output again over the "N+2th" to "N+3rd" counting operations, and the counting alarm sound is terminated at the end of the "N+3rd" counting operation. When counting ends (when the final counting operation ends), the counting notification may end at the timing of the end of the counting operation (see, for example, time t7), or may end before the end of the final counting operation (see, for example, time Ts and the dashed arrows from time t6 to Ts). In other words, the counting notification for the final counting operation in this example (see times t6 to ts) may be the same notification mode as counting notification examples 3 and 4 in FIG. 107 (b) or (c).
å³ïŒïŒïŒïŒãïŒã®èšæ°å ±ç¥äŸïŒã¯ãäžè¿°ã®ïŒãïŒïœïŒãïŒã®èšæ°å ±ç¥äŸãšã¯ç°ãªããèšæ°çµäºãŸã§ã®å šæéã«ããããæå®ã®èšæ°å ±ç¥ãç¶ç¶ããäŸã§ãããæ¬äŸã¯ãïŒèšæ°åäœæ¯ãŸãã¯è€æ°èšæ°åäœæ¯ã«æ°ããªèšæ°å ±ç¥ãé£ç¶çã«å®è¡ããªãç¹ããäžè¿°ã®ïŒãïŒïœïŒãïŒãšã¯ç°ãªãã Counting notification example 8 in FIG. 107 (H) is an example in which a predetermined counting notification is continued for the entire period until the end of counting, unlike the counting notification examples (D) to (G) above. This example differs from the above (D) to (G) in that a new counting notification is not continuously performed after each counting operation or after multiple counting operations.
å³ïŒïŒïŒã§ã¯ã第ïŒé·æŒããšç¬¬ïŒé·æŒããåºå¥ããã«èª¬æãããã第ïŒé·æŒããšç¬¬ïŒé·æŒããšã§ãèšæ°å ±ç¥æ æ§ïŒèšæ°å ±ç¥æéïŒåäœèšæ°å ±ç¥æéïŒããã³ïŒãŸãã¯æŒåºææ®µã«ããå ±ç¥æ æ§ïŒããšãã°ã鳿Œåºãå æŒåºãããã³ç»å衚瀺æŒåºã®å°ãªããšãããããïŒã€ãçšããå ±ç¥æ æ§ïŒïŒãç°ãªããã®ãšããããšãã§ããããŸãã第ïŒé·æŒãããã³ïŒãŸãã¯ç¬¬ïŒé·æŒãã«ä¿ãèšæ°å ±ç¥ã«ã€ããŠãèšæ°å ±ç¥äŸïŒïœïŒã®ããããæ¡çšããããšãå¯èœã§ããããªããéæè ã第ïŒé·æŒãïŒå šèšæ°æäœïŒãããå Žåã¯ãå éšæã¡çæ°ãå€éã«ããã±ãŒã¹ãå€ããã®ãšèããããèšæ°åäœãæ¯èŒçé·æéã«ãããå®è¡ããããããæ¯åã®èšæ°åäœãæ£ããè¡ãããŠããããšãæ£ããå ±ç¥ãããšãã芳ç¹ããã§èšãã°ãå³ïŒïŒïŒïŒãïŒãŸãã¯ïŒãïŒã®èšæ°å ±ç¥ãå®è¡å¯èœã«æ§æããããšã奜ãŸãããšãããã In FIG. 107, the first and second long presses are not distinguished from each other, but the count notification mode (count notification time (unit count notification time) and/or notification mode by presentation means (for example, notification mode using at least one of sound presentation, light presentation, and image display presentation)) can be different between the first and second long presses. Also, any of count notification examples 1 to 8 can be used for the count notification related to the first and/or second long presses. Note that when a player performs a second long press (full count operation), it is considered that there are many cases where there are a large number of balls in the machine, and the counting operation is performed over a relatively long period of time. Therefore, from the viewpoint of correctly notifying that the counting operation is being performed correctly each time, it is preferable to configure the count notification of FIG. 107 (d) or (e) to be executable.
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(Regarding notification of counting completion at the end of multiple counting operations)
(End Report 1) Even when multiple counting operations are performed, as in Figures 107 (a) to (b) above, when the counting ends (including when the counting operation ends when the counting button is released midway), the counting notification also ends. However, the counting notification may be configured to be executable for a predetermined period of time even after the counting ends (for example, see time t8 in the figure).
ïŒçµå ±ïŒïŒãŸããè€æ°èšæ°åäœãå®è¡ããå Žåã«ãããŠããäžèšã®å³ïŒïŒïŒïŒã€ïŒïœïŒãïŒãšåããããèšæ°çµäºå ±ç¥ããå®è¡å¯èœã«æ§æããŠããããããšãã°ãæçµã®èšæ°åäœçµäºåŸïŒå³äžã®æå»ïœïŒåŸïŒã«èšæ°çµäºå ±ç¥é³ãçºçããŠãããããæçµã®èšæ°å ±ç¥çµäºåŸã«èšæ°çµäºå ±ç¥é³ãçºçããŠãããããªããæçµã®èšæ°å ±ç¥çµäºåŸã«ã€ããŠã¯ãèšæ°å ±ç¥ãæçµèšæ°åäœçµäºåŸãå®è¡ãããå ŽåïŒäžè¿°ã®ïŒçµå ±ïŒïŒã®ã±ãŒã¹ïŒæå»ïœïŒãŸã§æçµèšæ°åäœã«ä¿ãèšæ°å ±ç¥ãå®è¡ããå ŽåïŒãå«ããŠèæ ®ããã°ã次ã®ãããªã¿ã€ãã³ã°ã§ãèšæ°çµäºå ±ç¥ãå®è¡å¯èœã§ããã (End Notification 2) Even when multiple counting operations are performed, the "counting end notification" may be configured to be executable, as in Figures 107 (a) to (b) above. For example, the counting end notification sound may be generated after the final counting operation is completed (after time t7 in the figure), or the counting end notification sound may be generated after the final counting notification is completed. Note that after the final counting notification is completed, if consideration is given to the case where the counting notification is executed even after the final counting operation is completed (the above-mentioned case of (end notification 1) = when the counting notification related to the final counting operation is executed until time t8), the counting end notification can be executed at the following timing.
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ïŒïŒšïŒïŒãªããå³ïŒïŒïŒïŒãïŒïœïŒãïŒã±ãŒã¹ã§ã¯ãå°ãªããšãæçµã®èšæ°åäœãŸã§ã¯æå®ã®èšæ°å ±ç¥ãå®è¡ããèšæ°çµäºãšãªãæçµã®èšæ°åäœäžãŸãã¯æçµã®èšæ°åäœåŸã«ãåœè©²æå®ã®èšæ°å ±ç¥ã«æ¿ããŠãèšæ°çµäºå ±ç¥ããã³ïŒãŸãã¯èšæ°å®äºå ±ç¥ãå®è¡å¯èœã«æ§æããŠãããã
(H1) In the case of counting notification example 4 of FIG. 107 (D), after time t7 or after time t8,
(H2) In the case of counting notification example 5 of FIG. 107(E), after time Ts or after time t8,
(H3) In the case of counting notification example 6 of FIG. 107(F), after time t7 or after time t8,
(H4) In the case of counting notification example 7 of FIG. 107 (G), after time t7 or after time t8 (in the case where the counting notification ends with the dashed arrow, after time ts or after time t8)
(H5) In the case of counting notification example 8 of FIG. 107 (h), after time Ts or after time t8, etc.
(H6) In the cases of Figures 107 (ii) to (iii), a predetermined counting notification may be executed at least until the final counting operation, and during or after the final counting operation which marks the end of counting, a counting end notification and/or a counting completion notification may be executed instead of the predetermined counting notification.
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(Various embodiments related to counting notification)
Incidentally, in the case of configuring the device so that different counting notification modes can be executed for the "first long press" and the "second long press" (for example, see (Counting Notification 2) above), the following configuration can be adopted.
ïŒå šèšïŒïŒèšæ°ãã¿ã³ã®å éšã«ïŒ¬ïŒ¥ïŒ€ïŒèšæ°ãã¿ã³çšïŒ¬ïŒ¥ïŒ€ïŒãå èµãããã®ïŒ¬ïŒ¥ïŒ€ã«ããçºå æ æ§ã®éãã«ãã£ãŠã第ïŒé·æŒãã«åºã¥ãèšæ°å ±ç¥ïŒéåžžèšæ°å ±ç¥ïŒãšã第ïŒé·æŒãã«åºã¥ãèšæ°å ±ç¥ïŒå šèšæ°å ±ç¥ïŒãšãç°ãªãå ±ç¥æ æ§ãšããããšãã§ãããããšãã°ãéåžžèšæ°äžã®å Žåã«ã¯èšæ°ãã¿ã³çšïŒ¬ïŒ¥ïŒ€ãæ¶ç¯ãŸãã¯ç¬¬ïŒæå®è²ã§çºå ãããå šèšæ°äžã®å Žåã«ã¯èšæ°ãã¿ã³çšïŒ¬ïŒ¥ïŒ€ãç¹ç¯ãŸãã¯ç¹æ» ãããã¯ç¬¬ïŒæå®è²ãšã¯ç°ãªãè²ã§çºå ãããããªã©ã§ããã (Total count 1) An LED (LED for the count button) is built into the count button, and by changing the light emission pattern of the LED, it is possible to provide different notification patterns for the count notification based on the first long press (normal count notification) and the count notification based on the second long press (total count notification). For example, when normal counting is in progress, the LED for the count button is turned off or illuminated in a first predetermined color, and when total counting is in progress, the LED for the count button is turned on or flashes or illuminates in a color different from the first predetermined color.
ïŒå šèšïŒïŒèšæ°ãã¿ã³ãæ¯åå¯èœãªå æ¯è£ çœ®ïŒæ¯åææ®µïŒãèšããèšæ°ãã¿ã³ã®æ¯åã®æç¡ãŸãã¯æ¯åæ æ§ã®éãã«ãããéåžžèšæ°å ±ç¥ãšå šèšæ°å ±ç¥ãšãç°ãªãå ±ç¥æ æ§ãšããããšãã§ãããããšãã°ãéåžžèšæ°äžã®å Žåã¯ãæ¯åç¡ãããå šèšæ°äžã®å Žåã¯ãæ¯åæãããšããããšãã§ããããªããèšæ°ãã¿ã³ãæ¯åãããå Žåã¯ãèšæ°ãçµäºãããŸã§æ¯åãããŠãããããèšæ°éå§ããæå®æéã ãæ¯åãããŠãããã (Total count 2) A vibration device (vibration means) capable of vibrating the count button is provided, and different notification modes can be used for normal counting and total counting depending on whether or not the counting button vibrates or the vibration mode. For example, "no vibration" can be used during normal counting, and "vibration" can be used during total counting. When vibrating the counting button, it may be vibrated until counting is completed, or it may be vibrated for a predetermined period of time from the start of counting.
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(Total count 3) The number of balls held on the game ball
ïŒå šèšïŒïŒäžèšãå šèšæ°ãã¿ã³ããèšããå Žåã«ã¯ãéåžžèšæ°ãã¿ã³ã®æäœäžïŒéåžžèšæ°äžïŒã«å šèšæ°ãã¿ã³ãæäœãããå Žåãå šèšæ°ãã¿ã³ã®æäœãæå¹æ±ããšããªãããã«æ§æããããšãã§ããïŒéåžžèšæ°äžã¯å šèšæ°ãå®è¡ããªãïŒå šèšæ°æäœç¡å¹æ±ãïŒïŒããªããéåžžèšæ°ãã¿ã³ã®æäœäžïŒéåžžèšæ°äžïŒã«å šèšæ°ãã¿ã³ãæäœãããå Žåãå šèšæ°ãã¿ã³ã®æäœãæå¹æ±ããšããŠãããããã®å Žåãéåžžèšæ°ãäžæ¢ããå šèšæ°ãåªå ããŠå®è¡ããããŸããèšæ°å ±ç¥ã«ã€ããŠã¯ãéåžžèšæ°å ±ç¥ã«æ¿ããŠãå šèšæ°å ±ç¥ãå®è¡ãããããšãã§ããïŒéåžžèšæ°å ±ç¥ãçµäºããå šèšæ°å ±ç¥ãå®è¡ããïŒã (Total count 4) When the above-mentioned "Total count button" is provided, it can be configured so that if the All Count button is operated while the normal count button is being operated (during normal counting), the operation of the All Count button is not treated as valid (total counting is not performed during normal counting (all counting operation is treated as invalid)). Note that if the All Count button is operated while the normal count button is being operated (during normal counting), the operation of the All Count button may be treated as valid. In this case, normal counting is stopped and total counting is performed as a priority. Also, with regard to counting notification, a total count notification can be executed instead of a normal count notification (normal counting notification is ended and a total count notification is executed).
ïŒå šèšïŒïŒäžèšãå šèšæ°ãã¿ã³ããèšããŠãããåŠãã«ããããéåžžèšæ°å ±ç¥ã¯å®è¡ããã«ãå šèšæ°å ±ç¥ãå®è¡å¯èœã«æ§æããŠããããããšãã°ãå šèšæ°ãã¿ã³ãèšããŠããªãå Žåã«ã¯ã第ïŒé·æŒãäžïŒéåžžèšæ°äžïŒã¯èšæ°å ±ç¥ãå®è¡ããã第ïŒé·æŒãäžïŒå šèšæ°ïŒã«ãªã£ãå Žåã«èšæ°å ±ç¥ãå®è¡ããããšãã§ããããŸããå šèšæ°ãã¿ã³ãèšããå Žåã«ã¯ãå šèšæ°ãã¿ã³ãæäœãããŠå šèšæ°ç¶æ ã«ãªã£ãå Žåã«ãå šèšæ°å ±ç¥ãå®è¡ããããšãã§ããã (Total count 5) Regardless of whether the above-mentioned "total count button" is provided, the device may be configured to be able to execute a total count notification without executing a normal count notification. For example, if the total count button is not provided, the count notification is not executed during the first long press (normal counting), but the count notification can be executed when the second long press is performed (total counting). Also, if a total count button is provided, the total count notification can be executed when the total count button is operated to enter the total count state.
ïŒå šèšïŒïŒæ¬å®æœåœ¢æ ã§ã¯ãèšæ°ãã¿ã³ã®æäœæ æ§ãšããŠãçæŒãã第ïŒé·æŒãã第ïŒé·æŒããïŒçš®é¡ã®æäœæ æ§ãèšããããããã®æäœæ æ§ã«å¿ããèšæ°åäœïŒèšæ°åŠçïŒãšããŠãïŒåãã€ã®èšæ°ãïŒïŒïŒåãã€ã®èšæ°ãå šèšæ°ïŒïŒïŒïŒåãã€ãé£ç¶çã«èšæ°ïŒãå®è¡å¯èœãªåœ¢æ ã«ã€ããŠèª¬æããããæ¬çºæã¯ããã«éãããèšæ°ãã¿ã³ã®æäœæ æ§ãïŒçš®é¡ä»¥äžãšããŠããããããšãã°ãèšæ°ãã¿ã³ãïŒïŒïŒïœïœæªæºæŒäžãããå Žåã¯ïŒåãã€ã®èšæ°ãèšæ°ãã¿ã³ãïŒïŒïŒïœïœä»¥äžïœïŒïŒïŒïŒïœïœæªæºæŒäžãããå Žåã¯ïŒïŒïŒåãã€ã®èšæ°ãèšæ°ãã¿ã³ãïŒïŒïŒïŒïœïœä»¥äžïœïŒïŒïŒïŒïŒïœïœæªæºæŒäžãããå Žåã¯ïŒïŒïŒïŒåãã€ã®èšæ°ãèšæ°ãã¿ã³ãïŒïŒïŒïŒïŒïœïœä»¥äžæŒäžãããå Žåã¯å šèšæ°ãå®è¡ããããªã©ã§ããããã®å Žåãå šèšæ°ã¯ãïŒïŒïŒåãã€ã§ãã£ãŠãããããïŒïŒïŒïŒåãã€ã§ãã£ãŠãããã (Total 6) In this embodiment, three types of operation modes of the count button are provided: short press, first long press, and second long press. As the counting operation (counting process) according to each operation mode, counting one by one, counting 250 by one, and total counting (continuously counting 250 by one) can be performed. However, the present invention is not limited to this, and the operation mode of the count button may be four or more. For example, when the count button is pressed for less than 500 ms, counting one by one, when the count button is pressed for 500 ms or more but less than 4000 ms, counting 250 by one, when the count button is pressed for 4000 ms or more but less than 10000 ms, counting 1000 by one, when the count button is pressed for 10000 ms or more, total counting can be performed. In this case, the total count may be 250 by one or 1000 by one.
ïŒå šèšïŒïŒãŸãæ¬å®æœåœ¢æ ã§ã¯ãçæŒãã«ä¿ãèšæ°å ±ç¥ïŒä»¥äžãçæŒèšæ°å ±ç¥ããšç§°ããïŒãå®è¡ããªãæ§æã«ã€ããŠèª¬æããããçæŒèšæ°å ±ç¥ãå®è¡å¯èœã«æ§æããŠãããããã®å ŽåãçæŒèšæ°å ±ç¥ãéåžžèšæ°å ±ç¥ãããã³å šèšæ°å ±ç¥ã®ãã¡å°ãªããšãïŒã€ãç°ãªãå ±ç¥æ æ§ãšããŠãããããŸããèšæ°å ±ç¥æéã«ã€ããŠã¯ãçæŒèšæ°å ±ç¥ãæãçãããšã奜ãŸããã (Total 7) In addition, in this embodiment, a configuration has been described in which counting notifications related to short presses (hereinafter referred to as "short press counting notifications") are not executed, but a configuration in which short press counting notifications can be executed may also be used. In this case, at least one of the short press counting notifications, normal counting notifications, and total counting notifications may be different notification modes. In addition, it is preferable that the short press counting notification time is the shortest.
ïŒå šèšïŒïŒéæäžïŒå³æå€å衚瀺ã²ãŒã äžïŒãšééæäžïŒå®¢åŸ ã¡åŸ æ©äžïŒãšã§ãéåžžèšæ°å ±ç¥ããã³ïŒãŸãã¯å šèšæ°å ±ç¥ãç°ãªãå ±ç¥æ æ§ãšããŠãããããŸããçæŒèšæ°å ±ç¥ãå®è¡å¯èœãªæ§æã®å Žåã«ã¯ãçæŒèšæ°å ±ç¥ãéåžžèšæ°å ±ç¥ããã³å šèšæ°å ±ç¥ã®ãããªããšãïŒã€ãç°ãªãå ±ç¥æ æ§ãšããŠãããã (Total 8) The normal counting notification and/or the total counting notification may be different notification modes during play (during a game displaying changing patterns) and non-play (while waiting for customers). Also, in the case of a configuration capable of executing a short press counting notification, at least one of the short press counting notification, normal counting notification, and total counting notification may be a different notification mode.
ãªããäžèšïŒå šèšïŒïŒïœïŒå šèšïŒïŒã«ä¿ãæ§æã®ãã¡ãïŒãŸãã¯è€æ°ã®æ§æãæ¡çšãããã¯èªç±ã§ããã You are free to choose to adopt one or more of the configurations listed above (total 1) to (total 8).
以äžãçºãããšãæ¬å®æœåœ¢æ ã«ä¿ãéææ©ã¯ã次ã®ããã«æ§æããããšãã§ããã To summarise the above, the gaming machine according to this embodiment can be configured as follows:
æ¬å®æœåœ¢æ ã«ä¿ãéææ©ã¯ããã®åºæ¬çæ§æãšããŠãéæè ã®æã¡çæ°ãããŒã¿ãšããŠç®¡çå¯èœãªæã¡çæ°ç®¡çææ®µïŒéæåªäœãé»ç£çã«èšé²å¯èœãªæ©èœéšïŒãåããæå®ã®æäœææ®µïŒããšãã°ãèšæ°ãã¿ã³ãå šèšæ°ãã¿ã³ãªã©ïŒã«å¯Ÿããæäœæ æ§ïŒããšãã°ãçæŒãæäœã第ïŒé·æŒãæäœã第ïŒé·æŒãæäœãªã©ïŒã«åºã¥ããåœè©²æäœæ æ§ã«å¿ããæã¡çæ°ãå€éšè£ 眮ïŒããšãã°ãå€éšãŠãããïŒç貞åºè£ 眮ïŒïŒã«è»¢éããããã®èšæ°åŠçãå®è¡å¯èœã«æ§æããïŒããšãã°ãïŒåæ¯ã®èšæ°åŠçãïŒïŒïŒåæ¯ã®èšæ°åŠçãå šèšæ°åŠçãªã©ïŒãå éšã«å°å ¥ãããéæçã埪ç°çã«äœ¿çšããŠéæãè¡ãããšãå¯èœãªéææ©ïŒå³ïŒïŒïŒã€ïŒãåŸè¿°ã®å³ïŒïŒïŒïŒãšãªã£ãŠããã The gaming machine according to this embodiment is basically equipped with a ball count management means (functional unit capable of electromagnetically recording gaming media) capable of managing the number of balls held by a player as data, and is configured to execute a counting process (e.g., counting process for each ball, counting process for every 250 balls, total counting process, etc.) based on the operation mode (e.g., short press operation, first long press operation, second long press operation, etc.) of a specific operation means (e.g., counting button, total counting button, etc.) to transfer the number of balls held according to the operation mode to an external device (e.g., external unit SC (ball lending device)), and is capable of playing games by circulating the gaming balls enclosed inside (Fig. 32 (a), Fig. 109 described below).
ãããŠãå éšæã¡çæ°ã«é¢ããåºæ¬å¶åŸ¡åŠçãšããŠã次ã®ãããªåŠçãå®è¡å¯èœã«æ§æãããã The system is configured to be able to execute the following basic control processes related to the number of balls held internally.
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(K1) A "first held ball number subtraction process" that executes a subtraction process on the internal held ball number in response to the launching operation of the launching means (launching device 32) (based on the detection of a launched ball). Specifically, this is a process that subtracts the number of launched balls from the current internal held ball number based on the detection of a game ball by the subtraction
ïŒãïŒïŒèšæ°åŠçã®å®è¡ã«äŒŽããæã¡çæ°ã«é¢ããæžç®åŠçãå®è¡ãããç¬¬ïŒæã¡çæ°æžç®åŠçããå ·äœçã«ã¯ãèšæ°ãã¿ã³ãæäœãããå Žåããã®æäœæ æ§ã«å¿ããèšæ°åŠçã«äŒŽããå éšæã¡çæ°ãããã®è»¢éåæ°ïŒèšæ°åæ°ïŒãæžç®ããåŠçã§ãããäžèšè»¢éæã¡çæ°æžç®ææ®µããã®æ©èœéšãæ ããæ¬å®æœåœ¢æ ã§ã¯ãçæŒãã第ïŒé·æŒãã第ïŒé·æŒãã«å¿ããèšæ°åæ°ïŒè»¢éåæ°ïŒãæžç®ãããããªããæžç®åŠçã®å®è¡ã¯ãå€éšè£ 眮ã«å¯ŸããŠè»¢éããå éšæã¡çæ°ïŒè»¢éçæ°ïŒã«é¢ããæ å ±ïŒé»æïŒã®éä¿¡åŸãŸãã¯ãã®éä¿¡åã®ãããã§ãã£ãŠãããã (K2) A "second ball count subtraction process" that executes a subtraction process on the number of balls held in conjunction with the execution of a counting process. Specifically, when the counting button is operated, in conjunction with the counting process according to the manner of operation, the process subtracts the number of transferred balls (counted number) from the internal number of balls held, and the transferred ball count subtraction means performs this function. In this embodiment, the counted number (transferred number) corresponding to the short press, first long press, and second long press is subtracted. The subtraction process may be executed either after or before the transmission of information (message) regarding the internal number of balls held (transferred number) to be transferred to the external device.
ïŒãïŒïŒãã¡ãŒã«çã®çºçã«äŒŽããæã¡çæ°ã«é¢ããå ç®åŠçãå®è¡ãããç¬¬ïŒæã¡çæ°å ç®åŠçããå ·äœçã«ã¯ããã¡ãŒã«çãæ€åºããå ŽåïŒéå ¥çéè·¯ã«ãŠã³ãã»ã³ãµïŒïŒã«ããéæçãæ€åºãããå ŽåïŒããã®ãã¡ãŒã«çæ°ãçŸåšã®å éšæã¡çæ°ã«å ç®ããåŠçã§ãããäžèšãã¡ãŒã«çç®¡çææ®µããã®æ©èœéšãæ ãã (K3) "First ball count addition process" which executes an addition process on the number of balls held when a foul ball is hit. Specifically, when a foul ball is detected (when a game ball is detected by the non-ball entry passage count sensor 67), the number of foul balls is added to the current internal number of balls held, and the foul ball management means described above is responsible for this function.
ïŒãïŒïŒè³çã®çºçã«äŒŽããæã¡çæ°ã«é¢ããå ç®åŠçãå®è¡ãããç¬¬ïŒæã¡çæ°å ç®åŠçããå ·äœçã«ã¯ãäž»å¶åŸ¡éšïŒïŒããã®éä¿¡ãããŠããéææ©æ å ±éç¥é»æïŒè³çæ°ã«ä¿ãã«ãŠã³ãæ å ±ïŒããšãã°ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ£çåç §ïŒã«å«ãŸããè³çæ°æ å ±ã«åºã¥ããè³çæ°ãããã°ãçŸåšã®æã¡çæ°ã«ãã®è³çæ°åãå ç®ããåŠçã§ããã (K4) "Second ball number addition process" which executes an addition process on the number of balls held when a prize ball is generated. Specifically, based on the prize ball number information contained in the gaming machine information notification message sent from the main control unit 20 (count information related to the number of prize balls: see, for example, Figures 50A to 50C, etc.), if there are prize balls, this process adds the number of prize balls to the current number of balls held.
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In the present embodiment, the above steps (K1) to (K4) are executed in the main loop process (infinite loop process) on the
ãŸããäžèšæ å¶åŸ¡ã¡ã€ã³ã«ãŒãåŠçã«ãããŠãäžèšïŒãïŒïŒïœïŒãïŒïŒã®åŠçã®å®è¡é ã«é¢ããå°ãªããšãæ¬¡ã®æ§æãšãªã£ãŠããã In addition, in the frame control main loop process, the execution order of the above processes (K1) to (K4) is at least as follows:
ïŒçïŒïŒäžèšïŒãïŒïŒã®çºå°çã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãã¯ãäžèšïŒãïŒïŒã®èšæ°åŠçã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçããããåªå ããŠå®è¡ãããããã®å Žåãä»åã®ã¡ã€ã³ã«ãŒãåŠçã«ãããŠç¬¬ïŒæã¡çæ°æžç®åŠçã«ããæã¡çæ°ãïŒåãšãªã£ãå Žåã«ã¯ãåã¡ã€ã³ã«ãŒãåŠçã«ãããç¬¬ïŒæã¡çæ°æžç®åŠçãå®è¡ããªãããã«æ§æããããšãã§ããã (B1) The "first ball number subtraction process" relating to the shot balls in (K1) above is executed in priority over the "second ball number subtraction process" relating to the counting process in (K2) above. In this case, if the number of balls held becomes 0 as a result of the first ball number subtraction process in the current main loop process, the second ball number subtraction process in the same main loop process can be configured not to be executed.
ïŒçïŒïŒäžèšïŒãïŒïŒã®è³çã«ä¿ããç¬¬ïŒæã¡çæ°å ç®åŠçãã®åŸã«ãäžèšïŒãïŒïŒã®èšæ°åŠçã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçããå®è¡ããã (B2) After the "second ball count addition process" related to the prize balls in (K4) above, the "second ball count subtraction process" related to the counting process in (K2) above is executed.
ïŒçïŒïŒäžèšïŒãïŒïŒã®çºå°çã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãããã³äžèšïŒãïŒïŒã®ãã¡ãŒã«çã«ä¿ããç¬¬ïŒæã¡çæ°å ç®åŠçãã¯ãäžèšïŒãïŒïŒã®èšæ°åŠçã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçããããåªå ããŠå®è¡ãããã (B3) The "first possessed ball number subtraction process" related to the shot ball in (K1) above and the "first possessed ball number addition process" related to the foul ball in (K3) above are executed in priority over the "second possessed ball number subtraction process" related to the counting process in (K2) above.
ïŒçïŒïŒäžèšïŒãïŒïŒã®çºå°çã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãããã³äžèšïŒãïŒïŒã®è³çã«ä¿ããç¬¬ïŒæã¡çæ°å ç®åŠçãã¯ãäžèšïŒãïŒïŒã®èšæ°åŠçã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçããããåªå ããŠå®è¡ãããã (B4) The "first possessed ball number subtraction process" relating to the shot ball in (K1) above and the "second possessed ball number addition process" relating to the prize ball in (K4) above are executed in priority over the "second possessed ball number subtraction process" relating to the counting process in (K2) above.
ããã§ãäžèšããå³ïŒïŒïŒã«ç€ºãæå®å ±ç¥ïŒãèšæ°å®äºå ±ç¥ãããã³ïŒãŸãã¯ãã«ãŒãåãå¿ã鲿¢ã«é¢ããæ³šæåèµ·å ±ç¥ãïŒã«ã€ããŠã¯ã次ã®ãããªå Žåã«å®è¡å¯èœã§ããã Here, the predetermined notification shown in FIG. 108 above ("counting completion notification" and/or "caution notification to prevent forgetting to remove the IC card") can be executed in the following cases.
ïŒå ±ïŒïŒäžèšïŒãïŒïŒã®çºå°çã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãã«ããå éšæã¡çæ°ãïŒåãšãªã£ãå Žåã«ã¯ãæå®æŒåºãå®è¡ãããäžèšïŒãïŒïŒã®èšæ°åŠçã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãã«ããå éšæã¡çæ°ãïŒåãšãªã£ãå Žåã«æå®å ±ç¥ãå®è¡ããã (Notification 1) If the internal number of balls held becomes 0 due to the "first number of balls held subtraction process" related to the fired ball in (K1) above, a specified presentation will not be executed, and if the internal number of balls held becomes 0 due to the "second number of balls held subtraction process" related to the counting process in (K2) above, a specified notification will be executed.
ïŒå ±ïŒïŒä»åã®ã¡ã€ã³ã«ãŒãåŠçã«ãããŠãäžèšïŒãïŒïŒã®ãã¡ãŒã«çã«ä¿ããç¬¬ïŒæã¡çæ°å ç®åŠçãã«ããå éšæã¡çæ°ãå¢å ããåã¡ã€ã³ã«ãŒãåŠçã«ãããäžèšïŒãïŒïŒã®èšæ°åŠçã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãã«ããå éšæã¡çæ°ãïŒã«ãªã£ãå Žåã«ã¯ãæå®å ±ç¥ãå®è¡ããã (Report 2) In the current main loop processing, if the internal number of balls held increases due to the "first number of balls held addition process" related to foul balls in (K3) above, and the internal number of balls held becomes 0 due to the "second number of balls held subtraction process" related to the counting process in (K2) above in the same main loop processing, a specified notification will be executed.
ïŒå ±ïŒïŒä»åã®ã¡ã€ã³ã«ãŒãåŠçã«ãããŠãäžèšïŒãïŒïŒã®è³çã«ä¿ããç¬¬ïŒæã¡çæ°å ç®åŠçãã«ããå éšæã¡çæ°ãå¢å ããåã¡ã€ã³ã«ãŒãåŠçã«ãããäžèšïŒãïŒïŒã®èšæ°åŠçã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãã«ããå éšæã¡çæ°ãïŒåãšãªã£ãå Žåã«ã¯æå®å ±ç¥ãå®è¡ããã (Notification 3) In the current main loop processing, if the internal number of balls held increases due to the "second number of balls held addition processing" related to the prize balls in (K4) above, and the internal number of balls held becomes 0 due to the "second number of balls held subtraction processing" related to the counting processing in (K2) above in the same main loop processing, a specified notification will be executed.
ïŒå ±ïŒïŒä»åã®ã¡ã€ã³ã«ãŒãåŠçã«ãããŠãäžèšïŒãïŒïŒã®çºå°çã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãã«ããå éšæã¡çæ°ãïŒã«ãªã£ãå Žåã§ãã£ãŠããäžèšïŒãïŒïŒã®ãã¡ãŒã«çã«ä¿ããç¬¬ïŒæã¡çæ°å ç®åŠçããå®è¡ããåã¡ã€ã³ã«ãŒãåŠçã«ãããäžèšïŒãïŒïŒã®èšæ°åŠçã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãã«ããå éšæã¡çæ°ãïŒåãšãªã£ãå Žåã«ã¯ãæå®å ±ç¥ãå®è¡ããã (Report 4) In the current main loop processing, even if the internal number of balls held becomes 0 due to the "first number of balls held subtraction processing" related to the shot ball in (K1) above, the "first number of balls held addition processing" related to the foul ball in (K3) above is executed, and if the internal number of balls held becomes 0 due to the "second number of balls held subtraction processing" related to the counting processing in (K2) above in the same main loop processing, a specified notification is executed.
ïŒå ±ïŒïŒä»åã®ã¡ã€ã³ã«ãŒãåŠçã«ãããŠãäžèšïŒãïŒïŒã®çºå°çã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãã«ããå éšæã¡çæ°ãïŒã«ãªã£ãå Žåã§ãã£ãŠããäžèšïŒãïŒïŒã®è³çã«ä¿ããç¬¬ïŒæã¡çæ°å ç®åŠçããå®è¡ããã¡ã€ã³ã«ãŒãåŠçã«ãããäžèšïŒãïŒïŒã®èšæ°åŠçã«ä¿ããç¬¬ïŒæã¡çæ°æžç®åŠçãã«ããå éšæã¡çæ°ãïŒåãšãªã£ãå Žåã«ã¯ãæå®å ±ç¥ãå®è¡ããã (Report 5) In the current main loop processing, even if the internal number of balls held becomes 0 due to the "first number of balls held subtraction process" related to the fired balls in (K1) above, the "second number of balls held addition process" related to the prize balls in (K4) above is executed, and if the internal number of balls held becomes 0 due to the "second number of balls held subtraction process" related to the counting process in (K2) above in the main loop processing, a specified notification is executed.
ãªããäžèšïŒãïŒïŒã®èšæ°åŠçã«ä¿ãç¬¬ïŒæã¡çæ°æžç®åŠçã¯ãæäœææ®µã«å¯Ÿããæäœæ æ§ãç¬¬ïŒæäœæ æ§ïŒããšãã°ãçæŒãïŒã§ããå ŽåãçŸåšã®æã¡çæ°ãã第ïŒåæ°ïŒããšãã°ãïŒåïŒãæžç®åŠçããç¬¬ïŒæäœæ æ§æžç®åŠçãšãæäœææ®µã«å¯Ÿããæäœæ æ§ãç¬¬ïŒæäœæ æ§ïŒããšãã°ã第ïŒé·æŒãïŒã§ããå ŽåãçŸåšã®æã¡çæ°ãã第ïŒåæ°ãããå€ã第ïŒåæ°ïŒããšãã°ãïŒïŒïŒåïŒãæžç®åŠçããç¬¬ïŒæäœæ æ§æžç®åŠçãšãå«ãŸããããŸããæäœææ®µã«å¯Ÿããæäœæ æ§ãç¬¬ïŒæäœæ æ§ïŒããšãã°ã第ïŒé·æŒãïŒã§ããå ŽåãçŸåšã®æã¡çæ°ãã第ïŒåæ°ãæžç®åŠçããç¬¬ïŒæäœæ æ§æžç®åŠçïŒå šèšæ°åŠçïŒãå«ãããšãã§ããããŸã第ïŒåæ°ã¯ã第ïŒåæ°ãšåäžãŸãã¯ç¬¬ïŒåæ°ãããå€ãåæ°ãšããããšãã§ããã The second ball number subtraction process related to the counting process of (K2) above includes a first operation mode subtraction process that subtracts a first number (e.g., 1) from the current number of balls held when the operation mode of the operation means is a first operation mode (e.g., short press), and a second operation mode subtraction process that subtracts a second number (e.g., 250) that is greater than the first number from the current number of balls held when the operation mode of the operation means is a second operation mode (e.g., first long press). Also, it can include a third operation mode subtraction process (total counting process) that subtracts a third number from the current number of balls held when the operation mode of the operation means is a third operation mode (e.g., second long press). Also, the third number can be the same as the second number or a number greater than the second number.
ãªããäžèšç¬¬ïŒæäœæ æ§æžç®åŠçïŒçæŒãã«ä¿ãèšæ°åŠçïŒã®å®è¡ã«äŒŽãèšæ°å ±ç¥ïŒããšãã°ãçæŒãã«ããèšæ°å ±ç¥é³ïŒã¯å®è¡ããªãããã«æ§æããããšãã§ããã The device can be configured not to issue a count notification (e.g., a count notification sound due to a short press) in conjunction with the execution of the first operation mode subtraction process (counting process related to a short press).
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(Regarding the priority of counting notifications over other notifications)
Next, the notification priority (notification priority order) of the count notification with respect to other notifications will be described.
èšæ°å ±ç¥ãå®è¡ããéã«ã¯ãä»ã®ç¹å®å ±ç¥ãããå ±ç¥åªå 床ãé«ãããæ¹ã奜ãŸããã±ãŒã¹ããããèšæ°åŠçã¯ãäž»ã«ãå éšæã¡çãå€éšãŠãããã«è»¢éããåŠçãæèšããã°ãéæè ã«å¯ŸããŠãéææ©å éšã«æ®åããéæäŸ¡å€ãè¿åŽããéèŠãªåŠçã§ãããèšæ°äžã§ããããšãäžæç¢ºã«ãªããšéæè ã«äžä¿¡æãäžããŠããŸãããã®ãããªèгç¹ãããèšæ°å ±ç¥ãå®è¡ããéã«ã¯ãä»ã®ç¹å®å ±ç¥ãããåªå çã«å ±ç¥ããæ¹ã奜ãŸããã±ãŒã¹ãããã When executing a counting notification, there are cases where it is preferable to give the notification a higher priority than other specific notifications. The counting process is mainly a process of transferring the internal balls to the external unit SC, in other words, it is an important process of returning the game value remaining inside the gaming machine to the player, and if it is unclear that counting is in progress, it will cause the player to feel distrustful. From this perspective, when executing a counting notification, there are cases where it is preferable to give the notification a higher priority than other specific notifications.
å ·äœçã«ã¯ãå°ãªããšãèšæ°å ±ç¥é³ïŒé³æŒåºã«ããå ±ç¥é³ïŒãå®è¡ããå Žåã«ã¯ïŒå ãç»åçã«ããèšæ°å ±ç¥ãå«ãã§ãããïŒãç¹å®ã®éææŒåºã«ä¿ã鳿Œåºãããå ±ç¥åªå 床ãé«ãããããšãã§ãããããšãã°ãç¹å®ã®éææŒåºã®é³éãèšæ°å ±ç¥é³ãããå°ããé³éïŒå°é³ç¶æ ãšããïŒãŸãã¯æ¶é³ç¶æ ãšããã Specifically, at least when a counting notification sound (notification sound by sound effects) is executed (which may include counting notifications by light, images, etc.), the notification priority can be higher than the sound effects related to specific game effects. For example, the volume of the specific game effect can be made lower than the counting notification sound (low volume state) or muted.
ããã§äžèšãç¹å®ã®éææŒåºããšã¯ãããšãã°ãåœãæŒåºäžã®ç¹å®æŒåºãéæèšå®ã«ä¿ãæŒåºãç¹å®ã®äºåæŒåºïŒç¹å®ã®å€åäžæŒåºïŒãªã©ãããããåœãäžæŒåºã®ç¹å®æŒåºããšããŠã¯ãããšãã°ããïŒïŒïŒïŒïŒçºãªãŒããŒïŒïŒãã倧é£èäžïŒïŒããªã©ã®ããã«æå®ã®ç²åŸéæçæ°ãæå®ã®é£èæ°ã«éããå Žåã«å®è¡ãããç¥çŠç³»ã®æŒåºïŒåœãäžç¥çŠæŒåºïŒããå€§å ¥è³å£ãžã®ãªãŒããŒå ¥è³ãçºçããéã«å®è¡ããããªãŒããŒå ¥è³æŒåºïŒãªãŒããŒå ¥è³é³ïŒãªã©ãæããããããŸããéæèšå®ã«ä¿ãæŒåºããšããŠã¯ãããšãã°ãé³é調æŽãå 調æŽãªã©ã®éæç°å¢ãéžæãŸãã¯æ±ºå®ããéã«çºãããã鳿Œåºãªã©ãæãããããç¹å®ã®äºåæŒåºãšããŠã¯ãäœæåŸ åºŠäºåæŒåºãåœéžæåŸ 床ã瀺åããªãæŒåºïŒããšãã°ãéæèª¬æã«é¢ããèª¬ææŒåºãªã©ïŒãªã©ãæããããã端çã«èšãã°ãéææŒåºã«ä¿ã鳿Œåºã«ã¯ãèšæ°é³å ±ç¥ããã倧ããé³éã§å®è¡å¯èœãªç¬¬ïŒé³æŒåºïŒèšæ°å ±ç¥ã®æ¹ãå ±ç¥åªå 床ãäœãïŒãšãèšæ°é³å ±ç¥ãããå°ããé³éã§å®è¡å¯èœãªç¬¬ïŒé³æŒåºïŒèšæ°å ±ç¥ã®æ¹ãå ±ç¥åªå 床ãé«ãïŒãå«ãŸãããéæäžãèšæ°å ±ç¥ãããéèŠåºŠãäœãæŒåºã«é¢ããŠã¯ãå ±ç¥åªå 床ãäœãèšå®ããããšã奜é©ã§ããã Here, the above-mentioned "specific game effects" include, for example, specific effects during a winning effect, effects related to game settings, and specific advance notice effects (specific effects during fluctuations). "Specific effects during winning effects" include, for example, celebration effects (celebration effects during winning) that are executed when a certain number of winning game balls or a certain number of consecutive wins is reached, such as "Over 10,000 shots!!" or "Large consecutive wins!!", and over-winning effects (over-winning sounds) that are executed when an over-winning occurs in a large winning slot. Also, "effects related to game settings" include, for example, sound effects that are issued when selecting or deciding on a game environment, such as adjusting the volume or light. Specific advance notice effects include low-expectation advance notice effects and effects that do not suggest the probability of winning (for example, explanatory effects related to game explanations). In short, the sound effects related to the game effects include a first sound effect that can be executed at a louder volume than the counting sound notification (the counting notification has a lower notification priority), and a second sound effect that can be executed at a quieter volume than the counting sound notification (the counting notification has a higher notification priority). For effects that are less important than the counting notification in terms of gameplay, it is preferable to set the notification priority low.
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(Adjusting the volume of the counting alarm)
The volume of the counting notification sound can be configured to be adjustable by the player. For example, as one of the settings of the gaming environment, the volume of the counting notification sound can be configured to be adjustable within a predetermined range. For example, the volume can be configured to be adjustable in five levels, such as volume level 1 (minimum volume: 75 dB) to level 5 (maximum volume: 90 dB). As already described, the gaming environment can be configured to adjust the volume and light intensity (volume adjustment means, light intensity adjustment means), and the volume adjustment here is mainly for the sound effects (sound effects) during the game, but the volume including the counting notification sound can also be adjusted. In addition, the sound effects related to the effects and the counting notification sound can be configured to be independently adjustable in volume.
ãªããè€æ°æ®µéã®é³é調æŽãå¯èœãªå Žåã«ãããŠãèšæ°å ±ç¥é³ã«ã€ããŠã¯ãé³é調æŽã®èª¿æŽæ®µéã«åœ±é¿ãããªãããã«ãã©ã®èª¿æŽæ®µéã«èšå®ãããŠãããšããŠãå ±éã®é³éã§åºåãããããã«æ§æããŠããããã€ãŸããèšæ°å ±ç¥é³ã®é³éã¯ã調æŽäžå¯ïŒé³éèª¿æŽææ®µã®å¯Ÿè±¡å€ïŒãšããŠãããã When multiple levels of volume adjustment are possible, the counting alarm sound may be configured to be output at a common volume regardless of the volume adjustment level set so that it is not affected by the volume adjustment level. In other words, the volume of the counting alarm sound may not be adjustable (it may not be subject to the volume adjustment means).
ãŸããèšæ°å ±ç¥é³ã®å®è¡äžã«ãããŠãéææŒåºïŒèšæ°å ±ç¥é³ãããå ±ç¥åªå 床ã®äœãæŒåºïŒã«ä¿ã鳿Œåºã®é³éãå°é³ãšããå Žåãé³é調æŽã®æ®µéã«åœ±é¿ãããããšãªããå ±éã®é³éãšãªãããã«æ§æããŠããããããšãã°ãéæç°å¢ã®èšå®ã§ãé³éã¬ãã«ïŒïŒæå°é³éïŒïŒïŒïœïŒ¢ïŒïœã¬ãã«ïŒïŒæå€§é³éïŒïŒïŒïœïŒ¢ïŒã®ïŒæ®µéã®é³éã調æŽå¯èœã§ããå Žåããããã®é³éã¬ãã«ã§ãã£ãŠããèšæ°å ±ç¥é³ãå®è¡äžã®å Žåã¯ãå ±éã®é³éãåºåããããã«æ§æããããšãã§ããïŒèšæ°å ±ç¥äžå°é³å¶åŸ¡åŠçïŒããã®å Žåã®å°é³ã®é³éã¯ãé³é調æŽã«ãããæå°é³éã¬ãã«ã®é³éïŒïŒããšãã°ãäžè¿°ã®é³éã¬ãã«ïŒã®ïŒïŒïœïŒ¢ïŒãšåäžãããããããå°ããé³éïŒããšãã°ãïŒïŒïœïŒ¢ïŒãšããããšã奜ãŸããããªããå ±éã®é³éãšããªããŠããããé³é調æŽã®èª¿æŽæ®µéã«å¿ããŠãç°ãªãé³éãšããŠãããããããã«ããŠããéææŒåºïŒèšæ°å ±ç¥é³ãããå ±ç¥åªå 床ã®äœãæŒåºïŒã«ä¿ã鳿Œåºã®é³éããèšæ°å ±ç¥é³ãããå°é³éã§ããã°ããã In addition, when the volume of the sound effects related to the game presentation (effects with a lower notification priority than the counting notification sound) is low during the execution of the counting notification sound, it may be configured to have a common volume regardless of the stage of volume adjustment. For example, when the game environment settings allow adjustment of the volume in five stages from volume level 1 (minimum volume: 75 dB) to level 5 (maximum volume: 90 dB), it is possible to configure to output a common volume when the counting notification sound is being executed regardless of the volume level (counting notification medium and small sound control processing). In this case, it is preferable that the volume of the small sound is the same as or smaller than the volume of the minimum volume level in the volume adjustment (e.g., 75 dB for the above-mentioned volume level 1). Note that it is not necessary to use a common volume, and different volumes may be used depending on the adjustment stage of the volume adjustment. In any case, it is sufficient that the volume of the sound effects related to the game presentation (effects with a lower notification priority than the counting notification sound) is low compared to the counting notification sound.
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床ãé«ãããæ¹ã奜ãŸããã
(Relationship between error notification and count notification)
Also, the notification priority of the error notification can be higher than that of the count notification. For example, when the count notification sound and the error notification sound overlap, the volume of the count notification sound can be set to a volume lower than the volume of the error notification sound (low volume state) or to a muted state. It is not necessary for all error notifications to have a higher notification priority than the count notification, and notification priorities can be determined according to the error type. For example, in the case of a highly serious error (e.g., a main board error, a RAM error, etc.), it is preferable to set the notification priority of the error notification higher than that of the count notification.
ãŸããèšæ°å ±ç¥ãããäžèšã³ã³ããªãŒãæŒåºã®å ±ç¥åªå 床ãé«ãããããšãã§ãããããšãã°ãèšæ°å ±ç¥é³ãšã³ã³ããªãŒãæŒåºã«ä¿ã鳿Œåºãšãéè€ããå Žåãèšæ°å ±ç¥é³ã®é³éãã³ã³ããªãŒãæŒåºã«ä¿ã鳿Œåºãããå°ããé³éïŒå°é³ç¶æ ïŒãŸãã¯æ¶é³ç¶æ ãšããããšãã§ããããããããã«éãããèšæ°å ±ç¥ãããäžèšã³ã³ããªãŒãæŒåºã®å ±ç¥åªå 床ãäœãããŠããããããšãã°ãèšæ°å ±ç¥é³ãšã³ã³ããªãŒãæŒåºã«ä¿ã鳿Œåºãšãéè€ããå Žåãã³ã³ããªãŒãæŒåºã«ä¿ã鳿Œåºãèšæ°å ±ç¥é³ã®é³éãããå°ããé³éïŒå°é³ç¶æ ïŒãŸãã¯æ¶é³ç¶æ ãšããããšãã§ããã The notification priority of the above-mentioned complete performance can be higher than that of the counting notification. For example, if the counting notification sound and the sound effect related to the complete performance overlap, the volume of the counting notification sound can be set to a lower volume (low volume) or muted than the sound effect related to the complete performance. However, this is not limited to the above, and the notification priority of the above-mentioned complete performance can be set to a lower volume (low volume) or muted than the volume of the counting notification sound. For example, if the counting notification sound and the sound effect related to the complete performance overlap, the sound effect related to the complete performance can be set to a lower volume (low volume) or muted than the volume of the counting notification sound.
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(Regarding the priority of counting completion notifications over other notifications)
Next, with reference to Fig. 108, the notification priority (notification priority order) of the above-mentioned counting completion notification with respect to other notifications will be described. Fig. 108 shows an example of a counting completion notification. (a) to (c) of Fig. 108 respectively show display modes of the liquid
å³ïŒïŒïŒïŒã€ïŒã«ç€ºãå ±ç¥äŸã¯ãèšæ°å®äºå ±ç¥ã«ä¿ãç»å衚瀺ïŒä»¥äžãèšæ°å®äºå ±ç¥ç»åããšç§°ããïŒã瀺ãããã®ã§ãããããšãã°å³ç€ºã®ãèšæ°ãå®äºããŸãã ã«ãŒãã®åãå¿ãã«ã泚æäžããããªã©ãã«ãŒãåãå¿ã鲿¢ïŒæ³šæå起衚瀺ïŒãå«ãèšæ°å®äºå ±ç¥ç»åïŒæ³šæå起衚瀺ïŒïŒïŒïŒïœããæå®ã®ãšã©ãŒè¡šç€ºïŒïŒïŒïŒããã§ã¯ãè€æ°ã®ãšã©ãŒè¡šç€ºããããŠããïŒãããåªå 衚瀺ãããå ±ç¥æ æ§ã瀺ãããã®ã§ãããã€ãŸããå³ïŒïŒïŒïŒã€ïŒã®å Žåã¯ãèšæ°å®äºå ±ç¥ããšã©ãŒå ±ç¥ãããå ±ç¥åªå é äœãé«ãããäŸã§ããã The notification example shown in FIG. 108(A) shows an image display related to the counting completion notification (hereinafter referred to as the "counting completion notification image"), and shows a notification mode in which a counting completion notification image (attention display) 501a including a warning to prevent forgetting to remove the IC card, such as "Counting is complete. Please be careful not to forget to remove your card", is displayed in priority over a specified error display 503 (here, multiple error displays are displayed). In other words, the case of FIG. 108(A) is an example in which the counting completion notification has a higher notification priority than the error notification.
å³ïŒïŒïŒïŒãïŒã«ç€ºãå ±ç¥äŸã¯ãèšæ°å®äºå ±ç¥ããšã©ãŒå ±ç¥ãããå ±ç¥åªå é äœãäœãããäŸã§ãããããã§ã¯ãèšæ°å®äºå ±ç¥ç»åã®ééçãé«ãããŠãèé¢åŽã«ãããšã©ãŒè¡šç€ºïŒïŒïŒãèŠæãããå ±ç¥äŸãšãªã£ãŠããããªãããšã©ãŒãè§£é€ããããšã©ãŒè¡šç€ºïŒïŒïŒãé衚瀺ãšãªã£ãå Žåã«ã¯ãèšæ°å®äºå ±ç¥ç»åïŒïŒïŒïœã®ééçãäœãããŠè¡šç€ºããŠãããããªãããšã©ãŒçš®å¥ã«å¿ããŠãèšæ°å®äºå ±ç¥ã®å ±ç¥åªå é äœãå€ããŠããããããšãã°ãæ·±å»åºŠãé«ããšã©ãŒã«ã€ããŠã¯å³ïŒïŒïŒïŒã€ïŒã®ããã«ãèšæ°å®äºå ±ç¥ããããšã©ãŒå ±ç¥ã®åªå 床ãé«ãããæ·±å»åºŠãé«ããšã©ãŒã«ã€ããŠã¯å³ïŒïŒïŒïŒãïŒã®ããã«ãèšæ°å®äºå ±ç¥ããããšã©ãŒå ±ç¥ã®åªå 床ãäœãããããšãã§ããã The example of notification shown in FIG. 108(b) is an example in which the counting completion notification has a lower notification priority than the error notification. In this example, the transparency of the counting completion notification image is increased to make the error display 503 on the back side easier to see. When the error is cleared and the error display 503 is no longer displayed, the counting completion notification image 501b may be displayed with a lower transparency. The notification priority of the counting completion notification may be changed depending on the type of error. For example, for errors with a high degree of severity, the error notification may be given a higher priority than the counting completion notification as shown in FIG. 108(a), and for errors with a high degree of severity, the error notification may be given a lower priority than the counting completion notification as shown in FIG. 108(b).
å³ïŒïŒïŒïŒãïŒã«ç€ºãå ±ç¥äŸã¯ãèšæ°å®äºå ±ç¥ç»åïŒïŒïŒïœãšããšã©ãŒè¡šç€ºïŒïŒïŒãšãéè€è¡šç€ºãããªãããã«ããå ±ç¥äŸã瀺ãããã®ã§ããããã®å ±ç¥äŸã§ã¯ãèšæ°å®äºå ±ç¥ç»åãšãšã©ãŒè¡šç€ºãšãéè€è¡šç€ºãããªãããããããã®è¡šç€ºãåžžã«èŠèªå¯èœã§ããã®ã§ã奜é©ã§ããã The example of notification shown in FIG. 108(c) shows an example of notification in which the counting completion notification image 501c and the error display 992 are not displayed overlapping each other. In this example of notification, the counting completion notification image and the error display are not displayed overlapping each other, so both displays are always visible, which is preferable.
å³ïŒïŒïŒã§ã¯ãèšæ°å®äºå ±ç¥ãšãšã©ãŒå ±ç¥ãšã®é¢ä¿ã«ã€ããŠèª¬æããããèšæ°å®äºå ±ç¥ç»åãšãã³ã³ããªãŒãæŒåºã«ä¿ãç»å衚瀺ãšã®å ±ç¥åªå 床ã®é¢ä¿ã«ã€ããŠãåæ§ã«ãå³ïŒïŒïŒïŒã€ïŒãŸãã¯ïŒãïŒã®é¢ä¿ãšããŠãããããŸããå³ïŒïŒïŒïŒãïŒãšåæ§ã«ãèšæ°å®äºå ±ç¥ç»åãšãã³ã³ããªãŒãæŒåºã«ä¿ãç»å衚瀺ãšãéè€è¡šç€ºãããªãããã«ããŠãããã In FIG. 108, the relationship between the counting completion notification and the error notification is explained, but the notification priority relationship between the counting completion notification image and the image display related to the complete performance may also be as shown in FIG. 108(a) or (b). Also, as in FIG. 108(c), the counting completion notification image and the image display related to the complete performance may not be displayed overlapping each other.
äžèšãã第ïŒïœç¬¬ïŒå®æœåœ¢æ ã¯ãäžèšã®æ§æïŒïŒ€ïŒïŒïœæ§æïŒïŒ€ïŒïŒïŒãšããããšãã§ããããªãæ¬åŒ§å ã¯å®æœåœ¢æ ã«ããã察å¿èŠçŽ ã瀺ãããæ¬çºæã¯ããã«éå®ããããã®ã§ã¯ãªãã The second and third embodiments described above can be configured as the following configurations (D1) to (D12). Note that the corresponding elements in the embodiments are shown in parentheses, but the present invention is not limited to these.
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<Configuration (D1)>
A winning detection means for detecting a gaming ball that has entered the winning means;
A main control means (FIG. 32 (main control unit 20)) configured to be able to manage the winning ball number information based on the detection information detected by the winning detection means and controlling the game progress operation;
A sub-control means (FIG. 32 (frame control unit 22)) configured to be able to execute an increase/decrease management process for the number of game balls used for playing a game based on the prize ball number information from the main control means;
A gaming machine (FIG. 32) in which a game is played by circulating game balls enclosed therein,
The main control means
A main process (FIGS. 33A and 33B (FIG. 34)) that starts after power is turned on;
A first timer interrupt process (FIG. 36) which is started at every first predetermined time, includes a management process for managing the detection information by the winning detection means, and executes a process related to the progress of the game;
A second timer interrupt process (FIG. 40) is configured to be executed, which is started at every second predetermined time and executes a transmission process to transmit the number of winning balls information based on the detection information to the sub-control means;
The priority of the first timer interrupt process is set higher than the priority of the second timer interrupt process (FIGS. 36 and 40).
A gaming machine characterized by:
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<Configuration (D2)>
A winning detection means for detecting a gaming ball that has entered the winning means;
A main control means (FIG. 32 (main control unit 20)) configured to be able to manage the winning ball number information based on the detection information detected by the winning detection means and controlling the game progress operation;
A sub-control means (FIG. 32 (frame control unit 22)) configured to be able to execute an increase/decrease management process for the number of game balls used for playing a game based on the prize ball number information from the main control means;
A gaming machine (FIG. 32) in which a game is played by circulating game balls enclosed therein,
The main control means
A main process (FIGS. 33A and 33B (FIG. 34)) that starts after power is turned on;
A first timer interrupt process (FIG. 36) which is started at every first predetermined time, includes a management process for managing the detection information by the winning detection means, and executes a process related to the progress of the game;
A second timer interrupt process (FIG. 40) is configured to be executed, which is started at every second predetermined time and executes a transmission process to transmit the number of winning balls information based on the detection information to the sub-control means;
The priority of the first timer interrupt process is set higher than the priority of the second timer interrupt process, and the first predetermined time is shorter than the second predetermined time (FIGS. 36 and 40).
A gaming machine characterized by:
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<Configuration (D3)>
A winning detection means for detecting a gaming ball that has entered the winning means;
A main control means (FIG. 32 (main control unit 20)) configured to be able to manage the winning ball number information based on the detection information detected by the winning detection means and controlling the game progress operation;
A sub-control means (FIG. 32 (frame control unit 22)) configured to be able to execute an increase/decrease management process for the number of game balls used for playing a game based on the prize ball number information from the main control means;
A gaming machine (FIG. 32) in which a game is played by circulating game balls enclosed therein,
The sub-control means is
When the winning ball number information is received from the main control means, the winning ball number information is transmitted to the main control means.
The main control means
A main process (FIGS. 33A and 33B (FIG. 34)) that starts after power is turned on;
A first timer interrupt process (FIG. 36) which is started at every first predetermined time, includes a management process for managing the detection information by the winning detection means, and executes a process related to the progress of the game;
A second timer interrupt process (FIG. 45) that is started every second predetermined time is executed.
The second timer interrupt process includes:
A transmission process (S703 in FIG. 45) for transmitting the number of winning balls information based on the detection information to the sub-control means;
A receiving process (S704 in FIG. 45) for receiving the receipt result from the sub-control means,
The transmission process and the reception process are alternately executed every second predetermined time (S702 in FIG. 45).
A gaming machine characterized by:
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<Configuration (D4)>
A specific display means (performance display device 99) capable of displaying predetermined information based on game results;
A main control means (main control unit 20) that controls game operations;
A gaming machine including a sub-control means (
The main control means
A game state control means (FIG. 36) capable of controlling a plurality of game states;
A control information transmitting means (FIG. 40 (FIG. 45), FIG. 50F (E)) capable of transmitting specific control information including game status information capable of identifying a current game status to the sub-control means;
The specific display control means (FIG. 50G)
a measuring means for measuring the predetermined information based on the specific control information (a calculating means for calculating the predetermined information);
a predetermined information display control means for controlling the display of the predetermined information on the specific display means,
The measuring means (calculating means)
When the game status information is information that does not correspond to any of the game statuses, the predetermined information is not measured (calculated) (see (IV) of FIG. 50H),
A gaming machine characterized by:
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<Configuration (D5)>
A specific display means (performance display device 99) capable of displaying predetermined information based on game results;
A main control means (main control unit 20) that controls game operations;
A sub-control means (frame control unit 22) configured to be able to communicate with the main control means;
A gaming machine (control gaming machine) equipped with
The main control means
A game state control means (FIG. 36) capable of controlling a plurality of game states;
A control information transmitting means (FIG. 40 (FIG. 45), FIG. 50F (E)) capable of transmitting specific control information including game status information capable of identifying a current game status to the sub-control means;
The specific display control means (FIG. 50G)
a measuring means for measuring the predetermined information based on the specific control information (which may be a calculating means for calculating the predetermined information);
a predetermined information display control means for controlling the display of the predetermined information on the specific display means,
The measuring means (calculating means)
When the game status information is information that does not correspond to any of the game statuses, the predetermined information is not measured (calculated) (see (IV) of FIG. 50H),
A gaming machine characterized by:
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<Configuration (D6)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
A first ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the launch operation of the launch means;
The second ball count subtraction process is configured to execute a subtraction process regarding the number of balls held in association with the execution of the counting process,
When the number of balls held becomes 0 as a result of the first ball number subtraction process, a predetermined notification (for example, FIG. 108) is not executed, and when the number of balls held becomes 0 as a result of the second ball number subtraction process, the predetermined notification is executed.
A gaming machine characterized by:
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In the above configuration (D6),
(Rule 1) "Operation means" includes, for example, a count button. In addition, the operation means may be provided in multiple units, and may include, for example, a count button, a total count button, etc.
(Rule 2) "Operation mode" refers to an operation mode for a predetermined operating means, and includes, for example, a short press, a long press (first long press, second long press), and the like.
(Rule 3) "External device" refers to a specific management device that is provided outside the gaming machine and is configured to be able to communicate with the gaming machine, such as an external unit SC. This external unit SC is capable of mutual communication with the gaming machine and is configured to include a functional unit (ball lending device) that can electromagnetically manage the balls transferred from the gaming machine.
(Rule 4) The "predetermined notification (predetermined notification performance)" may include a "counting completion notification" that notifies the user that the counting process has been completed and/or a "warning notification to prevent forgetting to remove the IC card" (for example, Figure 108).
The above-mentioned (Control 1) to (Control 4) also apply to the configurations (D7) to (D12) described later.
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<Configuration (D7)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
A first ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the launch operation of the launch means;
In conjunction with the execution of the counting process, a second ball possession subtraction process can be executed to execute a subtraction process regarding the number of balls possessed.
The first ball number subtraction process is executed in priority to the second ball number subtraction process,
In the current periodic process, if the number of balls held becomes 0 as a result of the first number of balls held subtraction process, the second number of balls held subtraction process in the periodic process is not executed.
A gaming machine characterized by:
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In the above configuration (D7),
A predetermined notification can be executed when the number of balls held becomes 0,
When the number of balls held becomes 0 by the first subtraction process, the predetermined notification is not executed.
A gaming machine characterized by:
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<Configuration (D8)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
a ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the execution of the counting process;
and a ball possession count addition process that performs an addition process on the number of balls possessed in response to the occurrence of a foul ball.
The ball count subtraction process is executed after the ball count addition process,
In the current periodic process, when the number of balls held is increased by the ball number addition process and the number of balls held becomes 0 by the ball number subtraction process in the periodic process, a predetermined notification is executed.
A gaming machine characterized by:
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<Configuration (D9)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
a ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the execution of the counting process;
When a winning ball is generated, a ball possession count addition process is executed to add up the number of balls possessed.
In the current periodic process, when the number of balls held is increased by the ball number addition process and the number of balls held becomes 0 by the ball number subtraction process in the periodic process, a predetermined notification is executed.
A gaming machine characterized by:
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<Configuration (D10)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
A first ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the launch operation of the launch means;
A second ball possession subtraction process for performing a subtraction process regarding the number of balls possessed in association with the execution of the counting process;
and a ball possession count addition process that performs an addition process on the number of balls possessed in response to the occurrence of a foul ball.
The first ball count subtraction process and the ball count addition process are configured to be executed in priority to the second ball count subtraction process,
Execute the possessed number of balls addition process even if the possessed number of balls becomes 0 by the possessed number subtraction process in the current periodic process, and execute a predetermined notification when the possessed number of balls becomes 0 by the possessed number subtraction process in the current periodic process.
A gaming machine characterized by:
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<Configuration (D11)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
A first ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with the launch operation of the launch means;
a ball possession count addition process that performs an addition process on the number of balls possessed when a winning ball is generated;
In conjunction with the execution of the counting process, a second ball possession subtraction process can be executed to execute a subtraction process regarding the number of balls possessed.
The first ball count subtraction process and the ball count addition process are configured to be executed in priority to the second ball count subtraction process,
Even if the number of balls held becomes 0 as a result of the first number of balls held subtraction process in the current periodic process, the number of balls held is added, and if the number of balls held becomes 0 as a result of the second number of balls held subtraction process in the current periodic process, a predetermined notification is executed.
A gaming machine characterized by:
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<Configuration (D12)>
A gaming machine that is configured to convert the number of balls held by a player into data and manage it, and to execute a counting process for transferring the number of balls held according to an operation mode of a predetermined operation means to an external device, and to play a game by cyclically using game balls shot by a shooting means,
In a predetermined periodic process,
a first ball possession subtraction process for performing a subtraction process on the number of balls possessed in association with a launch operation of the launch means;
In conjunction with the execution of the counting process, a second ball possession subtraction process can be executed to execute a subtraction process regarding the number of balls possessed.
The second ball number subtraction process is
a first operation mode subtraction process for subtracting a first number from a current number of balls held when the operation mode for the operation means is a first operation mode;
and a second operation mode subtraction process for subtracting a second number, which is greater than the first number, from the current number of balls held when the operation mode for the operation means is a second operation mode.
A gaming machine characterized by:
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<Regarding the stop structure of the seat for leaving the seat in the gaming machine: Fig. 109A, Fig. 109B>
(
As another embodiment of the present invention, a structure for preventing a player from leaving the seat in a controlled gaming machine will be described.
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管çéææ©ã¯ãæ¢ã«èª¬æããããã«ãéæå°ã®å éšã§éæçã埪ç°ãã埪ç°åŒã®åŒŸçéææ©ã§ãããéæåªäœãå éšçãªããŒã¿ãã«ãŒãã§ç®¡çããããããéæçã®æåºãéæçèªäœã«ãã£ãŠè¡ãããããšã¯ãªãããããã£ãŠãéæçã貯çããäžç¿ãäžç¿ãªã©ã¯ååšããªãããŸããåŸæ¥ã®éæã¡ãã«ãçšããªã管çåŒã®åèŽåŒéææ©ã®å Žåãåæ§ã§ãããæãåºãã«éæã¡ãã«ãçŽæ¥çã«äœ¿çšããªãããäžç¿ãååšããªãã As already explained, managed gaming machines are circulating pinball gaming machines in which gaming balls circulate inside the gaming table, and because the gaming medium is managed by internal data or an IC card, the gaming balls are not paid out by the gaming balls themselves. Therefore, there are no upper or lower trays for storing the gaming balls. The same is true for conventional managed reel gaming machines that do not use gaming medals, and there is no lower tray because gaming medals are not directly used for payout.
ãã®ãããéæè ãéææ©ããäžæçã«é¢ããå Žåãå°ç¢ºä¿ãè¡ãããå Žåãé埪ç°åŒã®éææ©ïŒäžè¬çéææ©ïŒã«ããããããŸã§ã®ããã«ãäžç¿ãäžç¿ã«éæçãéæã¡ãã«ãæ®ããŠããããšããææ³ãæ¡ãããšãã§ããªããããã§ããã«æ¿ããææ³ãšããŠãããŒã«åŽã«ãããŠïŒå°æ¯ã«é¢åžäžã§ããããšã瀺ããé¢åžã·ãŒãããçšæãããããéææ©ã®åé¢åŽãå€éšãŠãããåŽã®é©æã«èšçœ®ããããšã§ãé¢åžäžã®å°ç¢ºä¿ãè¡ãããšãå¯èœã«ããŠããã Therefore, when a player wants to leave a gaming machine temporarily or reserve a machine, they cannot leave the gaming balls or medals in the upper or lower tray, as was previously done with non-circulating gaming machines (general gaming machines). As an alternative to this, the hall provides an "Away Sheet" for each machine that indicates that the player is away, and by placing this in an appropriate location on the front side of the gaming machine or on the external unit side, it is possible to reserve the machine while the player is away.
管çåŒã®åèŽåŒéææ©ã®å Žåã¯ãé¢åžã·ãŒãã«æ¿ãããã®ãšããŠãã¹ã¿ãŒãã¬ããŒã«ãã¢ãããã¬ãŒãç¶ã®é¢åžæãæãäžããæ¹æ³ãæ¡çšããããšãã§ãããã管çåŒã®åŒŸçéææ©ã®å Žåã¯ããã¢ãããã¬ãŒãç¶ã®é¢åžæãæãäžãã察象ç©ãããšãã°çŽåŸã®å°ããã¬ããŒç¶ã®ç©ãååšããªãããããã£ãŠã管çåŒã®åŒŸçéææ©ã§ãããåèŽéææ©ã§ããããåãããéææ©ããäžæçã«é¢ããå Žåãå°ç¢ºä¿ãè¡ãããå Žåãé¢åžã·ãŒããéææ©ã®åé¢ã«èšçœ®ããããšãæå¹ãªææ®µãšãªãã In the case of managed reel-type gaming machines, a doorknob-plate-shaped leaving sign can be hung on the start lever as an alternative to an leaving sheet, but in the case of managed pinball gaming machines, there is no object on which to hang a doorknob-plate-shaped leaving sign, such as a small-diameter lever-shaped object. Therefore, whether it is a managed pinball gaming machine or a reel-type gaming machine, if you want to leave the machine temporarily or secure the machine, placing an leaving sheet on the front of the machine is an effective method.
ããããªããã管çåŒã®åŒŸçéææ©ãåèŽåŒéææ©ã«ã¯ãéææ©ã®ç¹ã«åé¢åŽã«é¢åžã·ãŒããå®å®ããŠèšçœ®ã§ããäœå°ããªããããæå³ããã«é¢åžã·ãŒããèœäžãããªã©ããŠå°ç¢ºä¿ãã§ããªããªããšãã£ã課é¡ãçããŠããããŸããé¢åžã·ãŒãã¯ããã³ã³ããŒã«ã«ãã£ãŠåœ¢ç¶ããµã€ãºãæ§ã ã§ããããã圢ç¶ã«ãã£ãŠã¯é¢åžã·ãŒããåºå®çã«èšçœ®ã§ããªãã£ããããµã€ãºã«ãã£ãŠã¯é¢åžã·ãŒãã®ååšã«æ°ä»ããã«å¥ã®éæè ã«åžãåãããŠããŸããšãã£ãããšãèµ·ããåŸãã However, managed pinball and reel-type gaming machines do not have enough space to stably install a seat, especially at the front of the machine, which causes issues such as the seat falling unintentionally and making it impossible to secure the machine. Also, seat sheets come in a variety of shapes and sizes depending on the pachinko parlor, so depending on the shape, it may not be possible to install the seat permanently, and depending on the size, it may happen that another player takes the seat without noticing the seat's presence.
ããã§ããã®å®æœåœ¢æ ã§ã¯ã以äžã®ããã«æ§æããããšã«ãããé¢åžäžã«èšçœ®ããé¢åžã·ãŒãïŒç¹ã«ã·ãŒãã«ã¯éå®ãããªãïŒã奜é©ã«èšçœ®ããããšãå¯èœã«ããã Therefore, in this embodiment, the following configuration makes it possible to conveniently set up an away seat (not limited to any particular seat) to be set up while away from one's seat.
éææ©ïŒéææ ååŽïŒã«ãé¢åžã·ãŒããèšçœ®å¯èœãšããããã®èšçœ®ææ®µãè€æ°èšããã第ïŒèšçœ®ææ®µã¯ã¬ã©ã¹ãšéææ ã®ééïŒé¢åžã·ãŒããå·®ã蟌ãããšãå¯èœãªãããã®ééïŒãæºçãããªãå¹éšã§ããã第ïŒèšçœ®ææ®µã¯ãé¢åžã·ãŒããç«ãŠãããããã®çªèµ·éšïŒé¢åžã·ãŒãäžéšãçªèµ·éšã«åœæ¥ãããŠããã®ãŸãŸã¬ã©ã¹åŽã«å¯ãããå§¿å¢ãšãããšããé¢åžã·ãŒãäžéšãã¬ã©ã¹ã«åœãã£ãŠé¢åžã·ãŒããæãã«åŸæããç¶æ ã§å®å®ã«èšçœ®ãããããšãšãªãçªèµ·éšïŒã§ããã The gaming machine (front of the gaming frame) is provided with multiple installation means for allowing the installation of the leaving sheet. The first installation means is a recess consisting of a gap between the glass and the gaming frame (a gap large enough for the leaving sheet to be inserted) or a groove. The second installation means is a protrusion for leaning the leaving sheet against (a protrusion that allows the leaving sheet to be stably installed in an inclined position when the lower part of the leaving sheet is abutted against the protrusion and placed on the glass side, so that the upper part of the leaving sheet abuts against the glass).
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(a) When the leaving
(b) When the leaving
(c) When the leaving
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For comparison, a case where the lower part of the leaving
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In this way, the inclination angle Ξ1 of the leaving
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When the leaving
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The vertical size relationship between the first and second installation means (height relationship in the top-bottom direction) can be freely determined, and depending on the dimensions and shape (thickness, shape, size) of the leaving
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It is also possible to freely determine the size relationship of the left-right area (range of the installation part) covered by the first installation means and the second installation means. Depending on the dimensions (thickness, shape, size) of the
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In the case of FIG. 109A , the second installation means is provided as a
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However, in this variant example 1, as shown by the dotted line in Figure 109A as
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In the case of Fig. 109A, there are also provided a cross key 1075, a triangular
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For comparison, a case where the lower part (lower edge) of the leaving
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As a result, the leaving
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If the amount of protrusion of the
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One problem with providing a
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For example, the base of the effect button 1013 (the portion that intersects with the surface of the second panel 1008) can be configured so that the vertical (top-bottom) height position of the upper surface of its outer periphery is the same or nearly the same as the vertical (top-bottom) height position of the
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In Fig. 109A, the
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In the above, the second installation means has been described as having only one stage of either the
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Furthermore, the
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When the protrusions of the second installation means are configured in two or more stages in this way, it is preferable to set the relationship such that the protrusions protrude more in the stage closer to the front. This is because when attempting to install the leaving
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In the above, the
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For example, it may be in the form of multiple short lines arranged in a straight line, or in the form of steps formed continuously or discontinuously, or multiple (three or more) small protrusions arranged at regular intervals (orderly identical intervals or the same repeating intervals) or irregular intervals (disorderly discrete intervals) along the
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In the above, the second installation means is configured by the
That is, in Figure 109A,
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The above describes a configuration in which the
This modification can also be applied to the shape of a
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When the first installation means and the second installation means are both constructed with the same recess or the same protrusion (convex portion), it is preferable that the shapes of the recess or protrusion are different so that the player can easily notice their existence.
The protruding
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Fig. 109B shows another embodiment (embodiment 2) of the managed
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äžè¬ã«åŒŸçéææ©ãåèŽéææ©ã«ãããŠã¯ãéæŸäºå®çšãå°ç¢ºä¿çšãšããŠæ¯èŒç倧åã®ã·ãŒããéæå°ã®ã¬ã©ã¹æ å ã«çœ®ãããšãè¡ãããŠãããããšãã°éæŸäºå®ã·ãŒãã®å Žåãåœæ¥ãŸãã¯ææ¥éæŸäºå®ã®éæå°ã§ãã£ãŠä¿å¡ãèš±å¯ãããŸã§äœ¿çšçŠæ¢ã®éæå°ã§ããããšãåç¥ããç®çã§ãéæŸäºå®ã·ãŒããéæå°ã®ã¬ã©ã¹æ å ã«èŒçœ®ããããšãè¡ãããŠããããŸãå°ç¢ºä¿ã·ãŒãïŒå°ç¢ºä¿åžïŒã®å Žåãå ¥å Žè ã«å°ç¢ºä¿ã·ãŒããæž¡ãããã®å°ç¢ºä¿ã·ãŒããå ¥å Žè ãéæå°ã®ã¬ã©ã¹æ ã«èŒçœ®ããããšã§éæå°ã®ç¢ºä¿ãã§ããããšããäœ¿ãæ¹ããªãããŠããããããã®éæŸäºå®ã·ãŒããå°ç¢ºä¿ã·ãŒãã¯ãã¬ã©ã¹æ å ã®éæé åã®ïŒïŒïŒä»¥äžãé ãåŸããããªæ¯èŒç倧åã®ã·ãŒãã§ãããšããã«ç¹è²ãããã埪ç°åŒãŸãã¯é埪ç°åŒã®ãããã®éæå°ã§ãæå¹ã«æŽ»çšãåŸããã®ã§ããã In general, for pinball and reel machines, relatively large sheets are placed inside the glass frame of the gaming machine to indicate when a machine is scheduled to open or to reserve a machine. For example, the scheduled opening sheet is placed inside the glass frame of the gaming machine to inform the customer that the machine is scheduled to open on the day or tomorrow and cannot be used until permission is given by the attendant. In addition, the machine reservation sheet (machine reservation ticket) is given to the customer, who places the machine reservation sheet on the glass frame of the gaming machine to reserve the machine. These scheduled opening sheets and machine reservation sheets are characterized by being relatively large sheets that can hide more than half of the playing area inside the glass frame, and can be effectively used on both circulating and non-circulating gaming machines.
ããããéæå°ã®æ§é äžãéæŸäºå®ã·ãŒããå°ç¢ºä¿ã·ãŒããå®å®ããŠã¬ã©ã¹æ å ã«çããŠçœ®ãããšãå°é£ã§ããå Žåãå€ããåºã«æ»ãèœã¡ãå¿é ããã£ããããã§å³ïŒïŒïŒïŒ¢ã«ç€ºãããã«å·¥å€«ããŠããã However, due to the structure of the gaming machine, it is often difficult to securely fasten the opening sheet and machine reservation sheet within the glass frame, and there is a risk of them slipping off onto the floor. Therefore, we have devised the solution shown in Figure 109B.
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In FIG. 109B, to accommodate a relatively large sheet large enough to cover the inside of the
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Therefore, by inserting the bottom corner of a large sheet such as a sheet to be opened or a stand securing sheet into the approximately triangular recess formed between the
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[Fourth embodiment]
Next, as a fourth embodiment of the present invention, we will explain a form that prevents game balls from spilling out when an opening and closing door (for example, a door structure such as a
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(1) Background Art The circulation-type controlled gaming machine shown in Fig. 35(A) has many common structures with the non-circulation-type general gaming machine shown in Fig. 1. One of them is the opening and closing mechanism of the front door. For example, referring to Fig. 1, a
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In this way, the recirculating managed gaming machine, like the non-recirculating general gaming machine, has a door structure in which the front of the front frame 2 (at least the front of the playing area 5a) is covered with a
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(Problem regarding timing of door open error judgment)
However, if the point in time when the sensor signal turned ON (open)/OFF (closed) was captured and it was determined that "open/closed" occurred at that point in time, there is a risk that a door open error will occur even in response to a slight vibration of the gaming machine, or that the door will be erroneously detected as open even when it is actually closed, resulting in unnecessary door open errors. For example, a door open error may be erroneously reported if the
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(Solution Example 1: Fig. 57 (a))
In view of the above problem, a method (Solution Example 1) can be considered in which a point in time delayed by a predetermined time from the ON/OFF of the sensor signal is captured, and if the sensor signal is still ON at that point in time, it is judged to be "open," and if it is still OFF, it is judged to be "closed." Specifically, this will be explained using the time chart shown in Fig. 57(A).
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In this fourth embodiment, as in the second and third embodiments, the
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As shown in the top row (detection signal row) of Figure 57, the detection signal from this door
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In the case of FIG. 57 (i), the
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The "predetermined time" (delay time) placed before determining whether the "door is open" or "door is closed" is intended to prevent false alarms of door open errors, and here a common delay time (the same time (or it may be approximately the same time)) is adopted for both door open and door closed cases, for example a value of approximately 100 ms to 500 ms (500 ms in the illustrated example). Note that although the delay time (delay Î) is a common delay time in this example, it may also be different for each case. For example, if the delay time until the door is determined to be open is a first predetermined time (delay Î1) and the delay time for determining that the door is closed is a second predetermined time (delay Î2), the first predetermined time may be < the second predetermined time, the first predetermined time > the second predetermined time, or the first predetermined time = the second predetermined time. However, from the viewpoint of preventing fraudulent activities, it is preferable to set the first predetermined time < the second predetermined time so that the door open state can be detected earlier than the door closed state (the same applies to the solution example 2 in FIG. 57 (b) described later). The same applies to the case where the first predetermined time (delay Î1) and the second predetermined time (delay Î2) are set when the
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(2) "Regarding the technical problem of the above Solution Example 1"
However, the method of delaying the judgment point for the detection signal (door open signal) from the door
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When we look at "door opening when ON for a certain time", as shown in FIG. 57 (A), from the time when the
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In view of the above problems, this embodiment adopts a control method (Solution Example 2) as shown in FIG. 57 (b) and aims to provide a gaming machine that can prevent game balls from spilling out when a front door such as a
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In the following, in order to make the explanation of the present invention easier to understand, we will use as an example a case in which the game balls fall out of the gaming machine when the
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In particular, in a managed gaming machine, a predetermined number of gaming balls are circulated inside the gaming machine during play, and therefore when the door structure is opened, even during the above-mentioned period of judgment delay (delay Î), the launch operation is not prohibited and gaming balls can be supplied to the
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One possible method to solve the above problem is to reduce the amount of delay Î to zero or nearly zero, and determine that the door is open immediately when the detection signal from the door
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In this way, with the delay Î set to zero, the immediate response determination can follow the "disappearance of the launch permission signal ES (launch control signal OFF)" without any delay from the "opening of the
ãããããã£ã¬ã€ÎããŒãã«ããŸããšãå è¿°ããããã«ãéææ©ã®å ããªæ¯åã«å¯ŸããŠãæéæŸãšã©ãŒã誀çºå ±ãããªã©ãç¡çšãªæéæŸãšã©ãŒãçºçãããšãã£ãåé¡ãçãããã However, if the delay Î is set to zero, as mentioned above, problems may occur such as unnecessary door open errors being generated, such as a false door open error being reported even in response to slight vibrations of the gaming machine.
ããã§æ¬å®æœåœ¢æ ã§ã¯ãæéæŸãšã©ãŒã誀çºå ±ããããšã鲿¢ãããšãšãã«ãéæçãæéæŸäžã§çºå°ãããŠéææ©å€ãžèœã¡ãŠããŸãããšã鲿¢ãããææ³ãšããŠã次ã«è¿°ã¹ã解決äŸïŒãæ¡çšããŠãããå³ïŒïŒïŒãïŒãåç §ããŠããã®è§£æ±ºäŸïŒã«ã€ããŠè©³çްã«èª¬æããã Therefore, in this embodiment, the following solution example 2 is adopted as a method to prevent erroneous notification of a door open error and to prevent game balls from being launched with the door open and falling outside the gaming machine. Solution example 2 will be described in detail with reference to Figure 57 (b).
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(3) "Summary of Solution Example 2"
In this embodiment, the "door open error judgment" and the "launch stop judgment" are judged under different conditions (judgment criteria). Specifically, the present embodiment is configured as follows (a) and (b).
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(a) "Determining door opening errors"
Regarding the determination of the door open error, if the detection signal from the door
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(b) "Decision to suspend launch"
Regarding the judgment of the firing stop, if the detection signal from the door
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(4) "Details of Solution Example 2"
Fig. 57(b) is a timing chart for explaining Solution Example 2. Note that, in order to avoid repetition, the description will be appropriately omitted for contents that are substantially the same as those explained in Fig. 57(a) relating to Solution Example 1 above.
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In Fig. 57 (b), just like in Fig. 57 (a), a detection signal from a door
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(i) "First determination means (immediate response determination means)"
A first determination means (immediate response determination means) determines that the door is open when the detection signal from the door
(ii) "Second determination means (slow response determination means)"
A second determination means (delay response determination means) determines that the door is open if the detection signal from the door
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(a) "Regarding control of launchers"
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In addition, in the first determination means (immediate response determination means), when the detection signal from the door
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The input management process (step S083) and error management process (step S089) in FIG. 39 (FIG. 9 for a general gaming machine) can function as the first judgment means (immediate response judgment means). For example, the input management process (step S083) during the 4 ms interrupt process shown in FIG. 39 monitors the detection signal from the door
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However, from the viewpoint of reducing the control burden, it is preferable to perform the control process for prohibiting/allowing the firing operation of the
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In addition, in order to prevent erroneous detection of the detection signal from the
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(b) "Door open error detection and release"
Next, detection and release of a door open error (determination of a door open error) according to this example (Solution Example 2) will be described.
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In the second judgment means (late response judgment means), the
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In addition, in the second judgment means (late response judgment means), the
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(5) "Effects of Solution Example 2"
In this example (Solution Example 2), the first judgment means (instant response judgment means) judges that the door is immediately opened when the detection signal from the
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On the other hand, with regard to the notification of a door open error, the second determination means (delayed response determination means) is configured to detect the time when delay Î1 has elapsed since the detection signal from the door
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In other words, in this embodiment, the criteria for determining whether the door is open or not are divided into two: a first criterion (immediate response judgment) for stopping the launcher, and a second criterion (delayed response judgment) for generating an error notification. The two criteria are independent and do not affect each other, and the contents of these two criteria are made different according to the purpose. According to this embodiment, for the
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In addition, when reporting a door open error, a "delayed response judgment (second judgment criterion)" is adopted, which does not respond immediately to the opening of the
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(Regarding monitoring of door opening errors by the
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(Regarding detection and release of door opening errors in the frame control unit 22)
The determination conditions for a door opening error on the
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In either case, if the door is opened, the firing operation of the
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(Variation 1)
In the above "Solution Example 2 ((B) of FIG. 57)," the
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In addition, the above-mentioned "predetermined time (delay Î3)" in this example can be a time different from the "second predetermined time (delay Î2)" required for the second judgment means (late response judgment means) to judge that the door opening error has been released (delay Î3 â delay Î2). However, it is preferable that the "predetermined time (delay Î3)" is shorter than the "second predetermined time (delay Î2)" (delay Î3 < delay Î2) or is the same (almost the same) time (delay Î3 = delay Î2, or delay Î3 â delay Î2). If the delay Î3 is longer than the delay Î2 (delay Î3 > delay Î2), a problem occurs in which the firing operation is not resumed (is delayed) even though the door opening error has been released, which is not preferable. In this example, when the door is opened, the firing operation of the
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(Variation 2)
In the fourth embodiment, the
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(Variation 3)
In the fourth embodiment, the explanation has been given on the premise of a "controlled gaming machine" in which games are played using gaming balls sealed inside the gaming machine, but the present invention can be applied to any gaming machine, regardless of whether it is a "circulating" gaming machine or a "non-circulating" gaming machine, as long as the gaming machine has a door structure, such as a
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For example, the non-circulating general game machine shown in FIG. 1 has a door structure such as a
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(Modification 4: Relationship between the door open state and the ball removal state)
However, there may be cases where, due to ball jamming or other reasons, it is desired to operate the ball removal unit 72 (to put the machine into a ball removal state) and remove all or some of the game balls. In order to operate the
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(Modification 5: Relationship between Door Open State and Performance Information)
The launching operation is stopped while the door is open, but even when the launching operation is stopped, the game ball launched just before the stop may be detected as a winning ball or an out ball, so the device may be configured to be able to execute processing related to the performance information (all or part of the processing including the counting processing of the count value used to calculate the performance information, the processing of calculating the performance information, the processing of displaying the performance information, and the processing of outputting the performance information to an external device (output processing to an external device by an outer end signal)). In this case, the performance information may also reflect the game ball launched just before the launching operation is stopped. However, it is difficult to say that the ball launched when the door is opened is a game ball launched by a player during normal play, and it is more likely that the ball was launched as a result of a hall employee or the like accidentally touching the launch operation handle 15 just before the door is opened. Therefore, the processing related to the performance information may not be executed while the launching operation is stopped due to the door being opened. Specifically, "processing related to performance information" refers to counting processing of the counter values used to calculate the performance information, calculation processing of the performance information, display processing of the performance information, and external output processing of the performance information (output processing of an outer end signal to an external device), and the configuration can be such that at least one of these processes is not executed while the firing operation is stopped due to the door being open.
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<Configuration (E1)>
This is a configuration example applied to the front door (glass door 6).
A front frame (front frame 2) attached to an outer frame (outer frame 4) so as to be openable and closable;
A game board (game board 3) attached to the front frame;
A launching means (launching device 32) capable of launching game balls into a game area;
A launch control means (
A front door (glass door 6) provided on the front surface of the front frame in an openable and closable manner;
a door open detection means (door open sensor 61) capable of outputting a detection signal indicating an open/closed state of the front door in response to at least an open/closed state of the front door;
A gaming machine including an error notification execution means (
The launch control means includes:
When a detection signal indicating the open state is detected, the control is immediately made to a prohibited (restricted) state in which the firing operation of the firing means is prohibited (restricted) (time t1 in FIG. 57(b)), and when a detection signal indicating the closed state is detected during the prohibited state, the control is immediately made to a permitted state in which the prohibited state is released and the firing operation of the firing means is permitted (time t4 in FIG. 57(b)).
The error notification execution means includes:
When a detection signal indicating the open state is continuously detected for a first predetermined time (time t1 to t2 in FIG. 57), the error notification (door open error notification) is executed (time t2 in FIG. 57(B)). When a detection signal indicating the closed state is continuously detected for a second predetermined time during the error notification (time t4 to t5 in FIG. 57), the error notification is terminated (time t5 in FIG. 57(B)).
A gaming machine characterized by:
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<Configuration (E2)>
A front frame (front frame 2) attached to an outer frame (outer frame 4) so as to be openable and closable;
A game board (game board 3) attached to the front frame;
A launching means (launching device 32) capable of launching game balls into a game area;
A launch control means (
A front door (glass door 6) provided on the front surface of the front frame in an openable and closable manner;
a door open detection means (door open sensor 61) capable of outputting a detection signal indicating an open/closed state of the front door in response to at least an open/closed state of the front door;
a door open determination means (main control unit 20) for determining whether the front door is open or closed based on a detection signal from the door open detection means;
An error notification execution means (
A gaming machine comprising:
The door opening determination means
a first determination means (immediate response determination means) for determining the open state when a detection signal indicating the open state is received (when the door open signal turns ON: time t1 in FIG. 57(B)), and for determining the closed state when a detection signal indicating the closed state is received (when the door open signal turns OFF: time t4 in FIG. 57(B));
A second determination means (delayed response determination means) that determines the open state when a detection signal indicating the open state is received continuously for a first predetermined time (times t1 to t2 in FIG. 57(B)) and determines the closed state when a detection signal indicating the closed state is received continuously for a second predetermined time (times t4 to t5 in FIG. 57(B)),
The launch control means includes:
When the first determination means determines that the state is the open state, the firing means is controlled to a prohibited state in which the firing operation is prohibited (time t1 in FIG. 57(b)). When the first determination means determines that the state is the closed state, the firing means is controlled to an permitted state in which the firing operation is permitted (time t4 in FIG. 57(b)).
The error notification execution means includes:
When the second determination means determines that the door is in the open state, the error notification (door open error notification) is executed (time t2 in FIG. 57(B)). When the second determination means determines that the door is in the closed state during the error notification, the error notification is terminated (time t5 in FIG. 57(B)).
A gaming machine characterized by:
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In the above "Configuration (Open 1)" or "Configuration (Open 2)," in a configuration in which the front door is a
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<Configuration (E3)>
A launching means (launching device 32) capable of launching game balls;
A firing control means (
A door open detection means (door open sensor 61) capable of detecting an open/closed state of an open door (a door structure such as a
An error determination means (main control unit 20) for determining whether or not a door open error has occurred based on a detection signal from the door open detection means;
An error notification execution means (
A gaming machine comprising:
The error determination means
When the detection signal indicating the open state is continuously detected for a predetermined time (time t1 to t2 in FIG. 57(B)), it is determined that the door open error has occurred (time t2 in FIG. 57(B)).
The launch control means includes:
When a detection signal indicating the open state is detected, the firing operation of the firing means is stopped (time t1 in FIG. 57(B)) before the error determination means determines that a door open error has occurred (before time t2 in FIG. 57(B)).
The gaming machine is characterized by the above.
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<Configuration (E4)>
A launching means (launching device 32) capable of launching game balls;
A firing control means (
A door open detection means (door open sensor 61) capable of detecting an open/closed state of an opening/closing door (a door structure such as a
an external signal output means (
A gaming machine comprising:
The launch control means stops the launch operation of the launch means before the external signal output means outputs the predetermined signal (see "Detection and release of door opening error in the
The gaming machine is characterized by the above.
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<Configuration (E5)>
A launching means (launching device 32) capable of launching game balls;
A firing control means (
A door open detection means (door open sensor 61) capable of detecting an open/closed state of an opening/closing door (a door structure such as a
An error determination means (frame control unit 22) capable of determining a door opening error based on a detection signal from the door opening detection means;
A gaming machine comprising: an external signal output means (a
The error determination means
When the detection signal indicating the open state is continuously detected for a predetermined time, it is determined that the door open error has occurred (time t2 in FIG. 57).
The external signal output means is
When the error determination means determines that a door opening error has occurred, the predetermined signal is output (see "Detection and release of door opening error in the
The launch control means includes:
When a detection signal indicating the open state is detected, the firing operation of the firing means is stopped before the error determination means determines that there is a door open error (see time t1 in Figure 57 (b) "Regarding detection and release of door open error in
The gaming machine is characterized by the above.
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<Configuration (E6)>
A launching means (launching device 32) capable of launching game balls;
A door open detection means (door open sensor 61) capable of detecting an open/closed state of an opening/closing door (a door structure such as a
A winning detection means (various winning detection sensors) for detecting a gaming ball that has entered the winning means;
A main control unit (main control unit 20) configured to be able to manage winning ball number information based on the detection information detected by the winning detection unit and controlling the game operation;
A sub-control means (frame control unit 22) configured to be able to execute an increase/decrease management process for the number of game balls used for playing a game based on the prize ball number information from the main control means,
A controlled gaming machine in which a game is played by circulating game balls enclosed therein,
A detection signal from the door opening detection means is input to the main control means and the sub-control means (FIG. 32).
The main control means
a first error determination means for determining a door open error based on a detection signal from the door open detection means;
A firing control means capable of controlling the firing operation of the firing means,
The sub-control means is
A second error determination means capable of determining a door open error based on a detection signal from the door open detection means;
an external signal output means for outputting a predetermined signal (an external end signal relating to a door opening error) to an external device (e.g., a hall computer HC, a data counter DT, a gaming machine information center, etc.) provided outside the gaming machine based on a result of the determination by the second error determination means;
The first error determination means
When the detection signal indicating the open state is continuously detected for a first predetermined time, it is determined that the door open error has occurred (time t2 in FIG. 57(B)).
The launch control means includes:
When a detection signal indicating the open state is detected, the firing operation of the firing means is stopped before the error determination means determines that a door open error has occurred (time t1 in FIG. 57(B)).
The second error determination means
If the detection signal indicating the open state is continuously detected for a second predetermined time, it is determined that the door open error has occurred (time t2 in FIG. 57(B)).
The external signal output means is
When the second error determination means determines that a door opening error has occurred, the predetermined signal is output.
In the present configuration, the first predetermined time and the second predetermined time may be the same or substantially the same.
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<Configuration (E7)>
A launching means capable of launching a game ball;
A door open detection means (door open sensor 61) capable of detecting an open/closed state of an opening/closing door (a door structure such as a
An error notification means (performance means) capable of executing a door opening error notification;
A first control means (main control unit 20) that controls game operations;
A second control means (frame control unit 22) capable of communicating with the first control means;
A gaming machine comprising:
The first control means is
an error determination means capable of determining a door open error when the opening and closing door is in an open state (FIG. 57(b));
an error processing execution means (S089 in FIG. 36) for executing an error processing related to the door opening error notification when the error determination means determines that the door opening error has occurred;
and a firing stop means (FIG. 57(b)) for stopping the firing operation of the firing means when the opening and closing door is in an open state.
The second control means is
An external signal output means capable of outputting a predetermined signal to an external device provided outside the gaming machine when the opening and closing door is in an open state (see "Detection and release of door opening error in the
In the above configuration (E7), a detection signal from the door opening detection means can be input to each of the first control means and the second control means.
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(Regarding the transition (operation) form of time-saving state and minute time-saving state by state)
The transition form of the time-saving state and the minute time-saving state according to the game state can be configured as follows. Here, the operation form related to the time-saving game state such as the time-saving state and the minute time-saving state, which are closely related to the present invention, will be mainly described.
以äžã説æã®äŸ¿å®äžãéæã«é¢ããæå®äºè±¡ãäžèšïŒç§°ïŒïŒïœïŒç§°ïŒïŒã®ããã«ç§°ããã For ease of explanation, the following predetermined events related to gaming will be referred to as (Name 1) to (Name 4).
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(Name 1) "A-hour reduction"
The time-saving game state that is transitioned to upon winning a jackpot (including a V-hit due to a small jackpot) is called "A time-saving". Specifically, the time-saving game state that is transitioned to after the end of a jackpot game (including a V-hit game), that is, after the operation of the continuous operation device of the role is completed, is called "A time-saving". Hereinafter, when referring to a "jackpot", "V-hit" may also be included.
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(Name 2) "B-hour shortening"
The time-saving state to which the player is transitioned when the ceiling is reached (the ceiling number of games is reached) (the time-saving state due to activation of the ceiling function (ceiling time-saving)) is called "B time-saving."
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(Name 3) "C-hour reduction"
The time-saving game state that is entered upon winning the special time-saving lottery is called "C time-saving."
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<About the transition form of A-hours reduction>
(A1) During normal play (low probability and no electric support), a jackpot win can trigger a transition to time-saving mode A.
(A2) If the game is in the A-time shortened mode, a jackpot win will trigger a transition to the A-time shortened mode.
(A3) If the game is in the B time-saving mode, a jackpot win will trigger a transition to the A time-saving mode.
(A4) If you are in the C time-saving mode, you can transition to the A time-saving mode if you win a jackpot.
(A5) In the case of a high probability state (high probability state or potential high probability state), a transition to A time-saving mode is possible upon winning a jackpot.
(A6) When it is possible to transition to time-saving A, it is possible to transition to a time-saving game state with a different degree of advantage (for example, a time-saving state with a different number of time-saving times) depending on the "game state at the time of winning" and/or the "type of jackpot won (in the case of a V-win, the type of small jackpot)".
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<About the transition form of B time reduction (ceiling time reduction)>
(B1) When in normal mode, you can transition to time-saving mode B when you reach the ceiling.
(B2) When in the A time-saving mode, you can transition to the B time-saving mode upon reaching the ceiling.
(B3) In the case of B time reduction, when the ceiling is reached, it is not possible to transition to B time reduction (B time reduction cannot be activated continuously). Specifically, during B time reduction (ceiling time reduction), it is not possible to transition to a new B time reduction without going through a jackpot (activation of the continuous operation device of the role), (continuous activation of "B time reduction â B time reduction" is not possible). In addition, after the B time reduction ends, it is not possible to transition to a new B time reduction without going through a jackpot. For example, even if the ceiling game number is reached during B time reduction without winning a jackpot, it is not possible to transition to a new B time reduction, and after the B time reduction ends, it is not possible to transition to a new B time reduction without going through a jackpot.
(B4) In the case of C time reduction, when the ceiling is reached, it is possible to shift to B time reduction. If the ceiling is reached during C time reduction, it is possible to switch to B time reduction (control from C time reduction to B time reduction).
(B5) When the high probability is reached, it is not possible to transition to B time-saving mode upon reaching the ceiling.
(B6) In addition, when transition to the B time reduction is possible, transition to the B time reduction with a different number of time reductions (B time reduction with a different degree of advantage) may be made depending on the game state when the ceiling game (in this embodiment, the 751st spin) is reached.
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<About the transition form for C-type reduced working hours>
(C1) During normal play, you can transition to C time reduction by winning the special time reduction option.
(C2) If you are in the A time-saving period, you can transition to the C time-saving period by winning the special time-saving period.
(C3) If you are in the B time-saving period, you can transition to C time-saving period by winning the special time-saving period.
(C4) If you are in the C time-saving mode, you can switch to the C time-saving mode when you win a special time-saving mode. If you win a special time-saving mode during the C time-saving mode, you can switch to a new C time-saving mode (you can update to the time-saving mode (number of time-saving modes) according to the type of special time-saving mode you won).
(C5) In the case of a high probability, it is not possible to transition to C time reduction even if a special time reduction is won.
(C6) If transition to C time-saving is possible, transition to a time-saving game state with a different degree of advantage (for example, a time-saving state with a different number of time-saving times) is possible depending on the âgame state at the time of winningâ and/or the âtype of special time-saving that has been won.â
(C7) In the case of this embodiment, the time-saving state and the micro-time-saving state invalidate the special time-saving win (prohibits activation of special time-saving), in other words, during both the A time-saving state and the C time-saving state, transition to the C time-saving state is not possible; however, it may be configured so as to be able to transition to the C time-saving state as in the above-mentioned (C2) and (C4).
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[Fifth embodiment]
Next, a control form for transition of the game state due to a big win will be described. This embodiment corresponds to a modified example of the control form for transition of the game state in the first embodiment.
æ¢ã«èª¬æããéãã倧åœãïŒå°åœãã«åœéžããŠïŒ¶åœããçºçããå Žåãå«ãïŒã«åœéžããå Žåããã®ãåœéžæã®éæç¶æ ãããã³ïŒãŸãã¯ãåœéžããåœãçš®å¥ãã«å¿ããŠããã®åœãéæåŸã®ç§»è¡å ã®éæç¶æ ãæ±ºå®ãããïŒããšãã°ãå³ïŒïŒ¡ãå³ïŒïŒ¢ãå³ïŒçåç §ïŒãããã§ã¯äžèšç¬¬ïŒå®æœåœ¢æ ã®ç§»è¡å¶åŸ¡åœ¢æ ã®å€åœ¢äŸãšããŠãæçã®äœå奿©ãšãªããã倧åœããšããã®å€§åœãã«ããéæç¶æ ã®ç§»è¡å¶åŸ¡åœ¢æ ãäžå¿ã«èª¬æããã As already explained, when a big win (including a small win resulting in a V hit) occurs, the game state to which the player transitions after the winning game is determined according to the "game state at the time of the win" and/or the "type of win" (see, for example, Figures 4A, 4B, 6, etc.). Here, as a modified example of the transition control form of the first embodiment, we will focus on the big win that can trigger the A time reduction and the transition control form of the game state due to that big win.
ãæçã®äœå奿©ãšãªããã倧åœãããšã¯ãå°ãªããšãæçç³»ã®éæç¶æ ãžã®ç§»è¡å¯èœãªå€§åœãïŒä»¥äžãæç系倧åœãããšãç§°ããïŒã§ããããã®æç系倧åœãã«ã¯ãäžèšïŒå€§ïŒïŒããã³ïŒå€§ïŒïŒã®å€§åœããå«ãŸããã "A jackpot that can trigger the A time-saving feature" refers to a jackpot that can transition to a time-saving gaming state (hereafter referred to as a "time-saving jackpot"). This time-saving jackpot includes the following (Big 1) and (Big 2) jackpots.
ïŒå€§ïŒïŒæçç³»ã®éæç¶æ ã«ã®ã¿ç§»è¡ããã倧åœããå ·äœçã«ã¯ãåœéžæã®éæç¶æ ã«ããããæçç¶æ ãŸãã¯åŸ®æçç¶æ ã«ç§»è¡ããã倧åœãã§ãããããšãã°ãå³ïŒïŒ¡ã«ç€ºãã倧åœããã該åœããã (Big 1) A jackpot that transitions only to a time-saving game state. Specifically, it is a jackpot that transitions to a time-saving or micro-time-saving game state, regardless of the game state at the time of winning. For example, "jackpot D" shown in Figure 4A applies.
ïŒå€§ïŒïŒåœéžæã®éæç¶æ ã第ïŒéæç¶æ ã®å Žåã¯ãæçç³»ã®éæç¶æ ã«ç§»è¡ããã第ïŒéæç¶æ ãšç°ãªã第ïŒéæç¶æ ã®å Žåã¯ãæç系以å€ã®éæç¶æ ã«ç§»è¡ããã倧åœããæç系以å€ã®éæç¶æ ïŒéåžžç¶æ ã確å€ç¶æ ãããã³æœç¢ºç¶æ ã®ããããïŒã«ç§»è¡ããã倧åœããããšãã°ãå³ïŒïŒ¡ã«ç€ºãã倧åœãããŸãã¯ã倧åœãããªã©ã該åœããããªãã倧åœãã¯ãåœéžæã®éæç¶æ ããããéåžžç¶æ ïŒæçç³»ã®éæç¶æ 以å€ã«ç§»è¡ããã倧åœãã§ããããã®ãããªå€§åœãã¯ãæç系倧åœãïŒïŒ¡æçã®äœå奿©ãšãªããã倧åœãïŒããé€å€ãããã (Big 2) A jackpot that transitions to a time-saving game state if the game state at the time of winning is the first game state, and transitions to a game state other than the time-saving game state if the game state is a second game state different from the first game state. A jackpot that transitions to a game state other than the time-saving game state (either the normal state, the special state, or the potential state). For example, this includes "jackpot A" or "jackpot B" shown in Figure 4A. Note that jackpot C is a jackpot that transitions to the normal state (a game state other than the time-saving game state) regardless of the game state at the time of winning, and such a jackpot is excluded from time-saving jackpots (jackpots that can trigger the activation of the A time-saving game).
ãªããæ¬å®æœåœ¢æ ã§ã¯ãæç系倧åœãããäžå¿ã«èª¬æãããããåœéžæã®éæç¶æ ãããã³ïŒãŸãã¯ãåœéžãã倧åœãçš®å¥ãã«å¿ããŠãæçç¶æ 以å€ïŒéåžžç¶æ ã確å€ç¶æ ãæœç¢ºç¶æ ãªã©ïŒã«ç§»è¡å¯èœãªå€§åœãçš®å¥ãïŒãŸãã¯è€æ°èšããããšãã§ãããããšãã°ãåœéžæã®éæç¶æ ã«ããããéåžžç¶æ ã®ã¿ç§»è¡ãã倧åœãïŒé垞系倧åœãïŒã確å€ç¶æ ãŸãã¯æœç¢ºç¶æ ã®ã¿ç§»è¡ãã倧åœãïŒç¢ºå€ç³»å€§åœãïŒãªã©ãèšããããšãã§ããã In this embodiment, the explanation will be centered on "time-saving jackpots," but it is possible to provide one or more jackpot types that can transition to a state other than the time-saving state (normal state, special probability state, potential probability state, etc.) depending on the "game state at the time of winning" and/or the "type of jackpot won." For example, it is possible to provide jackpots that only transition to the normal state (normal jackpots), jackpots that only transition to the special probability state or potential probability state (special probability jackpots), etc., regardless of the game state at the time of winning.
å ããæ¬å®æœåœ¢æ ã®çè§£ã容æãªãã®ãšããããã«ãå³ïŒïŒ¡ãåç §ããŠãäžèšç¬¬ïŒå®æœåœ¢æ ã«ä¿ã倧åœãã«ã€ããŠèª¬æããŠããã First, to facilitate understanding of this embodiment, we will explain the jackpot in the first embodiment with reference to Figure 4A.
第ïŒå®æœåœ¢æ ã«ä¿ãæç系倧åœãïŒå€§åœãã倧åœãããã³å€§åœãã該åœããïŒã®å Žåãå³ïŒïŒ¡ã«ç€ºãéããåœéžæã®éæç¶æ ãããéåžžç¶æ ããã埮æçç¶æ ïŒåŸ®æçããã³åŸ®æçïŒãããæçç¶æ ïŒæçïŒ¡ïœæçïŒãã®ãããã§ãããã«å¿ããŠç§»è¡å ã®éæç¶æ ãæ±ºå®ãããããã«ãªã£ãŠãããããã第ïŒå®æœåœ¢æ ã®å Žåã¯ããåœéžæã®éæç¶æ ãã«é¢ãã埮æçç¶æ ãæçç¶æ ã«å±ãããã®ãšããŠã埮æçç¶æ ïŒåŸ®æçããã³åŸ®æçïŒãšæçç¶æ ïŒæçïŒ¡ïœæçïŒãšãååã®éæç¶æ ãšããŠæ±ã£ãŠããããããåœéžæã®éæç¶æ ãããéåžžç¶æ ãæçç¶æ ïŒåŸ®æçç¶æ ïŒãã®ïŒçš®é¡ã®ã¿ãšãªã£ãŠããããããã£ãŠãæçç¶æ äžã«åœéžããå Žåã§ãã£ãŠãã埮æçç¶æ äžã«åœéžããå Žåã§ãã£ãŠããç§»è¡å ã®éæç¶æ ã¯å ±éã§ãããããšãã°ãå³ïŒïŒ¡ã«ç€ºãããã«ãåœéžæã®éæç¶æ ãæçç¶æ ããã³åŸ®æçç¶æ ã®ãããã§ãã£ãŠãã倧åœãã§ããã°ã埮æçãã«ç§»è¡ããã倧åœãã®å Žåã¯ã埮æçãã«ç§»è¡ããã倧åœãã®å Žåã¯ãæçãã«ç§»è¡ãããããã«ãªã£ãŠããïŒå³ïŒïŒ¡ã®å€§åœãããïŒ€ã®æ¬åç §ïŒã In the case of the time-saving jackpot in the first embodiment (which includes jackpot A, jackpot B, and jackpot D), as shown in FIG. 4A, the destination game state is determined depending on whether the game state at the time of winning is "normal state", "micro-time-saving state (micro-time-saving A and micro-time-saving B)", or "time-saving state (time-saving A to time-saving C)". However, in the case of the first embodiment, the micro-time-saving state belongs to the time-saving state, and the micro-time-saving state (micro-time-saving A and micro-time-saving B) and the time-saving state (time-saving A to time-saving C) are treated as game states of the same order, so there are only two types of "game state at the time of winning", "normal state, time-saving state (micro-time-saving state)". Therefore, whether the game is won during the time-saving state or during the micro-time-saving state, the destination game state is the same. For example, as shown in FIG. 4A, regardless of whether the game state at the time of winning is the time-saving state or the slight time-saving state, if it is a jackpot A, it will transition to "Slight time-saving A", if it is a jackpot B, it will transition to "Slight time-saving B", and if it is a jackpot D, it will transition to "Time-saving A" (see the jackpot A, B, and D columns in FIG. 4A).
第ïŒå®æœåœ¢æ ã®ãããªç§»è¡åœ¢æ ãšããŠããŸããšããåœéžæã®éæç¶æ ãããéåžžç¶æ ãæçç¶æ ïŒåŸ®æçç¶æ ïŒãã®æå€§ïŒçš®é¡ããèšããããšãã§ããã倧åœãã®ããªãšãŒã·ã§ã³ã«æ¬ ããåœãäžæŒåºã®èªç±åºŠãéææ§ã®èªç±åºŠãå¶éãããŠããŸãã If the transition format were to be as in the first embodiment, the "game state at the time of winning" would be limited to a maximum of two types: "normal state" and "time-saving state (slight time-saving state)". This would result in a lack of variety in jackpots and would limit the freedom of presentation during a win and the freedom of playability.
ããšãã°ããåœéžæã®éæç¶æ ãããéåžžç¶æ ãæçç¶æ ïŒåŸ®æçç¶æ ïŒãã®ïŒçš®é¡ïŒåœéžæã®éæç¶æ æ°ïŒ³ïŒïŒïŒããç§»è¡å ã®éæç¶æ ãããéåžžç¶æ ã埮æçã埮æçãæçãæçãæçãã®ïŒçš®é¡ïŒç§»è¡å ã®éæç¶æ æ°ïŒŽïŒïŒïŒã®ã±ãŒã¹ã§ã¯ãæ§æ Œãç°ãªã倧åœãçš®å¥ã®çµåãäŸïŒåœéžæã®éæç¶æ ã«å¿ããŠãç§»è¡å ã®éæç¶æ ãç°ãªã倧åœãã®çš®é¡ïŒã¯ãïŒïŒçš®é¡ïŒåœéžæã®éæç¶æ ãïŒçš®é¡ãããããã®ç§»è¡å ã®éæç¶æ ãïŒçš®é¡ã®ïŒïŒçš®é¡ïŒçš®é¡æ°ïŒ®ïŒïŒŽïŒ³ïŒïŒïŒïŒãšãªãããããã£ãŠãæç系倧åœãã¯ãéåžžç¶æ ã«ã®ã¿ç§»è¡ãã倧åœããé€ãïŒïŒçš®é¡ã®ãã¡ããå®ããããšãå¯èœã§ããã For example, in the case where the "game state at the time of winning" is two types, "normal state, time-saving state (slight time-saving state)" (number of game states at the time of winning S = 2), and the "destination game state" is six types, "normal state, slight time-saving A, slight time-saving B, time-saving A, time-saving B, time-saving C" (number of destination game states T = 6), the combination examples of jackpot types with different characteristics (types of jackpots with different destination game states depending on the game state at the time of winning) are 36 types (two game states at the time of winning, six destination game states, totaling 36 types: number of types N = TS = 62). Therefore, time-saving jackpots can be determined from 35 types excluding jackpots that transition only to the normal state.
ãããã第ïŒå®æœåœ¢æ ã®ããã«ãæã倧åœãã«åœéžãããã®åœéžæã®éæç¶æ ãæçç³»ã®éæç¶æ ã§ããã°å ±éã®éæç¶æ ããç§»è¡ã§ããªãããšãã£ãç§»è¡åœ¢æ ã§ã¯ã倧åœãã®ããªãšãŒã·ã§ã³ã«æ¬ ããéææ§ã®èªç±åºŠãå¶éãããŠããŸããã€ãŸããç§»è¡å ã®éæç¶æ ã«ã€ããŠã¯ããã®éææ©ãå¶åŸ¡ãããéæç¶æ ã®ãã¡ããéææ§ã«å¿ããŠé©å®å®ããããšãå¯èœã§ãããããã®ç¯å²ã¯åºå®çã§ããããã倧åœãã®ããªãšãŒã·ã§ã³ãå¢ããããã«ã¯ããåœéžæã®éæç¶æ ãã倿§åãããå¿ èŠãããã However, in a transition format like the first embodiment, where "if a certain jackpot is won and the game state at the time of the winning is a time-saving game state, only a common game state can be transitioned to," there is a lack of variety in jackpots, and the freedom of playability is limited. In other words, the game state to which the player transitions can be appropriately determined from among the game states that the gaming machine can control according to the playability, but since the range is fixed, in order to increase the variety of jackpots, it is necessary to diversify the "game state at the time of winning."
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For example, in the case of Figure 4A (an example where the game does not transition to time-saving C due to a jackpot), there are two types of "game state at the time of winning": "normal state, time-saving state (slight time-saving state)", and five types of "game state to transition to": "normal state, slight time-saving A, slight time-saving B, time-saving A, time-saving B". Example combinations of jackpot types with different characteristics are shown in Figure 58, and there are a total of 25 types (number of types N = 52) from
ããã§ãæ¬å®æœåœ¢æ ã§ã¯ãåœéžæã®éæç¶æ ãã倿§åããããšã«ããã倧åœãã®ããªãšãŒã·ã§ã³ã®å¹ ãåºããéææ§ã®èªç±åºŠãåäžãããããã«ãªã£ãŠããã以äžãå³ïŒïŒããã³å³ïŒïŒãçšããŠããã®åœéžæã®éæç¶æ ã®èšå®äŸã倧åœãçš®å¥äŸã«ã€ããŠè©³è¿°ããã In this embodiment, the "game state when a win is won" is diversified to increase the variety of jackpots and improve the freedom of play. Below, examples of the game state when a win is won and examples of jackpot types are described in detail using Figures 59 and 60.
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In order to simplify the explanation, when expressing the type of jackpot (the type of jackpot that transitions to different game states depending on the game state at the time of winning), it will be expressed as follows.
ã»"Game status type at the time of winning"&"Game status type to transition to"
For example, in the case of the first embodiment described above, it is expressed as "normal state/time-saving state"&"normal state/slight time-saving A/slight time-saving B/time-saving A/time-saving B/time-saving C," and this combination expresses the combination of game states to which the player will transition depending on the game state at the time of winning the jackpot.
ãªããæ¬å®æœåœ¢æ ãšç¬¬ïŒå®æœåœ¢æ ãšãæ¯èŒãæãããã«ãç§»è¡å ã®éæç¶æ ã«ã€ããŠã¯ããéåžžç¶æ ã埮æçã埮æçãæçãæçãã®ïŒçš®é¡ããããã®ãšããŠèª¬æããã第ïŒå®æœåœ¢æ ã®äŸã§ããã°ã倧åœãçš®å¥ããéåžžç¶æ ïŒæçç¶æ ãïŒãéåžžç¶æ ïŒåŸ®æçïŒåŸ®æçïŒ¢ïŒæçïŒ¡ïŒæçãã®çµåãã§è¡šçŸããã In order to make it easier to compare this embodiment with the first embodiment, the game states to which the player can transition will be described as having five types: "normal state, micro-time-saving A, micro-time-saving B, time-saving A, and time-saving B." In the example of the first embodiment, the jackpot types are expressed as combinations of "normal state/time-saving state" and "normal state/micro-time-saving A/micro-time-saving B/time-saving A/time-saving B."
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(Example of classification of game status when winning: FIG. 59)
The game state at the time of winning according to this embodiment can be determined as in the following Examples 1 to 7. These Examples will be described below with reference to FIG.
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(Example 1: FIG. 59(a))
It can be determined by the internal game state (YJ) (Example 1). In this example, as shown in FIG. 59 (A), the game state at the time of winning can be distinguished into "slight time-saving state (YJ = 01H)" and "time-saving state (YJ = 02H)". In this respect, it is different from the above-mentioned first embodiment in which the time-saving state and the slight time-saving state are treated on the same level. In this example, it is possible to adopt the jackpot type of "normal state / slight time-saving state / time-saving state"&"normal state / slight time-saving A / slight time-saving B / time-saving A / time-saving B" (3 types of game states at the time of winning, 5 types of game states to be transferred to: number of types N = 53). Therefore, more jackpot types can be selected than in the first embodiment, the range of jackpot variations can be expanded, and the degree of freedom of playability can be improved (similar to Examples 2 to 5 described later).
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(Example 2: FIG. 59 (b))
It can be determined by game mode (Tcode) (Example 2). In this example, as shown in FIG. 59 (B), since the game state at the time of winning can be handled by game mode, it is possible to determine the game state at the time of winning that is further subdivided into the internal game state YJ. In this example, the jackpot types of "normal mode/hell mode A/hell mode B/consecutive game mode A/consecutive game mode B/consecutive game mode C" and "normal state/slight time reduction A/slight time reduction B/time reduction A/time reduction B" (6 types of game states at the time of winning, 5 types of game states to transition to: number of types N=56) can be adopted.
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ãšããŠããæçïŒ¡ïŒæçïŒ¢ïŒæçãããæçïŒ¡ïŒæçããã³æçãããæçããã³æçïŒ¢ïŒæçãããæçããã³æçïŒ£ïŒæçããªã©ãšããããšãã§ããã
(Example 3: FIG. 59(C))
When there are a plurality of game states belonging to a certain internal game state (YJ), at least one of the game states can be treated separately from the other game states (Example 3). For example, when there are three types of time-saving states, namely, "time-saving A, time-saving B, and time-saving C," belonging to the time-saving state (YJ), the game states at the time of winning can be "time-saving A/time-saving B/time-saving C,""time-saving A/time-saving B and time-saving C,""time-saving A and time-saving B/time-saving C,""time-saving A and time-saving C/time-saving B," and the like.
ãªããè€æ°ã®éæç¶æ ãéé²ã«åºå¥ããã®ã§ã¯ãªããäžå®ã®èŠåã«åºã¥ããŠåºå¥ããããšã奜ãŸãããããšãã°ãéæç¶æ ã«ä¿ãæå©åºŠã®é¢ä¿ã«çç®ããŠåºå¥ãããããåœéžæã®éæç¶æ ãšããŠæ±ãïŒãããšãã°ã埮æçç¶æ ã§ããã°ã埮æçïŒ¡ïŒæå©åºŠé«ïŒã埮æçïŒ¢ïŒæå©åºŠäœïŒããæçç¶æ ã§ããã°ãæç뱕ξçïŒ¢ïŒæå©åºŠé«ïŒãæçÎ²ïŒæçããã³æçïŒ£ïŒæå©åºŠäœïŒããšãã£ãå ·åã«åºå¥ãããããåœéžæã®éæç¶æ ãšããŠæ±ãããã®ã±ãŒã¹ã§ã¯ãå³ïŒïŒïŒãïŒã«ç€ºãããã«ããéåžžç¶æ ïŒåŸ®æçïŒåŸ®æçé«ïŒïŒåŸ®æçïŒåŸ®æçäœïŒïŒæç뱕ξçé«ïŒïŒæçÎ²ïŒæçäœïŒãïŒãéåžžç¶æ ïŒåŸ®æçïŒåŸ®æçïŒ¢ïŒæçïŒ¡ïŒæçãïŒåœéžæã®éæç¶æ ãïŒçš®é¡ãç§»è¡å ã®éæç¶æ ãïŒçš®é¡ïŒçš®é¡æ°ïŒ®ïŒïŒïŒïŒã®å€§åœãçš®å¥ãæ¡çšå¯èœã§ããããªããå³äžã®ã埮æçé«ãããæçé«ãã®ããã«æ«å°Ÿã«ãé«ããä»ããŠãããã®ã¯æå©åºŠãçžå¯Ÿçã«é«ãåŽã瀺ããã埮æçäœãããæçäœãã®ããã«æ«å°Ÿã«ãäœããä»ããŠãããã®ã¯æå©åºŠãçžå¯Ÿçã«äœãåŽã瀺ããŠããïŒåŸè¿°ã®å³ïŒïŒïŒãïŒïœïŒãïŒã«ã€ããŠãåæ§ïŒã It is preferable to distinguish between multiple game states based on a certain rule, rather than distinguishing between them randomly. For example, distinguish between them based on the relationship of the advantageous degree of the game states, and treat this as the game state at the time of winning. For example, in the case of the micro-time-saving state, distinguish between "micro-time-saving A (high advantageous degree), micro-time-saving B (low advantageous degree)", and in the case of the time-saving state, distinguish between "time-saving α (time-saving B: high advantageous degree), time-saving β (time-saving A and time-saving C: low advantageous degree)", and treat this as the game state at the time of winning. In this case, as shown in FIG. 59 (C), it is possible to adopt the jackpot type of "normal state/micro-time-saving A (high micro-time-saving)/micro-time-saving B (low micro-time-saving)/time-saving α (high time-saving)/time-saving β (low time-saving)" & "normal state/micro-time-saving A/micro-time-saving B/time-saving A/time-saving B" (5 types of game states at the time of winning, 5 types of game states to transition to: number of types N = 55). In addition, in the figure, "high" at the end, such as "slightly high time saving" and "high time saving", indicates the relatively more advantageous side, while "low" at the end, such as "slightly low time saving" and "low time saving", indicates the relatively less advantageous side (the same applies to Figure 59 (e) to (g) described below).
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ã«ä¿ãæå©åºŠã®é¢ä¿ã«ã€ããŠã¯ãåºæ¬çã«ã¯ã次ã®ïŒæïŒïŒïœïŒæïŒïŒã®ããã«å®ããããšãã§ããã
(Regarding the relationship between the degrees of advantage between game states)
In addition, the relationship between the degrees of advantage related to the game state can basically be determined as follows: (1) to (5).
ïŒæïŒïŒåãæçç¶æ åå£«ãæ¯èŒããå Žåãæçåæ°ãå€ãã»ã©ãæå©åºŠãé«ããæ¬å®æœåœ¢æ ã®å ŽåããæçïŒ£ïŒæçåæ°ïŒåïŒïŒæçïŒ¡ïŒæçåæ°ïŒåïŒïŒæçïŒ¢ïŒæçåæ°ïŒïŒïŒåïŒãã®é¢ä¿ã§ããããªãã確å€ç¶æ ãæœç¢ºç¶æ ãåæ§ã«ããã®åæ°ãå€ãã»ã©ãæå©åºŠãé«ãã (Ex. 1) When comparing the same time-saving states, the more times the time-saving has occurred, the higher the advantage. In the case of this embodiment, the relationship is "Time-saving C (time-saving 1 time) < Time-saving A (time-saving 7 times) < Time-saving B (time-saving 100 times)." Similarly, the more times the probability and potential probability states are in play, the higher the advantage.
ïŒæïŒïŒåã埮æçç¶æ åå£«ãæ¯èŒããå Žåã埮æçåæ°ãå°ãªãã»ã©ãæå©åºŠãé«ããããšãã°ãæ¬å®æœåœ¢æ ã®å Žåãå³ïŒã«ç€ºãéãã埮æçåæ°ãå°ãªãã»ã©ä»®å€©äºã²ãŒã æ°ãå°ãªããªããéåžžç¶æ ïŒå€©åœã¢ãŒãïŒã«ç§»è¡ãæããªãããã®ç¹ã§ãåã埮æçç¶æ åå£«ãæ¯èŒããå Žåã«ã¯ã埮æçåæ°ãå°ãªãã»ã©ãæå©åºŠãé«ããªããæ¬å®æœåœ¢æ ã®å Žåãã埮æçïŒåŸ®æçåæ°ïŒïŒïŒåïŒïŒåŸ®æçïŒåŸ®æçåæ°ïŒïŒïŒåïŒãã®é¢ä¿ã§ããã (Ex. 2) When comparing two micro-time-saving states of the same type, the fewer the number of micro-time-saving times, the greater the advantage. For example, in the case of this embodiment, as shown in FIG. 7, the fewer the number of micro-time-saving times, the fewer the number of games that reach the temporary ceiling, making it easier to transition to the normal state (heaven mode). In this respect, when comparing two micro-time-saving states of the same type, the fewer the number of micro-time-saving times, the greater the advantage. In the case of this embodiment, the relationship is "Micro-time-saving B (250 micro-time-saving times) < Micro-time-saving A (150 micro-time-saving times)."
ïŒæïŒïŒæçç¶æ ãšåŸ®æçç¶æ ãšãæ¯èŒããå Žåã埮æçç¶æ ãããæçç¶æ ã®æ¹ããæå©åºŠãé«ãã埮æçç¶æ ã¯ãæ¢ã«èª¬æããéããæçç¶æ ãããäžå©ã«äœçšããéæç¶æ ã ããã§ãããæ¬å®æœåœ¢æ ã®å Žåãã埮æçïŒåŸ®æçåæ°ïŒïŒïŒåïŒïŒåŸ®æçïŒåŸ®æçåæ°ïŒïŒïŒåïŒïŒæçïŒ£ïŒæçåæ°ïŒåïŒïŒæçïŒ¡ïŒæçåæ°ïŒåïŒïŒæçïŒ¢ïŒæçåæ°ïŒïŒïŒåïŒãã®é¢ä¿ã§ããã (3) When comparing the time-saving state and the slight time-saving state, the time-saving state is more advantageous than the slight time-saving state. This is because, as already explained, the slight time-saving state is a game state that has a more unfavorable effect than the time-saving state. In the case of this embodiment, the relationship is "Slight time-saving B (250 slight time-saving times) < Slight time-saving A (150 slight time-saving times) < Time-saving C (1 time) < Time-saving A (7 times) < Time-saving B (100 times)."
ïŒæïŒïŒç¢ºå€ç¶æ ïŒé»ãµãæãïŒãšæœç¢ºç¶æ ïŒé»ãµãç¡ãïŒãšãæ¯èŒããå Žåãæœç¢ºç¶æ ããã確å€ç¶æ ã®æ¹ããæå©åºŠãé«ãã (Yes 4) When comparing the sure-win state (with electric support) and the potential win state (without electric support), the sure-win state is more advantageous than the potential win state.
ïŒæïŒïŒåŸ®æçç¶æ ãæçç¶æ ãæœç¢ºç¶æ ããã³ç¢ºå€ç¶æ ã®æå©åºŠã®é¢ä¿ã¯ãåºæ¬çã«ã¯ã埮æçç¶æ ïŒæçç¶æ ïŒæœç¢ºç¶æ ïŒç¢ºå€ç¶æ ãã§ããã (Yes 5) The relationship between the advantages of the micro-time-saving state, the time-saving state, the potential state, and the probability of a bonus state is basically "micro-time-saving state < time-saving state < potential state < probability of a bonus state."
ãªããäžèšæå©åºŠã®é¢ä¿ã«ã€ããŠã¯ãéææ©ã®éææ§ã«å¿ããŠãå¿ ãããäžèšïŒæïŒïŒïœïŒæïŒïŒã®é¢ä¿ãæç«ãããšã¯éããªãããããã£ãŠãæå©åºŠã®é¢ä¿ã«ã€ããŠã¯ãè€æ°ã®éæç¶æ ãæ¯èŒããå Žåã«ããããã®éæç¶æ ãéæè ã«ãšãæå©åºŠïŒå©çç¶æ ãåºççãããŒã¹å€ãªã©ïŒãçžå¯Ÿçã«é«ããããããã¯äœããã«å¿ããŠãåéæç¶æ ã®æå©åºŠã®é¢ä¿ãå®ããããšã奜é©ã§ãããããšãã°ä»®ã«ãäžã®åŸ®æçç¶æ ãšä»ã®åŸ®æçç¶æ ãšãæ¯èŒããå Žåã埮æçåæ°ãå€ãã»ã©éæè ã®å©çãé«ããªããããªéææ§ã§ããå Žåã¯ãæ¬å®æœåœ¢æ ãšã¯éã«ã埮æçåæ°ãå€ãã»ã©æå©åºŠãé«ããªãããããŸãããšãã°ããããããå°åœãã©ãã·ã¥æèŒæ©ãã®ããã«ãæœç¢ºç¶æ ã確å€ç¶æ ãããæå©åºŠãé«ãéæç¶æ ãšããŠäœçšããéææ§ã®å Žåã¯ãæœç¢ºç¶æ ã®æ¹ã確å€ç¶æ ãããæå©åºŠãé«ããªãããã The above advantageous relationship does not necessarily have the above relationships (Yes 1) to (Yes 5) depending on the game characteristics of the gaming machine. Therefore, when comparing multiple game conditions, it is preferable to determine the advantageous relationship of each game condition depending on which game condition is relatively more advantageous (profit state, payout rate, base value, etc.) for the player. For example, when comparing one micro-time-saving state with another micro-time-saving state, if the game characteristics are such that the more micro-time-saving times the player has, the more advantageous the gamer will be, as opposed to this embodiment, the more micro-time-saving times there are. Also, for example, in the case of a game characteristics in which the potential state acts as a more advantageous state than the probability state, such as a so-called "small hit rush equipped machine," the potential state may be more advantageous than the probability state.
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(Example 4: FIG. 59 (D))
The "C time reduction" and the "A time reduction" can be separately determined (Example 4). In other words, the game state at the time of winning can be determined by focusing on what winning opportunity the game state at the time of winning is based on. In this respect, it is significantly different from the above-mentioned Examples 1 to 3, in which the game state at the time of winning is determined by focusing on the game state itself. In this example, as shown in FIG. 59 (D), the "A time reduction" and the "C time reduction" are treated separately.
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In this embodiment, the A time-saving type and the C time-saving type include the following game states.
(1) "A type of shortened working hours"
There are four types of A time saving types: "micro time saving A (1st A time saving), micro time saving B (2nd A time saving), time saving A (3rd A time saving), and time saving B (4th A time saving)" (see Figure 4A).
(2) "C type of reduced working hours"
There are three types of C time saving types: "micro time saving A (first C time saving), "micro time saving B (second C time saving), and "time saving C (third C time saving)" (see Figure 4C).
ãããã£ãŠæ¬äŸã®å Žåã¯ããéåžžç¶æ ïŒïŒ£æçïŒïŒ¡æçãïŒãéåžžç¶æ ïŒåŸ®æçïŒåŸ®æçïŒ¢ïŒæçïŒ¡ïŒæçãïŒåœéžæã®éæç¶æ ãïŒçš®é¡ãç§»è¡å ã®éæç¶æ ãïŒçš®é¡ïŒçš®é¡æ°ïŒ®ïŒïŒïŒïŒã®å€§åœãçš®å¥ãæ¡çšå¯èœã§ããã Therefore, in this example, the following jackpot types can be used: "Normal state/C time-saving/A time-saving" & "Normal state/slight time-saving A/slight time-saving B/time-saving A/time-saving B" (3 types of game states at the time of winning, 5 types of game states to transition to: number of types N=53).
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The effect of the fourth embodiment is as follows. Since the game state to be transitioned to can be determined depending on whether the game state at the time of winning is "A time reduction" or "C time reduction", it is possible to transition to a different game state even if the game state itself at the time of winning is the same. For example, when a certain jackpot (for example, jackpot 1) is won, if the game state at the time of the winning is "micro-time reduction B related to A time reduction (micro-time reduction B transitioned by the jackpot)", it transitions to "time reduction A (
ãªãããæççš®å¥ãããã³ïŒãŸãã¯ãæççš®å¥ããæå©åºŠã®é¢ä¿ã«çç®ããŠåºå¥ããªããŠããããããšãã°ãæççš®å¥ã«è€æ°ã®ïŒ¡æçïŒããšãã°ã第ïŒïŒ¡æçïœç¬¬Î±ïŒ¡æçïŒïŒâŠÎ±ïŒïŒãå«ãŸããå Žåã«ã¯ãåœè©²è€æ°ã®ïŒ¡æçã®ãã¡ãå°ãªããšãïŒã€ã®ïŒ¡æçãšãæ®ãã®ä»ã®ïŒ¡æçãšãåºå¥ããŠæ±ãããšãã§ããããŸããæççš®å¥ãåæ§ã«ãæççš®å¥ã«è€æ°ã®ïŒ£æçïŒããšãã°ã第ïŒïŒ£æçïœç¬¬Î±ïŒ£æçïŒïŒâŠÎ±ïŒïŒãå«ãŸããå Žåã«ã¯ãåœè©²è€æ°ã®ïŒ£æçã®ãã¡ãå°ãªããšãïŒã€ã®ïŒ£æçãšãæ®ãã®ä»ã®ïŒ£æçãšãåºå¥ããŠæ±ãããšãã§ããã It is not necessary to distinguish between "A time-saving type" and/or "C time-saving type" based on the relationship of advantageous degree. For example, if the A time-saving type includes multiple A time-saving types (e.g., the first A time-saving type to the αA time-saving type (2âŠÎ±)), at least one A time-saving type among the multiple A time-saving types can be treated separately from the remaining other A time-saving types. Similarly, if the C time-saving type includes multiple C time-saving types (e.g., the first C time-saving type to the αC time-saving type (2âŠÎ±)), at least one C time-saving type among the multiple C time-saving types can be treated separately from the remaining other C time-saving types.
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<Examples 5 to 7 (
However, rather than simply distinguishing between the A time-saving type and the C time-saving type, it is preferable to distinguish the game state at the time of winning by focusing on the advantageous degree of these, as in the above-mentioned Example 3 (a modified example of Example 4). For example, it can be configured as in the following Examples 5 to 7 (modified examples 1 to 3 of Example 4).
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(Example 5 (C time-saving advantage category): Figure 59 (E))
The game state related to the C time reduction can be handled differently according to the degree of advantage (Example 5). For example, the three types of C time reductions, "micro time reduction A, micro time reduction B, and time reduction C," related to the C time reduction can be handled differently, such as "time reduction C (high advantage), micro time reduction A and micro time reduction B (low advantage)" (Example 5). In this example, the jackpot types of "normal state/high C time reduction (time reduction C)/low C time reduction (micro time reduction A and micro time reduction B)/A time reduction" and "normal state/micro time reduction A/micro time reduction B/time reduction A/time reduction B" (four types of game states at the time of winning, five types of game states to which the game is transferred: number of types N=54) can be adopted (see the "C time reduction" column in FIG. 59 (E)).
can be adopted.
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(Example 6 (A time-saving advantage category): Figure 59 (F))
By the same method as in the above-mentioned Example 4, the game state related to the A time reduction can be handled in a differentiated manner according to the degree of advantage (Example 7). For example, the four types of A time reduction, namely, "micro time reduction A, micro time reduction B, time reduction A, and time reduction B" related to the A time reduction can be handled in a differentiated manner, such as "time reduction A and time reduction B (A time reduction high), micro time reduction A and micro time reduction B (A time reduction low)" (Example 6). In this example, the jackpot types of "normal state/C time reduction/A time reduction high/A time reduction low" and "normal state/micro time reduction A/micro time reduction B/time reduction A/time reduction B" (four types of game states at the time of winning, five types of game states to which the game is transferred: number of types N=54) can be adopted (see the "A time reduction" column in FIG. 59 (F)).
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(Example 7 (A time reduction/C time reduction advantage classification): FIG. 59 (G))
Furthermore, as shown in FIG. 59 (G), a configuration in which the above-mentioned Example 5 (time-saving category C) and Example 6 (time-saving category A) are combined can be adopted (Example 7).
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For the above-mentioned Examples 3 to 7 (Examples 1 and 2 are omitted), examples are shown in Figures 60 (A) to (E). In the figures, for convenience of explanation, only three types of
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Sixth Embodiment
Next, as an embodiment (sixth embodiment) of the present invention, a presentation aspect related to the above-mentioned "morning state (morning function)" will be described.
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To facilitate understanding of this embodiment, first, the game transitions (presentation appearance form, game state transition form) related to the "morning state" and "non-morning state (when power is restored without clearing the RAM)" will be described. In the following, as a representative example of the
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<Game behavior depending on whether RAM is cleared or not (game behavior first thing in the morning)>
The game transitions after the RAM is cleared (see line M1 in FIG. 6) (in the morning state) and the game transitions after the backup is restored (in the non-morning state) can be broadly categorized as follows:
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(1. When the RAM is cleared (internal game state = normal state, game mode = heaven mode, presentation mode = normal / micro-time saving presentation mode))
In the morning state (including the return to the normal state similar to when the RAM is cleared), the game transition will be as follows mainly depending on the winning trigger. Note that "Special time-saving C" is a special time-saving trigger for time-saving transition, and "Special time-saving A, B" are special time-saving triggers for minute time-saving transition (see FIG. 4C).
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(Ra) "When special time-saving C is won: Normal"
When the special time-saving C is won, the "chance effect" (see Figs. 61 to 63) described later appears as an effect during the change of the winning game (the special time-saving winning change). Although details will be described later, the chance effect belongs to the above-mentioned "state transition notice effect" (time-saving transition notice effect), and is an effect mode that can notify the transition to the time-saving state (consecutive mode) or not (time-saving transition/non-time-saving transition) as a result of the effect. When the special time-saving C is won, the transition to the time-saving state is notified during this chance effect (true chance effect (see Fig. 61 (F1) described later). Then, after the winning game ends, the state is transitioned to the time-saving state (consecutive mode) (see line L4 in Fig. 6).
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(Rb) "When special time-saving A or special time-saving B is won: Normal"
If the special time-saving A or B is won, the "chance effect" described below will be displayed, just as if the special time-saving C was won. However, the chance effect here is a "fake chance effect (see FIG. 61 (F2) described below)" that notifies the player that the time-saving effect will not be activated. After the winning game ends, the game will be switched to a slight time-saving state (hell mode) (see line L1 in FIG. 6).
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(Rc) "When you win the jackpot: normal"
If a jackpot is won (in this case, since it is the morning state, jackpots A to C on the
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(Rd) "When you win the lottery: Normal"
In the case of a miss (miss A to C), various in-fluctuating effects in the "normal/micro-time-saving effect mode" are displayed. In addition to reach effects and miss effects, the in-fluctuating effects during a miss (which may be a specific miss) can also be "chance teasing effects" (preview effects that tease whether or not a chance effect will appear) described below. However, in the case of a miss, only the chance teasing effects are displayed, and the chance effects are not displayed. In addition, in the case of a miss, the reach effect may not be executed, in which case the confirmation of a jackpot win is announced at the time the reach effect occurs.
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(2. When the backup is restored (when the device is restored in a short time-saving state)
If power is restored without clearing the RAM, the game transition will mainly be as follows:
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(Ba) "When you win a jackpot or miss a prize: during a slight time-saving period (special time-saving period cannot be activated)"
Various types of variable effects are displayed under the "normal/slight time-saving effect mode" according to the type of winning (special time-saving effects are treated as invalid), and the game state is changed to according to the type of winning (see the box of hell mode (slight time-saving) in Fig. 4A, Fig. 4C, Fig. 6, etc.). In the case of a backup return (here, a return in the slight time-saving state), chance-inducing effects can be displayed for one or more games after the power failure return in order to give the player a sense of expectation for the morning state.
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(Bb) "When the micro-time saving state due to the micro-time saving count consumption ends"
After the micro-time-saving state (Hell mode) ends due to consumption of the micro-time-saving number of times, the game moves to the normal state (Heaven mode) (see line L2 in FIG. 6). During the normal state, the game moves in the same manner as (Ra) to (Rd) above.
ãªããå€©äºæ©èœãæããå Žåã¯ãïŒã¯ãªã¢æããã³ããã¯ã¢ãã埩垰æã®ããããã倩äºã²ãŒã æ°ã«å°éããå Žåã«ã¯ïŒæçç¶æ ïŒæçïŒïŒã«ç§»è¡ãããïŒå³ïŒã®åèåç §ïŒã If the game has a ceiling function, it will transition to the time-saving state (time-saving C) when the ceiling number of games is reached, either when the RAM is cleared or when the game is restored from a backup (see notes in Figure 6).
以äžã®ããã«ãïŒã¯ãªã¢ããå ŽåïŒã¢ãŒãã³ã°ç¶æ ïŒããã³ããã¯ã¢ãã埩垰ããå ŽåïŒéã¢ãŒãã³ã°ç¶æ ïŒã«ãããéæé·ç§»ã«ã€ããŠèª¬æãããæ¬¡ã«ãäžè¿°ããããã£ã³ã¹æŒåºãã«ã€ããŠãå³ïŒïŒïœå³ïŒïŒãçšããŠèª¬æãããå³ïŒïŒïœå³ïŒïŒã¯ããã£ã³ã¹æŒåºã®å 容ã説æããããã«äŸãã説æå³ã§ãããå³ïŒïŒãšå³ïŒïŒäžã®ïŒïŒ§ïŒïœïŒïŒšïŒã¯ããã£ã³ã¹æŒåºã®æç³»åçãªæŒåºå å®¹ïŒæŒåºã·ããªãªïŒã®æšç§»ã瀺ãããã®ã§ããã As mentioned above, the game transition when the RAM is cleared (morning state) and when the backup is restored (non-morning state) has been explained. Next, the above-mentioned "chance performance" will be explained using Figures 61 to 62. Figures 61 to 62 are explanatory diagrams provided to explain the contents of the chance performance, and (G) to (H) in Figures 61 and 62 show the chronological progression of the performance contents (performance scenario) of the chance performance.
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<Specific examples of chance effects: Figures 61 and 62>
The "chance effect" according to the present embodiment is used as the state transition notice effect (time-saving transition notice effect). The chance effect includes a "true chance effect" that definitely notifies the time-saving transition and a "false chance effect" that definitely notifies the time-saving non-transition.
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(Start of chance performance (entry performance): FIG. 61(A))
61(A) shows a state where the chance performance has started. When the chance performance starts, the decorative pattern 801 being changed is displayed small (evacuated display) as a decorative pattern 801a in the evacuated display area in the left corner of the screen, and a "entry performance 701" indicating the start of the chance performance appears. The entry performance 701 includes a predetermined background display (not shown), a "title 902" (predetermined message display) indicating that the current preview performance is a chance performance, and a "disk 901" (predetermined character display) representing an alien spaceship.
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<Chance-inducing effects (real entry effects, false entry effects): Figure 63>
The above-mentioned entry effect 701 appears as part of a chance effect scenario, but in this embodiment, it is possible to use the appearance or non-appearance of the entry effect 701 to produce a "chance prompting effect" that stimulates anticipation as to whether or not the effect will develop into a chance effect. In other words, the chance prompting effect can function as an introductory effect (introductory effect) to the chance effect. First, this chance prompting effect will be explained using FIG. 63.
å³ïŒïŒã«ããã£ã³ã¹ç œãæŒåºã®äžäŸã瀺ãã Figure 63 shows an example of a chance-inducing effect.
å³ïŒïŒïŒïŒ¡ïŒïŒã¯ã峿å€å衚瀺ã®éå§ã奿©ã«ããã£ã³ã¹ç œãæŒåºãéå§ãããç¶æ ã瀺ããŠããããã£ã³ã¹ç œãæŒåºãéå§ããããšããŸããè£ é£Ÿå³æãç»é¢å·Šé éšã«éé¿è¡šç€ºããããšãšãã«ãç»é¢äžå€®éšã«ãéå ã衚çŸããèæ¯è¡šç€ºïŒïŒïŒïœãšãšãã«ãçªå ¥æŒåºïŒïŒïŒãå°ãµã€ãºã«ããã©ã«ã¡åãããçªå ¥æŒåºïŒïŒïŒïœããçŸåºãããããã®åŸãæŒåºæéã®çµéã«åŸããå³ïŒïŒïŒïŒ¡ïŒïŒïœïŒïŒ¡ïŒïŒã«ç€ºãåŠããçªå ¥æŒåºïŒïŒïŒïœããå°ãµã€ãºâäžãµã€ãºâ倧ãµã€ãºãïŒïŒ€ïŒŠçªå ¥æŒåºïŒïŒïŒïœâçªå ¥æŒåºïŒïŒïŒïœâçªå ¥æŒåºïŒïŒïŒïœïŒãšãã£ãå ·åã«ããã®å€§ãããåŸã ã«å·šå€§åãããªãããç»é¢äžå€®ã«åãã£ãŠãã§ãŒãã€ã³è¡šç€ºãããïŒãã§ãŒãã€ã³æŒåºïŒã Figure 63 (A1) shows the state where the chance teaser effect has started in response to the start of the symbol variation display. When the chance teaser effect starts, first, the decorative symbol is withdrawn and displayed in the left corner of the screen, and the "DF entry effect 701a", which is a small version of the entry effect 701, appears in the center of the screen along with a background display 906a that represents a flash of light. Then, as the effect time progresses, the DF entry effect 701a is gradually enlarged in size as shown in Figures 63 (A1) to (A3), fading in toward the center of the screen (fade-in effect), as in "small size â medium size â large size" (DF entry effect 701a â DF entry effect 701b â DF entry effect 701c).
ãããŠãæŒåºã·ããªãªãé²ã¿ããã§ãŒãã€ã³è¡šç€ºã®æçµæ®µéã§ã¯ããã£ã³ã¹ç œãæŒåºã®çµææŒåºãšããŠããçã®çªå ¥æŒåºïŒå³ïŒïŒïŒïŒ¡ïŒïŒããŸãã¯ãã¬ã»ã®çªå ¥æŒåºïŒå³ïŒïŒïŒïŒ¡ïŒïŒãã®ãããããçŸåºãããã Then, as the presentation scenario progresses, in the final stage of the fade-in display, either a "true entry presentation (Fig. 64 (A4)" or a "false entry presentation (Fig. 64 (A5)" appears as a result of the chance-teasing presentation.
çã®çªå ¥æŒåºã§ããã°ãå³ïŒïŒïŒïŒ¡ïŒïŒã«ç€ºãéããæçµçã«å³ïŒïŒïŒïŒ¡ïŒãšåæ§ã®çªå ¥æŒåºïŒïŒïŒãçŸåºããã以åŸããã£ã³ã¹æŒåºãå±éãããŠããããšã«ãªããããªãã¡ãçã®çªå ¥æŒåºã®å Žåã«ã¯ãä»åã®ãã£ã³ã¹ç œãæŒåºããã£ã³ã¹æŒåºã·ããªãªã®äžç°ãšããŠçŸåºããããã®ã§ããïŒçã®ãã£ã³ã¹ç œãæŒåºïŒãä»åã®ã²ãŒã çµæãç¹æ®æçåœéžïŒç¹å®åœéžçš®å¥ïŒã§ãã£ãããšããå®è³ªçã«å ±ç¥ãããããšã«ãªãããã ããã®æ®µéã§ã¯ãç¹æ®æçïœïŒ£ã®ãããã«åœéžããã®ããããªãã¡ãæçç¶æ ã«ç§»è¡ãããåŠãïŒæçç§»è¡ïŒæçéç§»è¡ïŒã«ã€ããŠæªã äžæãªç¶æ ã§ãããæçµçãªçµæã¯ãåŸç¶ã®ãã£ã³ã¹æŒåºã«ãŠãå ±ç¥ãããã If it is a true entry effect, as shown in FIG. 63 (A4), finally, the entry effect 701 similar to that in FIG. 61 (A) will appear, and thereafter, the chance effect will unfold. In other words, in the case of a true entry effect, the current chance prompting effect has appeared as part of the chance effect scenario (true chance prompting effect), and the current game result is essentially a notification that a special time-saving win (specific win type) has been won. However, at this stage, it is still unknown which of the special time-saving effects A to C has been won, in other words, whether or not there will be a transition to the time-saving state (time-saving transition/no time-saving transition). The final result will be announced in the subsequent chance effect.
äžæ¹ãã¬ã»ã®çªå ¥æŒåºã§ããã°ãçªå ¥æŒåºïŒïŒïŒïœããã§ãŒãã¢ãŠãããªãããæçµçã«ç»é¢äžããæ¶å€±ããããã§ãŒãã¢ãŠãæŒåºïŒïŒïŒïŒå³ïŒïŒïŒïŒ¡ïŒïŒïŒããçŸåºããããã£ã³ã¹æŒåºã«çºå±ããããšãªããä»åã®ãã£ã³ã¹ç œãæŒåºïŒã¬ã»ã®ãã£ã³ã¹ç œãæŒåºïŒãçµäºããããããªãã¡ãã¬ã»ã®çªå ¥æŒåºã®å Žåã«ã¯ãä»åã®ã²ãŒã çµæãããºã¬ïŒåœãããã³ç¹æ®æçã«éåœéžïŒã§ãã£ãããšãå ±ç¥ãããããšã«ãªããããªãã¡ãå³ïŒïŒïŒïŒ¡ïŒïŒïœïŒïŒ¡ïŒïŒã®æŒåºæ®µéããã£ã³ã¹ç œãæŒåºã«ããããçµæåæŒåºããšããŠæ©èœããå³ïŒïŒïŒïŒ¡ïŒïŒãŸãã¯ïŒïŒ¡ïŒïŒã®æŒåºæ®µéããã£ã³ã¹ç œãæŒåºã«ããããçµææŒåºããšããŠæ©èœããã On the other hand, if it is a false entry effect, the DF entry effect 701c fades out and eventually disappears from the screen, resulting in a "fade-out effect 702 (FIG. 63 (A5))" appearing, and the chance teasing effect (fake chance teasing effect) ends without progressing to a chance effect. In other words, in the case of a false entry effect, it is announced that the result of the current game was a miss (no win or special time-saving). In other words, the performance stages of FIG. 63 (A1) to (A3) function as the "pre-result performance" in the chance teasing effect, and the performance stages of FIG. 63 (A4) or (A5) function as the "result performance" in the chance teasing effect.
ãªããïŒãŸãã¯è€æ°ã®ç¹å®ã®ç¹æ®æçåœéžæã¯ããã£ã³ã¹ç œãæŒåºãçµç±ããããšãªãïŒãã£ã³ã¹ç œãæŒåºãçŸåºãããªãïŒããã£ã³ã¹æŒåºãçŸåºãããŠããããç¹å®ã®ç¹æ®æçãšããŠã¯ãããšãã°ããç¹æ®æçããŸãã¯ãç¹æ®æçããã³ïŒ£ããªã©ãæå©åºŠãçžå¯Ÿçã«é«ãç¹æ®æçã§ããããŸãããã£ã³ã¹ç œãæŒåºèªäœãèšããªããŠãããã When one or more specific special time-saving effects are won, the chance effect may be displayed without going through the chance teasing effect (without displaying the chance teasing effect). A specific special time-saving effect is, for example, a special time-saving effect with a relatively high degree of advantage, such as "special time-saving effect C" or "special time-saving effect A and C." Also, the chance teasing effect itself does not have to be provided.
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<Chance effect button operation effect (player participation effect): Fig. 61 (B) to (F)>
Returning to the explanation of the chance presentation in FIG.
å³ïŒïŒïŒïŒ¡ïŒã«ç€ºãçªå ¥æŒåºïŒïŒïŒãçµäºãããšã次ãã§ãå³ïŒïŒïŒïŒ¢ïŒïœïŒïŒŠïŒã«ç€ºããã¿ã³æäœæŒåºïŒéæè åå åæŒåºïŒãçŸåºããããããã§ã®ãã¿ã³æäœæŒåºã¯ãéæè ã«ããã·ã§ã³ïŒäœæŠïŒãæç€ºããŠãéæè ã«å¯ŸããŠãã¿ã³æäœãä¿ããšãã£ãããããããæä»€åæŒåºããšãªã£ãŠããããã®æŒåºçµæãšããŠãä»åã®ã²ãŒã çµæïŒå€§åœãæœéžçµæïŒã«é¢ããæ å ±ãå ±ãããçµææŒåºããçŸåºãããããšããç©èªæ§ãæããæŒåºã·ããªãªãšãªã£ãŠãããæ¬å®æœåœ¢æ ã§ã¯ãæç€ºãããããã·ã§ã³ãæåããã°ãæçç§»è¡ç¢ºå®ïŒç¹æ®æçåœéžïŒããå ±ç¥ãããããã·ã§ã³ã倱æããã°ãæçéç§»è¡ç¢ºå®ïŒç¹æ®æçãŸãã¯ïŒ¢åœéžïŒããå ±ç¥ãããããã«ãªã£ãŠããïŒåŸè¿°ã®å³ïŒïŒïŒïŒ¥ïŒïœïŒïŒŠïŒïŒã When the entry effect 701 shown in FIG. 61(A) ends, the button operation effect (player participation effect) shown in FIG. 61(B)-(F) appears. The button operation effect here is a so-called "command type effect" in which a mission (strategy) is presented to the player and the player is prompted to operate the button, and as a result of this effect, a "result effect" is presented that reports information about the current game result (jackpot lottery result), creating a narrative effect scenario. In this embodiment, if the presented mission is successful, "time-saving transition confirmed (special time-saving C win)" is announced, and if the mission is unsuccessful, "time-saving non-transition confirmed (special time-saving A or B win)" is announced (see FIG. 61(E)-(F) below).
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ãã¿ã³æäœæŒåºãéå§ããããšããŸãå³ïŒïŒïŒïŒ¢ïŒã«ç€ºãããã«ãããšã€ãªã¢ã³ããå°çãå®ãïŒïŒããšããããã·ã§ã³ãæç€ºããã¡ãã»ãŒãžïŒïŒïŒã衚瀺ãããè·é»ç²åç ²ïŒïŒïŒïŒèªæ©ãã£ã©ïŒïŒ¯ïœïœ ïŒïŒïœïœïœïŒãšãåç€ïŒïŒïŒïŒæµãã£ã©ïŒïŒ¥ïœïœ
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(Pre-operation performance: Fig. 61 (B) to (C))
When the button operation performance starts, as shown in Fig. 61 (B), a message 905 instructing the mission "Protect the Earth from Aliens!!" is displayed, and the "Operation Instruction Performance 703" appears, depicting a confrontation between a charged particle cannon 903 (own EM-gun character) and a flying saucer 901 (enemy character: Enemy) (first half scenario of the pre-operation performance). In this mission, if the flying saucer is destroyed and the Earth is protected from the aliens, the "Mission Success" is achieved, and if the flying saucer is not destroyed, the "Mission Failed" is achieved.
äœæŠæç€ºæŒåºïŒïŒïŒãçµäºãããšã次ãã§ãæŒåºã·ããªãªã¯å³ïŒïŒïŒïŒ£ïŒã«é²ã¿ãæ»æç®æšã®åç€ïŒïŒïŒã«å¯ŸããŠãè·é»ç²åç ²ïŒïŒïŒã®ç §æºãåãããŠããæ§ã衚çŸããããã¯ãªã³æŒåºïŒïŒïŒããã¿ã³æäœæå¹æéïŒæäœå仿广éïŒã瀺åããã¬ãã«ã¡ãŒã¿ïŒïŒïŒïŒãšãã«ã®ãŒå å¡«ç¶æ ïŒãæŒåºãã¿ã³ïŒïŒïŒæäœææ®µïŒã®æäœãä¿ãæäœæç€ºæŒåºïŒïŒïŒãªã©ãå«ããæ»ææºåæŒåºïŒïŒïŒããçŸåºãããïŒæäœåæŒåºåŸåã·ããªãªïŒã When the strategy instruction performance 703 ends, the performance scenario then proceeds to Figure 61 (C), where an "attack preparation performance 705" appears, including a lock-on performance 925 depicting the aiming of the charged particle cannon 903 at the target of attack, the disk 901, a level meter 921 (energy charged state) indicating the button operation valid period (operation acceptance valid period), and an operation instruction performance 923 encouraging the operation of the performance button 13 (operation means) (second half of the pre-operation performance scenario).
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ïŒã瀺ããŠããããªããããŒã ïŒïŒïŒïœã¯ãå³ç€ºã¯ããŠããªããã匷ããŒã ãäžããŒã ã匱ããŒã ãçšæãããŠããããããã®ããŒã ãçºå°ããããã«ãããããã·ã§ã³æåã®æåŸ
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(Post-operation effect: FIG. 61(D))
Then, when the player operates the
ãã®æ»ææŒåºïŒïŒïŒã¯ãæŒåºæéã®çµéïŒæŒåºã·ããªãªã®é²è¡ïŒã«åŸããçºå°ãããããŒã ïŒïŒïŒïœãé€ã ã«åç€ïŒïŒïŒã«è¿ã¥ããŠãããããŒã ïŒïŒïŒïœãåç€ïŒïŒïŒã«å°éããçŽåã§çµäºããããšãã£ãæŒåºå 容ãšãªã£ãŠãããæ»ææŒåºïŒïŒïŒã¯ãä»åã®ã²ãŒã çµæãå°åºãããåæ®µéã®çµæåæŒåºãšããŠãããã·ã§ã³æåæåŸ 床ã瀺åïŒäºåïŒå¯èœãªç œãæŒåºãšããŠåãããããã£ãŠããã®æ®µéã§ã¯ãåç€ïŒïŒïŒãæç ŽãããåŠãã¯å ±ç¥ããããæ»ææŒåºïŒïŒïŒãçµäºãããŸã§ïŒå³æå€åéå§ïœæ»ææŒåºïŒïŒïŒçµäºãŸã§ïŒãä»åã®ã²ãŒã çµæïŒæçç§»è¡ïŒæçéç§»è¡ïŒã«ã€ããŠãæªã äžæãªç¶æ äžã«çœ®ãããããã®ç¹ã§ããã®æ»ææŒåºïŒïŒïŒãŸã§ã®æŒåºéçšãæçµçµæãå°ãäžã§ã®å°å ¥æŒåºãšããããã In this attack effect 707, the emitted beam 903a gradually approaches the disk 901 as the effect time passes (the progress of the effect scenario), and ends just before the beam 903a reaches the disk 901. The attack effect 707 acts as a pre-result effect before the current game result is derived, and acts as a teasing effect that can suggest (preview) the expected probability of mission success. Therefore, at this stage, it is not announced whether the disk 901 has been destroyed, and until the attack effect 707 ends (from the start of the pattern change to the end of the attack effect 707), the current game result (time-saving transition/no time-saving transition) remains unknown. In this respect, the effect process up to this attack effect 707 can be said to be an introductory effect that leads to the final result.
ãªããæ¬å®æœåœ¢æ ã®ãã£ã³ã¹æŒåºã¯ãç¹æ®æçåœéžæã«çŸåºãããããšããããã£ã³ã¹æŒåºïŒçã®çªå ¥æŒåºïŒå³ïŒïŒïŒïŒ¡ïŒããã³å³ïŒïŒïŒïŒ¡ïŒïŒåç §ïŒãçºçããæç¹ã§ãç¹æ®æçåœéžã¯å€æããããæ»ææŒåºïŒïŒïŒãçµäºãããŸã§ã¯ããããã®ç¹æ®æçã«åœéžããããã€ãŸããå°ãªããšãæçç§»è¡ãåŠãã«ã€ããŠã¯äžæãªç¶æ ã«ãããä»åã®ã²ãŒã çµæã«é¢ããæ å ±ã¯ã次ã«è¿°ã¹ããçµææŒåºãïŒæåŠæŒåºïœæçµçµææŒåºïŒå³ïŒïŒïŒïŒ¥ïŒïœå³ïŒïŒïŒïŒŠïŒïŒã«ãããŠå ±ç¥ãããã In addition, since the chance effect in this embodiment appears when the special time-saving feature is won, it is clear that the special time-saving feature has been won when the chance effect (true entry effect: see Figures 61 (A) and 63 (A4)) occurs, but until the attack effect 707 ends, it is unclear which special time-saving feature has been won, that is, at least whether or not there will be a transition to time-saving. Information regarding the outcome of this game is announced in the "result effects" (success/failure effects - final result effects: Figures 61 (E) - 61 (F)) described below.
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<Results: Successful (FIG. 61 (E1)), Failed (FIG. 61 (E2) or (E3))>
When the attack effect 707 ends, the "success/fail effect 709 (first result effect)" shown in FIG. 61 (E1) to (E3) appears as a result effect. The branching of the effects after FIG. 61 (D) indicates that different success/fail effects 709 appear depending on the type of special time-saving that has been won, and indicates whether a "success effect (FIG. 61 (E1))" indicating a mission success or a "failure effect (FIG. 61 (E2) (E3))" indicating a mission failure will appear depending on the type of win. The result of this game is notified by the "final result effect (second result effect)" shown in FIG. 61 (F) after this success/fail effect. The success/fail effect 709 is an effect content that indirectly suggests the game result, and the game result can be guessed even at this stage, but the direct (definite) notification of the game result is left to the "final result effect". In the case of this embodiment, if the special time-saving C is not won, a "failure effect (avoidance effect)" is displayed, and if the special time-saving C is won, a "success effect (defeat effect)" is displayed.
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(In the case of winning the special time-saving A or B (time-saving non-transition): Fig. 61 (E2) or (E3) â (F2))
First, with reference to Figures 61 (E2) and (E3), the above-mentioned "failure effect (avoidance effect)" related to success/failure effect 709 will be described.
æåŠæŒåºïŒïŒïŒã«ãããŠãçºå°ãããããŒã ïŒïŒïŒïœãåç€ïŒïŒïŒãåé¿ããæ§ã衚çŸãããå€±ææŒåºïŒåé¿æŒåºïŒããçºçããå ŽåïŒå³ïŒïŒïŒïŒ¥ïŒïŒãŸãã¯ïŒïŒ¥ïŒïŒïŒããã®åŸã®æçµçµææŒåºïŒç¬¬ïŒçµææŒåºïŒãšããŠãå³ïŒïŒïŒïŒŠïŒïŒã«ç€ºããæ®å¿µæŒåºïŒïŒïŒããçŸåºãããããã®æ®å¿µæŒåºïŒïŒïŒã«ãããæçéç§»è¡ã確å®çã§ããããšïŒåŸ®æçïŒå°çã¢ãŒãïŒç§»è¡ã確å®çã§ããããšïŒãæèšããã°ãä»åã®ã²ãŒã çµæãç¹æ®æçéåœéžïŒç¹æ®æçãŸãã¯ïŒ¢ã«åœéžïŒã§ããããšãå ±ç¥ãããããšã«ãªãã If a "failure effect (avoidance effect)" occurs in the success/failure effect 709, depicting the disk 901 avoiding the emitted beam 903a (FIG. 61 (E1) or (E2)), then the "disappointment effect 713" shown in FIG. 61 (F2) appears as the final result effect (second result effect). This disappointment effect 713 notifies the player that there will definitely be no transition to the time-saving mode (that there will definitely be a transition to the micro-time-saving mode (hell mode)), in other words, that the current game result is that the special time-saving mode C was not won (that the special time-saving mode A or B was won).
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However, in the disappointment effect 713, it is not announced which of the special time-saving effects A or B has been won. In this embodiment, in the failure effect (FIG. 61 (E1) (E2)) preceding the disappointment effect 713,
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The relationship between the occurrence rates of avoidance A effect (failure effect 1) and avoidance B effect (failure effect 2) is as follows:
(α) When you win the special time-saving A, "Avoidance B performance < Avoidance A performance" (Avoidance A performance is likely to appear)
(β) When you win the special time-saving B, "Avoidance A performance < Avoidance B performance" (Avoidance B performance is more likely to appear)
For example, if the Avoidance A effect appears, it can be inferred that there is a high possibility that the special time-saving A has been won.
äžèšæ®å¿µæŒåºïŒïŒïŒã¯ãæçµçã«ããã·ã§ã³ã倱æã«çµãã£ãããšãå ±ç¥ããæŒåºå 容ãšãªã£ãŠãããããã§ã¯ãå³ç€ºã®ããã«ãåç€ïŒïŒïŒãå°çäžã®çç©ãé£ãå»ãæ§ã衚çŸããã¢ããã¯ã·ã§ã³æŒåºãçŸåºãããããããŠãæ®å¿µæŒåºïŒïŒïŒã®çµäºãšãšãã«ãåœéžããç¹æ®æççš®å¥ïŒç¹æ®æçãïŒã«å¯Ÿå¿ããè£ é£Ÿå³æãåæ¢è¡šç€ºïŒç¢ºå®è¡šç€ºïŒãããïŒå³ç€ºã®è£ é£Ÿå³æïŒïŒïŒïœïŒãããã«ãããä»åã®ãã£ã³ã¹æŒåºïŒæçéç§»è¡æã®ãã£ã³ã¹æŒåºïŒãçµäºãããã The disappointment effect 713 is intended to notify players that the mission has ultimately ended in failure, and as shown in the figure, an abduction effect is displayed, depicting the disk 903 abducting living things on Earth. Then, as the disappointment effect 713 ends, the decorative pattern corresponding to the special time-saving type that was selected (special time-saving A, B) is displayed as a stopped symbol (confirmed display) (decorative pattern 801f in the figure). This ends the current chance effect (chance effect when no time-saving transition occurs).
ãªããç¹æ®æçãŸãã¯ç¹æ®æçã«åœéžããå Žåããã®åœéžã«å¯Ÿå¿ããè£ é£Ÿåæ¢å³æïŒå³ïŒïŒïŒïŒŠïŒïŒã®è£ é£Ÿå³æïŒïŒïŒïœïŒã«ã€ããŠã¯ãç°ãªãè£ é£Ÿåæ¢å³æãšããŠããããããã®å Žåã¯ãäžèšããè€æ°ã®å€±ææŒåºïŒåé¿ïŒ¡æŒåºãåé¿ïŒ¢æŒåºïŒãèšããæçŸ©ãèããŠããŸããããç¹æ®æçãã®ãããã«åœéžããããæŒåºäžããç§å¿ããã¹ããå ±éã®å³æè¡šç€ºæ æ§ãšããããšã奜ãŸããããªããå ±éã®è£ é£Ÿåæ¢å³æãšããå Žåã§ãã£ãŠããç¹å¥åæ¢å³æã«ã€ããŠã¯ãåœéžããç¹æ®æççš®å¥ã«å¿ãã峿ãåæ¢è¡šç€ºãããããšãã§ããããŸããç¹æ®æççš®å¥ã§å ±éã®è£ é£Ÿåæ¢å³æãšããŠãããããç¹æ®æçïŒ£ã¯æçç¶æ ç§»è¡å¥æ©ã®åœéžçš®å¥ã§ãããããå°ãªããšãç¹æ®æçã«ã€ããŠã¯ãç¹æ®æçããã³ç¹æ®æçãšã¯ç°ãªãè£ é£Ÿåæ¢å³æãšããããšã奜ãŸããã When the special time-saving A or special time-saving B is won, the decorative stop pattern (decorative pattern 801f in FIG. 61 (F2)) corresponding to the winning may be a different decorative stop pattern. In this case, the significance of providing the above-mentioned multiple failure effects (avoidance A effect, avoidance B effect) is diminished, so it is preferable to use a common pattern display mode in order to conceal from the performance whether the special time-saving A or B has been won. Even if a common decorative stop pattern is used, the special stop pattern can be displayed as a stop pattern corresponding to the special time-saving type that has been won. Also, the decorative stop pattern may be common to the special time-saving type, but since the special time-saving C is the winning type that triggers the transition to the time-saving state, it is preferable to use a decorative stop pattern different from the special time-saving A and special time-saving B for at least the special time-saving C.
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(Reverse performance (reverse performance): FIG. 61 (F3))
In addition, even if the regretful effect 713 appears, it does not necessarily mean that the transition to the time-saving mode (consecutive win mode) will definitely not occur, and if the special time-saving mode C is internally won, the reversal effect (revival effect) 714 (FIG. 61 (F3)) will appear with a certain probability. When the reversal effect 714 appears, the congratulatory effect 710 shown in FIG. 61 (F1) described later will appear as the final result effect, and it will be announced that the transition to the time-saving mode will definitely occur.
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(In the case of winning the special time-saving C (time-saving transition): Fig. 61 (E1) â (F1))
Next, with reference to FIG. 61 (E1), the above-mentioned "success effect (defeat effect)" related to the success/failure effect 709 will be described.
æåŠæŒåºïŒïŒïŒã«ãããŠãçºå°ãããããŒã ãåç€ïŒïŒïŒã«åœäžãæç Žããæ§ã衚çŸãããæåæŒåºïŒæç ŽæŒåºïŒããçºçããå ŽåïŒå³ïŒïŒïŒïŒ¥ïŒïŒïŒããã®åŸã®æçµçµææŒåºïŒç¬¬ïŒçµææŒåºïŒãšããŠãå³ïŒïŒïŒïŒŠïŒïŒã«ç€ºããç¥çŠæŒåºïŒïŒïŒããçŸåºããããç¥çŠæŒåºïŒïŒïŒã¯ãæçµçã«ããã·ã§ã³ãæåããããšãå ±ç¥ããæŒåºå 容ãšãªã£ãŠãããããã§ã¯ãå³ç€ºã®ããã«ããïŒïœïœïœïœïœïœ ïœïœïœïœïœ ïœïœ ãã®æåãç¹å¥ãªãã£ã©ã¯ã¿ïŒè€äžžããïŒãªã©ã衚瀺ãããæŽŸæç®ã®æŒåºã«ããéæè ãç¥çŠããæŒåºå 容ãšãªã£ãŠããããã®ç¥çŠæŒåºïŒïŒïŒã«ãããæçïŒé£èã¢ãŒãïŒç§»è¡ã確å®çã§ããããšãæèšããã°ãä»åã®ã²ãŒã çµæããç¹æ®æçåœéžãã§ããããšãå ±ç¥ãããããšã«ãªãããªããç¥çŠæŒåºïŒïŒïŒãçŸåºãããåŸã¯ãåŸè¿°ã®ãç¹å®ç¶æ ç§»è¡åæŒåºïŒå³ïŒïŒïŒããçŸåºããããããè£ é£Ÿå³æã«ã€ããŠã¯ãå³ç€ºã®éããæªã å€åäžã®ç¶æ ã瀺ããŠããïŒè£ é£Ÿå³æïŒïŒïŒïœ åç §ïŒããã ããç¥çŠæŒåºïŒïŒïŒã«ãŠä»åã®ã²ãŒã çµæã倿ãããããç¥çŠæŒåºïŒïŒïŒã®çŸåºãšãšãã«ããŸãã¯ãã®çŸåºäžã®æå®ã®ã¿ã€ãã³ã°ã«ãŠãç¹æ®æçåœéžå¯Ÿå¿ã®è£ é£Ÿå³æãä»®åæ¢è¡šç€ºïŒæºãå€åïŒãããŠãããã In the success/failure performance 709, when a "success performance (destruction performance)" occurs, which shows the emitted beam hitting and destroying the disk 901 (FIG. 61 (E1)), the "congratulatory performance 711" shown in FIG. 61 (F1) appears as the final result performance (second result performance). The congratulatory performance 711 is a performance content that notifies the player that the mission has finally been successful, and here, as shown in the figure, the words "Mission Complete" and a special character (Fujimaru-kun) are displayed, and the performance content is a flashy performance that congratulates the player. This congratulatory performance 711 notifies the player that the time-saving (consecutive mode) transition is definite, in other words, that the game result this time is "a special time-saving C win". After the congratulatory performance 711 appears, the "specific state transition pre-performance (FIG. 62)" described later appears, so the decorative pattern is still in a changing state as shown in the figure (see decorative pattern 801e). However, since the result of this game is revealed in the congratulatory effect 711, the decorative pattern corresponding to the special time-saving C winning may be temporarily stopped (shaking and fluctuating) when the congratulatory effect 711 appears or at a specified timing during its appearance.
ãªããç¹æ®æçåœéžã²ãŒã ã®å€åäžæŒåºïŒãã£ã³ã¹æŒåºïŒãšã倧åœãåœéžã²ãŒã ã®å€åäžæŒåºïŒãªãŒãæŒåºïŒãšã§ãå¯åäœæŒåºãçŸåºå¯èœã«æ§æããå Žåãç¹æ®æçåœéžæãšå€§åœãåœéžæãšã§ãç°ãªãå¯åäœæŒåºïŒåäœãã¿ãŒã³ãç°ãªãïŒãçŸåºãããŠãããããŸããç¹æ®æçåœéžæã§ã¯å¯åäœæŒåºãçŸåºããã倧åœãåœéžæã«ã®ã¿å¯åäœæŒåºãçŸåºãããŠãããããŸããã¢ãŒãã³ã°ç¶æ ã§ã®ç¹æ®æçåœéžæãšãåŸè¿°ã®åç§»è¡éåžžç¶æ ã§ã®ç¹æ®æçåœéžæãšã§ãå ±éã®å¯åäœæŒåºãŸãã¯ç°ãªãå¯åäœæŒåºãçŸåºãããŠãããã When the moving body effect can be made to appear during the fluctuation effect (chance effect) of the special time-saving C winning game and during the fluctuation effect (reach effect) of the jackpot winning game, different moving body effects (different movement patterns) may be made to appear when the special time-saving C is won and when a jackpot is won. Also, the moving body effect may not be made to appear when the special time-saving C is won, and may be made to appear only when a jackpot is won. Also, the same moving body effect or different moving body effects may be made to appear when the special time-saving C is won in the morning state and when the special time-saving C is won in the normal re-transition state described below.
ãŸããç¹æ®æçåœéžæã«ã¯ã倧åœãåœéžæã«çŸåºããããåœç¢ºæŒåºïŒå€§åœãåœéžå ±ç¥æŒåºïŒããšå ±éã®æŒåºãçŸåºãããŠãããããããåœéžçš®å¥ãåºå¥ããŠå ±ç¥ããããã«ãåœç¢ºæŒåºã¯çŸåºãããªãããšã奜ãŸãããããšãã°ãä¿çå€åäºåã§ããã°ããã¬ãã¢ã ä¿çã®è¹è²ä¿çã¯çŸåºãããªãïŒãã¬ãã¢ã ä¿çãå®è¡ããªãéææ©ã®å Žåã¯ã倧åœãåœéžæã«ãããæé«åœéžæåŸ 床ã®ä¿çå€åäºåãçŸåºãããªãïŒãå€åäžã®äºåæŒåºã§ããã°ãåœç¢ºç»åïŒç¹å®ã®ãã£ã©ã¯ã¿ãã¢ã€ãã ãã¬ã€ã³ããŒè¡šç€ºããããªã©ïŒãåœç¢ºå ±ç¥é³ïŒççºé³ãªã©ïŒãåœç¢ºå æŒåºïŒæŒåºçšïŒ¬ïŒ¥ïŒ€ãã¬ã€ã³ããŒè²ã«çºå ããããªã©ïŒãçŸåºãããªãããšãã£ãæ§æãšããããšãã§ãããæèšããã°ãç¹æ®æçãåœéžããå Žåãå°ãªããšã倧åœãåœéžæã«ãããæé«æåŸ 床ã瀺ãé«æåŸ åºŠäºåæŒåºãé€ããé«æåŸ åºŠäºåæŒåºãçŸåºãããããšãã§ããã When the special time-saving C is won, the same effect as the "winning effect (winning notification effect)" that appears when a jackpot is won may be displayed. However, in order to distinguish between different winning types, it is preferable not to display the winning effect. For example, if it is a hold change notice, the rainbow-colored hold of the premium hold is not displayed (in the case of a gaming machine that does not execute premium holds, the hold change notice with the highest winning expectation level when a jackpot is won is not displayed), and if it is a changing notice effect, a winning image (such as a specific character or item, rainbow display), a winning notification sound (such as an explosion sound), or a winning light effect (such as making the LED for the effect light up in rainbow colors) is not displayed. In other words, when the special time-saving C is won, at least a high expectation notice effect can be displayed, except for the high expectation notice effect that indicates the highest expectation level when a jackpot is won.
ãŸããç¹æ®æçåœéžæã«ãäžèšãåœç¢ºæŒåºïŒå€§åœãåœéžå ±ç¥æŒåºïŒããšå ±éã®æŒåºãçŸåºãããå Žåã«ã¯ãç¹æ®æçåœéžæãšå€§åœãåœéžæãšã§åœè©²æŒåºã®æŒåºæéå¹ ãç°ãªãããããšã奜ãŸãããããšãã°ãäžèšåœç¢ºå æŒåºïŒã¬ã€ã³ããŒçºå ïŒã®å Žåããã®æŒåºæéã®é·çã®é¢ä¿ã«ã€ããŠããç¹æ®æçåœéžæïŒããšãã°æŒåºæéïŒïŒç§ïŒïŒå€§åœãåœéžæïŒããšãã°æŒåºæéïŒïŒç§ïŒããŸãã¯ãç¹æ®æçåœéžæïŒããšãã°æŒåºæéïŒïŒç§ïŒïŒå€§åœãåœéžæïŒããšãã°æŒåºæéïŒïŒç§ïŒãã®é¢ä¿ãšããã In addition, when the special time-saving C is won, if an effect that is the same as the above-mentioned "winning effect (jackpot winning notification effect)" is to be displayed, it is preferable to make the duration of the effect different when the special time-saving C is won and when a jackpot is won. For example, in the case of the above-mentioned winning light effect (rainbow light emission), the relationship of the length of the effect is "when the special time-saving C is won (for example, 10 seconds of effect time) < when a jackpot is won (for example, 15 seconds of effect time)" or "when the special time-saving C is won (for example, 15 seconds of effect time) > when a jackpot is won (for example, 10 seconds of effect time)."
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<Pre-transition effect for specific state (ending effect for chance effect): FIG. 62>
When the congratulatory effect 711 appears, the chance effect does not end even if the congratulatory effect 711 ends, and the effect scenario proceeds to Fig. 62, and then the effect before transition to a specific state (Fig. 62 (K)) appears. This effect before transition to a specific state functions as an ending effect in the chance effect. In this respect, it is significantly different from the case where the disappointing effect 711 appears as the final effect result.
以äžãå³ïŒïŒãåç §ããŠãæ¬å®æœåœ¢æ ã«ä¿ãç¹å®ç¶æ ç§»è¡åæŒåºã«ã€ããŠèª¬æãããç¹å®ç¶æ ç§»è¡åæŒåºã¯ã次ã®ç¹å®æ å ±å ±ç¥æŒåºïŒå³ïŒïŒïŒïŒ§ïŒïŒãšãç§»è¡å é¢é£æ å ±å ±ç¥æŒåºïŒå³ïŒïŒïŒïŒšïŒïŒãå«ãŸããã Below, the specific state pre-transition performance according to this embodiment will be described with reference to FIG. 62. The specific state pre-transition performance includes the next specific information notification performance (FIG. 62 (G)) and the destination related information notification performance (FIG. 62 (H)).
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(1) "Specific information notification performance (FIG. 62(G))"
The specific information notification effect is information that is not directly related to the progress of the game, but is, for example, an effect for notifying specific information having a promotional or advertising function of the manufacturer or the gaming machine industry. Representative examples of specific information include a company logo display 931 and a warning display for the game (not shown). The specific information notification effect plays a similar role to the ending effect of the winning effect in that it notifies such specific information.
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(2) "Destination related information notification performance (FIG. 62 (H))"
The destination-related information notification effect is an effect for notifying information about a control state (hereinafter referred to as a "destination control state") to be transitioned to after the end of the current game or after a winning game. The "destination control state" means a "destination game state (game mode, internal game state)" and/or a "destination presentation mode (which may be a presentation stage belonging to the presentation mode)". Here, the time-saving state or time-saving presentation mode to be transitioned to after the chance presentation ends corresponds to the "destination control state", and information related thereto includes, for example, a message display suggesting a time-saving transition such as "Entering time-saving mode!" or "Entering consecutive win mode!", and a time-saving suggestion image suggesting a time-saving presentation mode (a presentation stage related to the time-saving presentation mode). A typical example of a presentation using the above-mentioned time-saving suggestion image is a "presentation stage selection presentation" that allows a player to select a destination presentation stage in advance using an operating means.
æ¯æ§ãªç§»è¡å é¢é£æ å ±å ±ç¥æŒåºã¯ãç§»è¡å ã®å¶åŸ¡ç¶æ ã«é¢ããæ å ±ãå ±ç¥ããã ãã§ãªããç§»è¡å ã®å¶åŸ¡ç¶æ ãéããªãéå§ãããããšããé©åãªã¿ã€ãã³ã°ã§éæè ã«å ±ç¥å¯èœç¹ã§ãäžèšç¹å®æ å ±å ±ç¥æŒåºãšåãããã«ãåœãäžæŒåºã®ãšã³ãã£ã³ã°æŒåºãšåæ§ã®åœ¹å²ãæãããæ¬å®æœåœ¢æ ã§ã¯ãç§»è¡å é¢é£æ å ±å ±ç¥æŒåºãšããŠãäžèšæŒåºã¹ããŒãžéžææŒåºãæ¡çšããŠããã以äžãå³ïŒïŒãçšããŠãæ¬å®æœåœ¢æ ã«ä¿ãæŒåºã¹ããŒãžéžææŒåºã«ã€ããŠèª¬æããã Such a destination-related information notification effect not only notifies information about the control state of the destination, but also plays a role similar to the ending effect of the winning effect, just like the specific information notification effect described above, at a point where it is possible to notify the player at an appropriate time that the control state of the destination will soon begin. In this embodiment, the above-mentioned performance stage selection effect is used as the destination-related information notification effect. Below, the performance stage selection effect related to this embodiment will be explained using Figure 62.
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(Stage selection: FIG. 62(H))
Figure 62 (H) shows the performance stage selection performance according to this embodiment.
æŒåºã¹ããŒãžéžææŒåºïŒïŒïŒãéå§ããããšããŸããå³ïŒïŒïŒïŒšïŒïŒã«ç€ºããéžææŒåºïŒïŒïŒããçŸåºããããéžææŒåºïŒïŒïŒã§ã¯ãæçæŒåºã¢ãŒãã«ä¿ãæŒåºã¹ããŒãžïŒä»¥äžãæççšæŒåºã¹ããŒãžããšç§°ããïŒã衚çŸããè€æ°ã®ã¢ã€ã³ã³ç»åïŒïŒïŒïœïœïŒïŒïŒïœã衚瀺ããããšãšãã«ãéæè ã«å¯ŸããŠéžææäœãä¿ãã¡ãã»ãŒãžïŒïŒïŒã衚瀺ããããã¿ã³æäœæå¹æéå ã«ãããŠãæäœææ®µïŒæ¹åããŒïŒïŒãæŒåºãã¿ã³ïŒïŒïŒãçšããéžææäœã«ããã奜ã¿ã®æŒåºã¹ããŒãžãéžæå¯èœãšãªã£ãŠããã When the performance stage selection performance 970 starts, the "selection performance 971" shown in FIG. 62 (H1) appears first. In the selection performance 971, multiple icon images 971a-971c representing performance stages related to the time-saving performance mode (hereinafter referred to as "time-saving performance stages") are displayed, along with a message 972 prompting the player to perform a selection operation, allowing the player to select a desired performance stage by performing a selection operation using the operating means (directional key 75, performance button 13) during the button operation valid period.
æ¬å®æœåœ¢æ ã§ã¯ãæççšæŒåºã¹ããŒãžãšããŠããè€äžžããã¹ããŒãžãããè€éŠã¡ããã¹ããŒãžãããå®å®äººè¥²æ¥ã¹ããŒãžãã®ïŒã€ã®ã¹ããŒãžãçšæãããŠãããéžææŒåºïŒïŒïŒã§ã¯ãããããã®æŒåºã¹ããŒãžã«å¯Ÿå¿ããã¢ã€ã³ã³ç»åïŒäžèšæç瀺åç»åïŒãšããŠãè€äžžããç»åïŒïŒïŒïœãè€éŠã¡ããç»åïŒïŒïŒïœãå®å®äººç»åïŒïŒïŒïœã衚瀺ãããã In this embodiment, three time-saving stages are provided: the "Fujimaru-kun stage," the "Fujika-chan stage," and the "Alien invasion stage." In the selection effect 971, a Fujimaru-kun image 971a, a Fujika-chan image 971b, and an alien image 971c are displayed as icon images (the time-saving suggestion images) corresponding to the respective effect stages.
éžææŒåºïŒïŒïŒäžã«éæè ãæ¹åããŒïŒïŒãæäœãããšãåã¢ã€ã³ã³ç»åãã¹ã¯ããŒã«è¡šç€ºãããéžæäžã®ã¢ã€ã³ã³ç»åãç»é¢äžå€®ã«å€§ãã衚瀺ããããããšãã°ãå³ïŒïŒãïŒïŒšïŒïŒã¯ãè€äžžããç»åïŒïŒïŒïœãéžæäžãå³ïŒïŒïŒïŒšïŒïŒã¯ãè€éŠã¡ããç»åïŒïŒïŒïœãéžæäžã瀺ãã When the player operates the directional key 75 during the selection performance 971, each icon image is scrolled, and the selected icon image is displayed large in the center of the screen. For example, FIG. 62 (H1) shows that the Fujimaru-kun image 971a is selected, and FIG. 62 (H2) shows that the Fujika-chan image 971b is selected.
ãããŠãéæè ã奜ã¿ã®ã¢ã€ã³ã³ç»åãéžæããŠæ±ºå®æäœããå ŽåïŒããšãã°ãæŒåºãã¿ã³ïŒïŒãæŒäžããå ŽåïŒãŸãã¯ãã¿ã³æäœæå¹æéãçµéããå Žåãæ±ºå®ãããã¢ã€ã³ã³ç»åã匷調衚瀺ããããæ±ºå®æŒåºïŒïŒïŒããçŸåºããïŒå³ïŒïŒïŒïŒšïŒïŒïŒããã®ã¢ã€ã³ã³ç»åã«å¯Ÿå¿ããæŒåºã¹ããŒãžãããã£ã³ã¹æŒåºçµäºåŸã«ç§»è¡ãããæŒåºã¹ããŒãžãšããŠæ±ºå®ããããããã§ã¯ãå³ç€ºã§ã¯ãè€éŠã¡ããç»åïŒïŒïŒïœã«æ±ºå®ãããäŸã瀺ããŠããã Then, when the player selects a preferred icon image and performs a confirmation operation (for example, by pressing the effect button 13), or when the button operation valid period has elapsed, a "confirmation effect 973" appears in which the confirmed icon image is highlighted (Figure 62 (H2)), and the effect stage corresponding to that icon image is determined as the effect stage to which the player will be transferred after the chance effect ends. Here, the figure shows an example in which Fujika-chan image 971b has been confirmed.
ãããŠãæ±ºå®æŒåºïŒïŒïŒãçµäºããããšãå€åäžã®è£ é£Ÿå³æããç¹æ®æçåœéžã«å¯Ÿå¿ããå³æè¡šç€ºæ æ§ã§åæ¢è¡šç€ºïŒç¢ºå®è¡šç€ºïŒãããïŒå³ç€ºã®è£ é£Ÿå³æïŒïŒïŒïœïŒãããã«ãããä»åã®ãã£ã³ã¹æŒåºãçµäºããããããã§ã¯ãç¹æ®æçã«åœéžããå Žåã®ãã£ã³ã¹æŒåºçµäºåŸã§ããã®ã§ãç§»è¡å ã®ãéæç¶æ ïŒéæã¢ãŒãïŒãæŒåºã¢ãŒããããã³æŒåºã¹ããŒãžãã¯ããããããæçïŒé£èã¢ãŒãïŒãæçæŒåºã¢ãŒããè€éŠã¡ããã¹ããŒãžïŒæŒåºã¹ããŒãžéžææŒåºïŒïŒïŒã§æ±ºå®ãããæŒåºã¹ããŒãžïŒãã«ç§»è¡ãããã以åŸãæŒåºã¹ããŒãžã«å¿ããæŒåºïŒèæ¯æŒåºãè£ é£Ÿå³æãä¿çã¢ã€ã³ã³ãçºå°èªå°å ±ç¥æŒåºïŒå³æã¡æç€ºæŒåºïŒãå€åäžæŒåºãå èªã¿äºåãªã©ïŒãçŸåºãããããªããç¹å®ç¶æ ç§»è¡åæŒåºäžã¯ãå€åäžã®è£ é£Ÿå³æãé衚瀺ãšããŠããããæ¢ã«ç¥çŠæŒåºïŒïŒïŒã«ãŠä»åã®ã²ãŒã çµæã倿ããŠãããããç¹æ®æçåœéžå¯Ÿå¿ã®è£ é£Ÿå³æãä»®åæ¢è¡šç€ºïŒæºãå€åïŒãããŠããŠãããã Then, when the decision effect 973 ends, the decorative pattern that is changing is displayed as stopped (confirmed) in a pattern display mode corresponding to the special time-saving C win (decorative pattern 801g in the figure). This ends the current chance effect. Here, since this is the end of the chance effect when the special time-saving C is won, the transition destination "game state (game mode), presentation mode, and presentation stage" are respectively transitioned to "time-saving C (consecutive mode C), time-saving presentation mode, and Fujika-chan stage (presentation stage determined in the presentation stage selection effect 970)". After that, presentations according to the presentation stage (background presentation, decorative pattern, hold icon, launch induction notification presentation (right hit instruction presentation), during-change presentation, pre-reading notice, etc.) are displayed. Note that during the presentation before the transition to the specific state, the decorative pattern that is changing is not displayed, but since the game result of this time has already been determined in the congratulatory presentation 711, the decorative pattern corresponding to the special time-saving C win may be displayed as temporarily stopped (shaking and changing).
ãŸãããã£ã³ã¹æŒåºãçµäºããŠãæçç¶æ ïŒæçæŒåºã¢ãŒãïŒã«ç§»è¡ããããšãå³æã¡æå©ãªéæç¶æ ã§ããããšãå ±ç¥ãã¹ããå³ïŒïŒïŒïŒžïŒïŒã«ç€ºãããã«ãã峿ã¡ãã®ã¡ãã»ãŒãžä»ãã®å³æã¡æç€ºç»åïŒå³æã¡æç€ºæŒåºïŒïŒïŒïŒããç»é¢äžå€®éšã«å€§ãã衚瀺ãããããã ããå³ïŒïŒïŒïŒžïŒïŒã¯ãè£ é£Ÿå³æãåæ¢è¡šç€ºäžã®ç¶æ ïŒãã£ã³ã¹æŒåºçµäºæã®äœåä¿ççãïŒã§ãã£ãç¶æ ïŒã瀺ããŠããããªããå³æã¡æç€ºæŒåºïŒïŒïŒã¯ã倧ãµã€ãºãæ ã«é·æé衚瀺ãããŠããããã§ã¯ãªããæå®ã®çµäºæ¡ä»¶ãæºãããšé衚瀺ãšãªãããã®æ¿ããã«ãå°ãµã€ãºã®å³æã¡æç€ºæŒåºïŒïŒïŒããä»ã®æŒåºè¡šç€ºãéªéããªãäœçœ®ã«è¡šç€ºãããããã«ãªã£ãŠããïŒå³ïŒïŒïŒïŒžïŒïŒïŒã倧ãµã€ãºã®å³æã¡æç€ºæŒåºïŒïŒïŒã®çµäºæ¡ä»¶ã¯ãããšãã°ãæå®æéã®çµéïŒããšãã°ãïŒïŒç§ïŒãæå®ã²ãŒã æ°ãå®è¡ïŒããšãã°ãïŒã²ãŒã ãŸã§ïŒãç¹å®ã®äºåæŒåºïŒããšãã°ããªãŒãæŒåºïŒã®å®è¡ããªã©ãæ¡çšããããšãã§ããã When the chance performance ends and the game moves to the time-saving state (time-saving performance mode), a right-hit instruction image (right-hit instruction performance 991) with a message "right hit" is displayed large in the center of the screen as shown in FIG. 62 (X1) to inform the player that the game is in a state favorable to right-hitting. However, FIG. 62 (X1) shows the state in which the decorative pattern is stopped (the number of balls in operation reserve at the end of the chance performance was 0). Note that the right-hit instruction performance 991 is not displayed for a long period of time because of its large size, but becomes invisible when a certain end condition is met, and instead, a small-sized right-hit instruction performance 992 is displayed in a position that does not interfere with the display of other performances (FIG. 62 (X2)). The end condition of the large-sized right-hit instruction performance 991 can be, for example, the passage of a certain time (e.g., 30 seconds), the execution of a certain number of games (e.g., up to 4 games), the execution of a specific advance notice performance (e.g., reach performance), etc.
ãªããæ¬å®æœåœ¢æ ã«ä¿ãç¹å®ç¶æ ç§»è¡åæŒåºã«ã¯ãç¹å®æ å ±å ±ç¥æŒåºïŒå³ïŒïŒïŒïŒ§ïŒïŒãšãç§»è¡å é¢é£æ å ±å ±ç¥æŒåºïŒå³ïŒïŒïŒïŒšïŒïŒãšãå«ãŸãããã®ãšããŠèª¬æããããç¹å®ç¶æ ç§»è¡åæŒåºã¯ãç¹å®æ å ±å ±ç¥æŒåºããã³ïŒãŸãã¯ç§»è¡å é¢é£æ å ±å ±ç¥æŒåºãšããããšãã§ããïŒä»ã®å®æœåœ¢æ ïŒå€åœ¢äŸãå«ãïŒã«ã€ããŠãåæ§ïŒããŸããç¹å®æ å ±å ±ç¥æŒåºãç§»è¡å é¢é£æ å ±å ±ç¥æŒåºã«éãããå¥éãïŒãŸãã¯è€æ°ã®æŒåºãå«ãã§ãããã Note that, although the specific state pre-transition performance in this embodiment has been described as including a specific information notification performance (FIG. 62 (G)) and a destination related information notification performance (FIG. 62 (H)), the specific state pre-transition performance can be a specific information notification performance and/or a destination related information notification performance (the same applies to other embodiments (including modified examples)). Furthermore, it may not be limited to a specific information notification performance or a destination related information notification performance, but may also include one or more additional performances.
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(Regarding the relationship between the performance before a specific state transition and the performance during a win)
Incidentally, the effect before transition to a specific state in the chance effect has a characteristic effect system as described below.
æ¢ã«èª¬æããããã«ããã£ã³ã¹æŒåºã«ãããç¹å®ç¶æ ç§»è¡åæŒåºã§ã¯ãäŒæ¥ããŽè¡šç€ºããç§»è¡å é¢é£æ å ±å ±ç¥æŒåºïŒãã£ã³ã¹æŒåºåŸã«ç§»è¡ãããå¶åŸ¡ç¶æ é¢é£æ å ±ãå ±ç¥ïŒãçŸåºããããã£ã³ã¹æŒåºã«ããããšã³ãã£ã³ã°æŒåºçãªåœ¹å²ãæããããŸãæ¢ã«èª¬æããããã«ã倧åœãïŒïŒ¶åœããå«ãïŒã«ãããåœãäžæŒåºã¯ããªãŒããã³ã°æŒåºãã©ãŠã³ãäžæŒåºãã©ãŠã³ãéæŒåºããšã³ãã£ã³ã°æŒåºçãå«ãã§æ§æãããç¹ã«ããšã³ãã£ã³ã°æŒåºã§ã¯ããã£ã³ã¹æŒåºãšåæ§ã«ãäŒæ¥ããŽè¡šç€ºãç§»è¡å é¢é£æ å ±å ±ç¥æŒåºïŒåœãéæåŸã«ç§»è¡ãããå¶åŸ¡ç¶æ é¢é£æ å ±ãå ±ç¥ïŒãçŸåºãããã As already explained, in the pre-specific state transition performance in the chance performance, the company logo is displayed and the transition destination related information notification performance (notifying the control state related information to be transitioned to after the chance performance) appears, playing a role similar to the ending performance in the chance performance. Also, as already explained, the hit performance in the jackpot (including V hit) is composed of the opening performance, the round performance, the inter-round INT performance, the ending performance, etc., and in particular, in the ending performance, like the chance performance, the company logo is displayed and the transition destination related information notification performance (notifying the control state related information to be transitioned to after the hit play) appears.
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Therefore, chance effects and winning effects have the following in common:
First, it notifies specific information and/or migration destination related information;
Second, specific information and/or transition destination related information appears before the transition of the game state;
Thirdly, the performance before transition to a specific state plays a role similar to the ending performance during a winning performance.
ããã§æ¬å®æœåœ¢æ ã§ã¯ãäžèšå ±éç¹ã«çç®ãããã£ã³ã¹æŒåºãšåœãäžæŒåºãšã®å°ãªããšãäžéšã®æŒåºãå ±éåããŠãããå ·äœçã«ã¯ããã£ã³ã¹æŒåºã«ãããç¹å®ç¶æ ç§»è¡åæŒåºãšãåœãäžæŒåºã«ããããšã³ãã£ã³ã°æŒåºãšã®å°ãªããšãäžéšãå ±éã®æŒåºãšããŠãããæ¯æ§ãªæŒåºã®å ±éåã«ãããå¶åŸ¡è² æ ã軜æžã§ãããšãšãã«ããç¹æ®æçããšã倧åœãïŒïŒ¶åœããå«ãïŒããšããæ§æ Œãé¡èã«ç°ãªãåœéžçš®å¥ã«ãããŠãç§»è¡å ã®éæç¶æ æ å ±ãé©åãªã¿ã€ãã³ã°ã§éæè ã«å ±ç¥ããããšãå¯èœã«ãªãã In this embodiment, therefore, by focusing on the above commonalities, at least some of the effects between the chance effects and the winning effects are made common. Specifically, at least some of the effects before the transition to a specific state in the chance effects and the ending effects in the winning effects are made common. By making the effects common in this way, it is possible to reduce the control burden, and in the case of the winning types "special time-saving" and "jackpot (including V-hit)," which have significantly different characteristics, it becomes possible to notify the player of the game state information of the transition destination at the appropriate time.
以äžããã£ã³ã¹æŒåºã«ãããç¹å®ç¶æ ç§»è¡åæŒåºãšãåœãäžæŒåºã®ãšã³ãã£ã³ã°æŒåºïŒä»¥äžãåœãäžãšã³ãã£ã³ã°æŒåºããšç¥ãïŒãšã®éã§ãå ±éåããæŒåºããå ±éåãšã³ãã£ã³ã°æŒåºããšç§°ãããããšãã°ããã£ã³ã¹æŒåºã®äŒæ¥ããŽè¡šç€ºïŒïŒïŒãšæŒåºã¹ããŒãžéžææŒåºïŒïŒïŒã®ãã¡ãäŒæ¥ããŽè¡šç€ºïŒïŒïŒã®ã¿ããåœãäžãšã³ãã£ã³ã°æŒåºã«ãããŠãçŸåºãããå Žåããã®äŒæ¥ããŽïŒïŒïŒãå ±éåãšã³ãã£ã³ã°æŒåºã«è©²åœããæŒåºã¹ããŒãžéžææŒåºïŒïŒïŒã¯å ±éåãšã³ãã£ã³ã°æŒåºã«è©²åœããªãïŒéå ±éåãšã³ãã£ã³ã°æŒåºïŒã Hereinafter, a common effect between the effect before transition to a specific state in a chance effect and the ending effect of a winning effect (hereinafter abbreviated as "winning ending effect") will be referred to as a "common ending effect." For example, if only the company logo display 931 of the chance effect's company logo display 931 and the effect stage selection effect 970 appears in the winning ending effect, the company logo 931 corresponds to a common ending effect, and the effect stage selection effect 970 does not correspond to a common ending effect (non-common ending effect).
ãªããå ±éåãšã³ãã£ã³ã°æŒåºã«ã€ããŠã¯ãå¿ ãããå ±éïŒåäžïŒã®æŒåºæ æ§ã§ãªããŠãããããã®æŒåºãçºæ®ãããæ©èœïŒç¹å®æ å ±ãç§»è¡å é¢é£æ å ±ãå ±ç¥ããããšãã£ãæ©èœïŒãåãã§ããã°ãç°ãªãæŒåºæ æ§ããå ±éåãšã³ãã£ã³ã°æŒåºãã®æŠå¿µã«å«ãŸãããããšãã°ãåœãäžãšã³ãã£ã³ã°æŒåºã«ãããäŒæ¥ããŽã®æåè²ãšãç¹å®ç¶æ ç§»è¡åæŒåºã«ãããäŒæ¥ããŽè¡šç€ºïŒïŒïŒã®æåè²ãšãç°ãªãå Žåããæ¬çºæã®ãå ±éåãšã³ãã£ã³ã°æŒåºãã®æŠå¿µã«å«ãŸããããã ããå ±éåãšãã芳ç¹ããã¯ãç¥åäžã®æŒåºæ æ§ã§ããããšã奜ãŸãããããšãã°ãæåè²ãç°ãªãã衚瀺ãµã€ãºãå€å°ç°ãªããèæ¯è¡šç€ºã®ã¿ãç°ãªããªã©ã§ããã The common ending performance does not necessarily have to be a common (identical) performance style, and as long as the function that the performance can perform (such as notifying specific information or transition-related information) is the same, different performance styles are also included in the concept of "common ending performance". For example, if the text color of the company logo in the winning ending performance is different from the text color of the company logo display 931 in the performance before transition to a specific state, this is also included in the concept of "common ending performance" of the present invention. However, from the perspective of commonality, it is preferable that the performance style is approximately the same. For example, the text color may be different, the display size may be slightly different, or only the background display may be different.
æ¬å®æœåœ¢æ ã§ã¯ãå³ïŒïŒïŒïŒ«ïŒã«ç€ºãããã«ãäŒæ¥ããŽè¡šç€ºïŒïŒïŒãšæŒåºã¹ããŒãžéžææŒåºïŒïŒïŒãå ±éåãšã³ãã£ã³ã°æŒåºãšããŠæ©èœãããŠããã In this embodiment, as shown in FIG. 62 (K), the company logo display 931 and the performance stage selection performance 970 function as a common ending performance.
ãªããæ¬å®æœåœ¢æ ã®æŒåºã¹ããŒãžéžææŒåºïŒç§»è¡å é¢é£æ å ±å ±ç¥æŒåºïŒã¯ãç¹æ®æçã«åœéžããå Žåã«çŸåºãããããããã®æŒåºå 容ã¯ãæçïŒç§»è¡å ã®éæç¶æ ïŒã«é¢é£ããæ å ±ãšãªããããããæ¬å®æœåœ¢æ ã®å€§åœããŸãã¯ïŒ¶åœãïŒå°åœãïŒã«ã¯ãæç移è¡å¥æ©ãšãªãåœãã¯èšããããŠããªãããïŒå³ïŒïŒ¡ããã³å³ïŒïŒ¢åç §ïŒããã®ãšã³ãã£ã³ã°æŒåºã§ã¯ãæçã«é¢é£ããæ å ±ãå ±ç¥ãããã®ã§ã¯ãªããæ£ç¢ºã«ã¯ãæçãŸãã¯æçã«é¢é£ããæ å ±ãå ±ç¥ãããããšã«ãªãããããæ¬å®æœåœ¢æ ã§ã¯ãæçïŒ¡ïœæçã®ããããã«å¯Ÿå¿ããæçæŒåºã¢ãŒãïŒæŒåºã¹ããŒãžãå«ãïŒã¯èšããŠããããå ±éã®æçæŒåºã¢ãŒãã«ç§»è¡ãããã®ã§ãç¹ã«åé¡ã¯çããªãã The stage selection effect (transition destination related information notification effect) of this embodiment appears when the special time-saving C is won, so the content of the effect is information related to time-saving C (transition destination game state). However, in this embodiment, there is no hit that triggers the transition to time-saving C in the big hit or V hit (small hit) (see Figures 4A and 4B), so the ending effect does not notify information related to time-saving C, but more accurately, information related to time-saving A or time-saving B. However, in this embodiment, there is no time-saving effect mode (including the effect stage) corresponding to each of time-saving A to time-saving C, and the transition is made to a common time-saving effect mode, so no particular problem occurs.
ä»®ã«ãæçïŒ¡ïœæçã®ããããã«å¯Ÿå¿ããæŒåºã¢ãŒããèšããããŠããå Žåã§ãã£ãŠããæŒåºã¹ããŒãžã«ã€ããŠã¯å ±éã®ãã®ãšããã°ããããŸããæçãæçããæçãšç°ãªãæŒåºã¹ããŒãžãçšæãããŠããå Žåã§ãã£ãŠããæŒåºã¹ããŒãžéžææŒåºïŒïŒïŒã«ãããŠãéžæè¢ãšããŠæ©èœããã¢ã€ã³ã³ç»åïŒïŒïŒïœãïŒïŒïŒïœãïŒïŒïŒïœããæçãŸãã¯æçã«ä¿ãæŒåºã¹ããŒãžå¯Ÿå¿ã®ã¢ã€ã³ã³ç»åã«çœ®ãæããã ãã§ããïŒããšãã°ãã¢ã€ã³ã³ç»åã ããç°ãªããŸãã¯éžæè¢ã®çš®é¡ãç°ãªããªã©ïŒãç§»è¡å é¢é£æ å ±ãå ±ç¥ãããšãã£ãç¹ïŒç§»è¡å ã®æŒåºã¹ããŒãžãäºåã«éžæãããç¹ïŒã§ã¯å ±éã§ããããªããæç移è¡å¥æ©ãšãªãåœããšãåœè©²åœããšç¹æ®æçãšã®éã§ãå ±éåãšã³ãã£ã³ã°æŒåºãçŸåºãããããšãããã奜ãŸãããšãããããããã«ããŠãããç¹æ®æçããšã倧åœãããšããæ§æ Œãé¡èã«ç°ãªãåœéžçš®å¥åå£«ã§æŒåºã®å ±éåãå³ãããšãå¯èœã§ããããã®ç¹ã«ãåŸæ¥ã«ã¯ç¡ãæ¬æ°æ§ãããã Even if there are presentation modes corresponding to each of the time-saving A to time-saving C, the presentation stages may be common. Even if the presentation stages for time-saving A and time-saving B are different from those for time-saving C, the icon images 971a, 971b, and 971c that function as options in the presentation stage selection presentation 970 may be replaced with icon images corresponding to the presentation stages related to time-saving A or time-saving B (for example, only the icon images are different or the types of options are different), and the point of notifying the transition destination related information (the point of having the transition destination presentation stage selected in advance) is common. It is more preferable to present a common ending presentation between the hit that triggers the transition to time-saving C and between the hit and the special time-saving C. In any case, it is possible to commonize the presentation between the winning types that are significantly different in nature, such as "special time-saving" and "big win", and this point is innovative.
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(Common ending effect under certain conditions)
The common ending effect may be displayed during the winning game for all winnings (big winnings and/or small winnings (V winnings due to small winnings)), or may be displayed during the winning game for at least one specific winning. When a stage selection effect as shown in FIG. 62 (H) is adopted as the destination related information notification effect, the stage related to the destination game state may be fixed depending on the winning type. For example, there may be multiple stages but the player cannot select one, or there may be only one type of stage. In such a case, there is no point in displaying the stage selection effect, so between the winning effect and the chance effect, the specific information notification effect (company logo 931) may be the common ending effect, or the common ending effect itself may not exist.
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In addition, in order to prevent the presentation from becoming monotonous, if the winning is in a specific control state, a common ending presentation (a presentation before transition to a specific state) may be displayed.
(1) If the game state at the time of winning is a specific game state,
(2) If it is the first time,
(3) When consecutive wins occur,
(4) If you win during the morning period,
(5) When the re-transition normal state described later is won, and (6) When the game state after the game state with the electric support state is ended (game state without electric support) is won, at least one of the following control states can be adopted. The same applies to the case where the special time-saving is won (however, limited to the special time-saving activation permission state). The reason for the distinction between "first hit" and "consecutive wins" is that in this embodiment, the game related to the
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(Variations of chance production and chance teasing)
Next, modified examples of chance presentations and chance promptings will be described.
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The chance effects can be configured as follows (Chi1) to (Chi4).
ãªãããã£ã³ã¹æŒåºã¯ãç¹æ®æçã«åœéžããå Žåã«çŸåºãããæŒåºãšããŠèª¬æããããç¹æ®æçåœéžèš±å®¹ç¶æ äžã«çœ®ãããã®ã¯ãæ¬å®æœåœ¢æ ã®å Žåã¯éåžžç¶æ ã§ããããã®éåžžç¶æ ã«ã¯ãã¢ãŒãã³ã°ç¶æ ã®ä»ãä»ã®éæç¶æ ããç§»è¡ãããéåžžç¶æ ïŒä»¥äžãä»ã®éæç¶æ ããç§»è¡ãããéåžžç¶æ ããåç§»è¡éåžžç¶æ ããšãç§°ããïŒãããããŸããæ¬å®æœåœ¢æ ã«ä¿ãåç§»è¡éåžžç¶æ ã«ã¯ãæçç¶æ ïŒé£èã¢ãŒãïŒãçµããŠéåžžç¶æ ã«ç§»è¡ããã±ãŒã¹ïŒæçæãéåžžïŒãšã埮æçç¶æ ïŒå°çã¢ãŒãïŒãçµããŠéåžžç¶æ ã«ç§»è¡ããã±ãŒã¹ïŒåŸ®æçæãéåžžïŒãšã倧åœãïŒïŒ¶åœããå«ãïŒã«ããç§»è¡ãããã±ãŒã¹ïŒå€§åœãåŸéåžžïŒãå€©äºæçãçµããŠéåžžç¶æ ã«ç§»è¡ããã±ãŒã¹ïŒå€©äºæçæãéåžžïŒãªã©ãããããäžèšã®å€åœ¢äŸïŒäžèšïŒãïŒïŒïœïŒãïŒïŒã®ãã£ã³ã¹æŒåºã®å€åœ¢äŸãïŒãïŒïŒïœïŒãïŒïŒã®ãã£ã³ã¹ç œãæŒåºã®å€åœ¢äŸïŒã§ã¯ãåç§»è¡éåžžç¶æ ãšããŠããæçæãéåžžããã埮æçæãéåžžããã倧åœãåŸéåžžããããã³ãå€©äºæçæãéåžžãã®ãã¡ãå°ãªããšãïŒã€ãæ¡çšå¯èœã§ããã The chance effect has been described as an effect that appears when the special time-saving effect is won, but in this embodiment, the state in which the special time-saving effect is allowed to be won is the normal state. This normal state includes the morning state, as well as normal states transitioned to from other game states (hereinafter, the normal state transitioned to from other game states is also referred to as the "re-transition normal state"). In addition, the re-transition normal state according to this embodiment includes a case where the time-saving state (consecutive mode) ends and the state transitions to the normal state (normal with no time-saving), a case where the slight time-saving state (hell mode) ends and the state transitions to the normal state (normal with no slight time-saving), a case where the state transitions due to a jackpot (including a V-hit) (normal after a jackpot), and a case where the ceiling time-saving state ends and the state transitions to the normal state (normal with no ceiling time-saving). In the following modified examples (modified chance effects (Chi1) to (Chi4) below, and modified chance-inducing effects (Chi5) to (Chi7) below), at least one of "normal with no time-saving", "normal with no slight time-saving", "normal after a jackpot", and "normal with no ceiling time-saving" can be used as the re-transition normal state.
ïŒãïŒïŒã¢ãŒãã³ã°ç¶æ ã«ããããã£ã³ã¹æŒåºãšãåç§»è¡éåžžç¶æ ã«ããããã£ã³ã¹æŒåºãç°ãªãæŒåºïŒæŒåºå 容ïŒãšãããç°ãªãæŒåºãšããŠã¯ãããšãã°ãåºçŸãã£ã©ã¯ã¿ãç°ãªããã¿ã€ãã«ãã¡ãã»ãŒãžè¡šç€ºãç°ãªãããã¿ã³æäœæŒåºãç°ãªãïŒããšãã°ãå³ïŒïŒïŒïŒ¢ïŒïœïŒïŒ¥ïŒã®æŒåºå 容ãç°ãªãïŒããã¿ã³æäœæŒåºãå®è¡ããªãïŒééæè åå åæŒåºã«ãããæçç§»è¡ïŒæçéç§»è¡ãå ±ç¥ããïŒãªã©ãçš®ã ã®æ æ§ãæããããããªããç¹å®ç¶æ ç§»è¡åæŒåºã¯ãå ±éåãšã³ãã£ã³ã°æŒåºãšããŠæ©èœãããç¹ã«éã¿ãå°ãªããšãç¹å®ç¶æ ç§»è¡åæŒåºïŒå³ïŒïŒïŒïŒ«ïŒïŒã«ã€ããŠã¯ãåç§»è¡éåžžç¶æ ãšã¢ãŒãã³ã°ç¶æ ãšã§å ±éã®æŒåºãšããããšã奜ãŸããããªããã¢ãŒãã³ã°ç¶æ ãæçæãåŸéåžžã埮æçæãåŸéåžžãããã³å€§åœãåŸéåžžã®ãã¡ãå°ãªããšãïŒã€ãç°ãªããã£ã³ã¹æŒåºãšããŠãããã (Chi 1) The chance effect in the morning state and the chance effect in the re-transition normal state are different effects (effect contents). Examples of different effects include different characters that appear, different titles or message displays, different button operation effects (for example, different effect contents in Fig. 61 (B) to (E)), not executing a button operation effect (notifying the transition to time-saving/not transitioning to time-saving by a non-player participation type effect), and so on. In addition, considering that the effect before transition to a specific state functions as a common ending effect, it is preferable that at least the effect before transition to a specific state (Fig. 62 (K)) is a common effect between the re-transition normal state and the morning state. In addition, at least one of the morning state, normal after time-saving, normal after slight time-saving, and normal after a jackpot may be a different chance effect.
ïŒãïŒïŒåç§»è¡éåžžç¶æ ã§ç¹å®ã®ç¹æ®æçã«åœéžããå Žåã«éãããã£ã³ã¹æŒåºãçŸåºãããããã ãããã£ã³ã¹æŒåºã®æ¬è³ªã¯ãæçç§»è¡ãåŠããå ±ç¥ããããã®æŒåºãšããŠçšããããããšãããå°ãªããšãæçç§»è¡å¥æ©ãšãªãç¹æ®æçïŒç¹æ®æçïŒã«åœéžããå Žåã«ãã£ã³ã¹æŒåºãçŸåºãããããã«ããããããã£ãŠãããšãã°ã次ã®ïŒãïŒÎ±ïŒïœïŒãïŒÎ³ïŒã®ããã«æ§æããããšãã§ããã (Chi2) A chance effect is displayed only if a specific special time-saving effect is won during normal re-transition. However, since the essence of the chance effect is to be used as an effect to notify whether or not a time-saving transition has occurred, the chance effect is made to appear at least when a special time-saving effect (special time-saving C) that triggers a time-saving transition has been won. Therefore, for example, it can be configured as follows (Chi2α) to (Chi2γ).
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(Chi 2α) The chance effect is displayed only when the special time-saving C is won. In this case, the special time-saving C is confirmed when the chance effect is displayed, that is, when the chance effect develops from the provocative chance effect to the chance effect.
(Chi 2β) A chance performance is displayed when a special time-saving prize with a relatively high degree of advantage is won. For example, a chance performance is displayed when either the special time-saving prize A or the special time-saving prize C is won, and the chance performance is not displayed in the case of the special time-saving prize B with the lowest degree of advantage (for example, in the case of the special time-saving prize B, the chance performance is not developed and the chance teasing performance is limited).
(Chi2γ) In the above-mentioned (Chi2α) or (Chi2β), the chance effect may be displayed without going through the teasing chance effect.
In addition, when another special time-saving feature is won, the game state transition (micro-time-saving transition) may be notified by a variation effect other than the chance effect. For example, the game state transition (micro-time-saving transition (non-time-saving transition) or the type of special time-saving feature that has been won) may be notified by a chance-inducing effect, a reach effect, a state transition notification effect, an effect exclusive to the winning of another special time-saving feature, or the like.
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(Chi3) A chance effect is displayed only in the first game (first spin) of the morning state and/or normal re-transition state, and from the second game onwards, other in-flight effects are displayed to notify the player of whether or not the time-saving mode has been switched on. In addition, in a configuration in which a chance effect is displayed only in the first game as in this example, if the above-mentioned "special time-saving super high probability lottery format" and/or the above-mentioned "
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(About the chance presentation when you win a prize)
(H4) In this embodiment, an example has been described in which the chance effect is not displayed when the winning combination is lost, but the chance effect can be configured to be displayed when the winning combination is lost. The reason for this is as follows.
æ¬å®æœåœ¢æ ã§ã¯ãããã¯ã¢ãã埩垰æã«åŸ®æçç¶æ ã§åŸ©åž°ããå Žåãããã¯ã¢ãã埩垰æåŸã¯ç¹æ®æçã«åœéžããããšã¯ç¡ãããã£ã³ã¹æŒåºãçŸåºãããããšã¯ãªããå ·äœçã«ã¯ããã£ã³ã¹ç œãæŒåºã¯çŸåºãããããããã£ã³ã¹æŒåºãŸã§çºå±ããããšãç¡ããããããç¹æ®æçåœéžæä»¥å€ãäžåãã£ã³ã¹æŒåºãçŸåºãããªãæ§æãšããŠããŸããšãã¢ãŒãã³ã°ç¶æ ã§ããããããã¯ã¢ããåŸ©åž°ç¶æ ã§ãããã®å€å¥ã容æã«ãªã£ãŠããŸããéæã®é¢çœã¿æ¬ ããæäžã«ãããéææ©ã®çšŒåçã®äœäžãææ¥ããããããã£ãŠãæäžã®éæäžã®æåãšããŠãéæè ã«å¯ŸããŠã¢ãŒãã³ã°ç¶æ ã®æåŸ æãäžããããšãéèŠã§ããããã£ãŠãããºã¬æã«ãããŠãããã£ã³ã¹æŒåºãçŸåºãããããšã奜ãŸãããšããããããã§ã次ã®ããã«æ§æããããšãã§ããã In this embodiment, if the machine returns to the micro-time-saving state when the machine returns to the backup, the special time-saving effect will not be won after the backup is returned, and no chance effects will be displayed. Specifically, chance-teasing effects may be displayed, but they will not progress to chance effects. However, if the machine were configured so that no chance effects would be displayed except when the special time-saving effect was won, it would be easy to tell whether the machine was in the morning state or the backup return state, which would make the game less interesting and would lead to a decrease in the operating rate of the gaming machine first thing in the morning. Therefore, it is important to give the player a sense of expectation of the morning state as a game behavior first thing in the morning. Therefore, it is preferable to display chance effects even when the machine loses. Therefore, the following configuration can be used.
ããã¯ã¢ãã埩垰åŸïŒããã§ã¯ã埮æçç¶æ ã§ã®åŸ©åž°ïŒã®ïŒãŸãã¯è€æ°ã²ãŒã æ°ãŸã§ããã£ã³ã¹æŒåºãçŸåºå¯èœã«æ§æãããã®ãã£ã³ã¹æŒåºã®çµæãšããŠãå³ïŒïŒïŒïŒŠïŒïŒã«ç€ºããæ®å¿µæŒåºïŒïŒïŒããçŸåºãããéæçç§»è¡ïŒåŸ®æçç§»è¡ïŒå°çã¢ãŒãç§»è¡ïŒïŒãç䌌çã«å ±ç¥ãããæ®å¿µæŒåºïŒïŒïŒã«ããã埮æçç§»è¡ïŒå°çã¢ãŒãç§»è¡ïŒã§ããããšãå ±ç¥ãããšããŠãããã£ã³ã¹æŒåºåŸã«åŸ®æçç¶æ ã«ç§»è¡ããããšã«ã¯å€ããããªããããæŒåºçãªççŸãéåæã¯çããªããšèããããããã ãããã£ã³ã¹æŒåºãçŸåºãããåŸã¯ãæ¢ã«åŸ®æçç§»è¡ãå ±ç¥ããŠãããããå床ããã£ã³ã¹ç œãæŒåºããã³ãã£ã³ã¹æŒåºã¯çŸåºãããªãã The chance effect can be configured to appear for one or more games after returning to the backup (here, returning in the micro-time-saving state), and as a result of the chance effect, the "unfortunate effect 713" shown in FIG. 61 (F2) is displayed to artificially notify a transition to a non-time-saving state (a transition to a micro-time-saving state (a transition to hell mode)). Even if the unfortunate effect 713 is used to notify a transition to a micro-time-saving state (a transition to hell mode), it is considered that no inconsistency or discomfort in the presentation will arise, since the transition to the micro-time-saving state will still occur after the chance effect. However, since a transition to a micro-time-saving state has already been notified after the chance effect has appeared, the chance teasing effect and chance effect are not displayed again.
ãŸããç¹å®ã®ããºã¬åœéžæã«éãïŒããšãã°ãããºã¬ïŒ¢ãåœéžæãªã©ïŒããã£ã³ã¹ç œãããã³ïŒãŸãã¯ãã£ã³ã¹æŒåºãçŸåºãããŠããããããšãã°ãããºã¬ïŒ¡ã¯ãã£ã³ã¹ç œãæŒåºæ¢ãŸããŸãã¯ãã£ã³ã¹ç œãæŒåºèªäœçŸåºãããªãïŒåãªãããºã¬æŒåºã§çµäºãããïŒãããºã¬ïŒ¢ãã«åœéžããå Žåã¯ããã£ã³ã¹æŒåºã«çºå±ããããªã©ã§ããã Also, chance teasers and/or chance effects may be displayed only when a specific miss is won (for example, when miss B or C is won). For example, miss A may result in only a chance teaser effect or no chance teaser effect at all (ending with a simple miss effect), whereas when miss B or C is won, the effect may progress to a chance effect.
ãªããä»åã®ã²ãŒã ã§åŸ®æçåæ°ãçµäºããéåžžç¶æ ïŒå€©åœã¢ãŒãïŒã«ç§»è¡ãããå Žåããã£ã³ã¹æŒåºãçŸåºãããªãæ§æãšãããïŒããšãã°ãä»ã®æŒåºã«ããéåžžç¶æ ç§»è¡ãå ±ç¥ããïŒããã£ã³ã¹æŒåºã®æçµçµææŒåºïŒæ®å¿µæŒåºïŒïŒïŒïŒã§ãäŸå€çã«éåžžç¶æ ç§»è¡ãå ±ç¥å¯èœã«æ§æããŠãããããŸããä»åã®ã²ãŒã ã§å€©äºæ©èœãçºåããŠæçç¶æ ïŒå€©äºæçïŒã«ç§»è¡ãããå Žåãåæ§ã®æ§æãšããããšãã§ããã When the micro-time-saving number of times in this game ends and a transition to the normal state (heaven mode) occurs, the chance effect may not be displayed (for example, another effect may be used to notify the transition to the normal state), or the final result effect of the chance effect (unfortunate effect 713) may exceptionally notify the transition to the normal state. The same configuration may also be used when the ceiling function is activated in this game and a transition to the time-saving state (ceiling time-saving) occurs.
äžèšã§ã¯ãããã¯ã¢ãã埩垰åŸã®è€æ°ã²ãŒã æ°ãŸã§ãã£ã³ã¹æŒåºãçŸåºãããããšãã§ãããšèª¬æãããããã£ã³ã¹æŒåºã®çŸåºèš±å®¹æéãç¡éã«é·æéãšããŠããŸããšãããã£ãŠããã£ã³ã¹æŒåºã®æçŸ©ïŒç¹æ®æçåœéžæåŸ æãç œããæçç§»è¡æåŸ æãç œããªã©ïŒã没åŽãããŠããŸãæããããããã®ç¹ã¯ããã£ã³ã¹ç œãæŒåºã«ã€ããŠãåäºè±¡ã§ããã As explained above, chance effects can be displayed for up to several games after the backup is restored, but if the period during which chance effects are permitted to be displayed is unnecessarily long, there is a risk that the significance of the chance effects (creating hopes of winning a special time-saving feature, creating hopes of a time-saving transition, etc.) will be lost. This also applies to chance-triggering effects.
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The period during which the chance effect or chance teaser effect is allowed to appear can be various, such as one game only, a few games only, or ten games only after the backup is restored, but the most preferable period is one (number of games) that takes into account the probability of winning the special time-saving feature. In the case of this embodiment, the probability is approximately 1/10 (see
ãªããããºã¬æã«ããããã£ã³ã¹ç œãæŒåºã®çŸåºçããã³ïŒãŸãã¯ãã£ã³ã¹æŒåºã®çŸåºçïŒå®è¡ç¢ºçïŒã¯é©å®å®ããããšãã§ããïŒããšãã°ãç¹æ®æçã®åœéžç¢ºçãšåäžãŸãã¯ç¥åäžã®ç¢ºçã«å®ããããšãã§ããïŒããã£ã³ã¹ç œãæŒåºå 容ããã£ã³ã¹æŒåºã«çºå±ãããåŠãã®æåŸ æãç œãããšãã芳ç¹ããããã£ã³ã¹ç œãæŒåºã®çŸåºçã¯ããã£ã³ã¹æŒåºãããé«ç¢ºçãšããããšã奜ãŸããããªãããå°ãªããšãã¢ãŒãã³ã°ç¶æ äžã®ç¹æ®æçãŸãã¯åœãã«åœéžãããŸã§ã®æéïŒç¬¬ïŒæéïŒãããã³ïŒãŸãã¯ãããã¯ã¢ãã埩垰åŸã®çŸåºèš±å®¹æéïŒç¬¬ïŒæéïŒãäžã¯ãã¢ãŒãã³ã°ç¶æ ã®æåŸ æãç œãããã«ãæäžå°çšæŒåºïŒã¢ãŒãã³ã°æŒåºïŒãçŸåºãããããšãã§ããïŒæäžå°çšã®æŒåºã¢ãŒããèšããããšãã§ããïŒãããšãã°ãåœè©²æéïŒç¬¬ïŒæéãç¬¬ïŒæéïŒäžã¯ãèæ¯è¡šç€ºã«ããã£ã³ã¹äžïŒãããæäžãã£ã³ã¹äžïŒïŒããªã©è¡šç€ºãã垯ç»åïŒããšãã°ãå³ïŒïŒïŒïŒ¡ïŒã®ç»åïŒïŒïŒïŒãçŸåºãããããšãã§ããã The appearance rate of the chance prompting effect when a win is not won and/or the appearance rate (execution probability) of the chance effect can be set appropriately (for example, it can be set to the same or approximately the same probability as the winning probability of the special time-saving effect). From the viewpoint of raising the expectation of whether the chance prompting effect content will develop into a chance effect, it is preferable that the appearance rate of the chance prompting effect is higher than that of the chance effect. During the "period until at least the special time-saving effect or winning is won during the morning state (first period)" and/or the "period of appearance allowed after backup is restored (second period)", a special morning effect (morning effect) can be displayed to raise the expectation of the morning state (a special morning effect mode can be provided). For example, during the period (first period, second period), a band image (for example, image 976 in FIG. 64(A)) displaying "Chance in progress!" or "Morning chance in progress!!" can be displayed in the background display.
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(A variation of the chance stimulation performance (FIG. 63))
Next, modified examples of the chance prompting will be described. The chance prompting performance can be configured as follows (Chi5) to (Chi7).
ïŒãïŒïŒå°ãªããšãåç§»è¡éåžžç¶æ ã§ã¯ãããºã¬æã«ãããã¬ã»ã®ãã£ã³ã¹ç œãæŒåºïŒå³ïŒïŒïŒïŒ¡ïŒïŒïŒãçŸåºãããªãããªããåç§»è¡éåžžç¶æ ã¯ãïŒãŸãã¯è€æ°ã®ç¹å®ã®åç§»è¡éåžžç¶æ ã§ãã£ãŠããããããšãã°ãã埮æçæãåŸéåžžãã®å Žåã«ã¯ã¬ã»ã®ãã£ã³ã¹ç œãæŒåºãçŸåºãããããæçæãåŸéåžžãããã³ã倧åœãåŸéåžžãã®å Žåã«ã¯ã¬ã»ã®ãã£ã³ã¹ç œãæŒåºãçŸåºå¯èœã«æ§æããããªã©ã§ããã (Chi5) At least in the normal re-transition state, the false chance-boosting effect (Fig. 63 (A5)) in the event of a miss is not displayed. Note that the normal re-transition state may be one or more specific normal re-transition states. For example, the false chance-boosting effect may not be displayed in the case of "normal after exiting from the mini time-saving mode", but may be displayed in the cases of "normal after exiting from the time-saving mode" and "normal after a jackpot".
ïŒãïŒïŒå°ãªããšãã¢ãŒãã³ã°ç¶æ ã§ã¯ãããºã¬æã«ãããã¬ã»ã®ãã£ã³ã¹ç œãæŒåºãçŸåºãããªãã (Chi6) At least in the morning mode, the false chance hype will not be displayed when you lose.
ïŒãïŒïŒã¢ãŒãã³ã°ç¶æ ãšåç§»è¡éåžžç¶æ ïŒïŒãŸãã¯è€æ°ã®ç¹å®ã®åç§»è¡éåžžç¶æ ã§ãããïŒãšã§ãç°ãªããã£ã³ã¹ç œãæŒåºãçŸåºãããã (Chi7) Different chance-inducing effects are displayed between the morning state and the normal re-transition state (which may be one or more specific normal re-transition states).
ãªãæ¬çºæã¯ãäžèšïŒãïŒïŒïœïŒãïŒïŒã®æ§æã®ãã¡ãè€æ°çµåããæ§æãæ¡çšå¯èœã§ããã The present invention can employ a combination of multiple configurations from the above (H1) to (H7).
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(Other Modifications)
(Variation α: Example in which no chance effect is provided)
In this embodiment, the explanation is based on the premise that the time-saving transition/non-transition is notified by the developmental type of performance such as "chance teasing performance â chance performance", but the time-saving transition/non-transition may be notified by the chance teasing performance (Fig. 63) without providing the chance performance itself. In this case, the "true entry performance" shown in Fig. 63 (A4) may have a performance function similar to that of the "celebration performance 711" in Fig. 61 (F1), and the "fake entry performance" shown in Fig. 63 (A5) may have a performance function similar to that of the "disappointment performance 713" in Fig. 61 (F2). In other words, when the time-saving transition is notified, the "true entry performance (Fig. 63 (A4))" is made to appear, and the "pre-specific state transition performance" shown in Fig. 62 (K) is made to appear. On the other hand, when the time-saving non-transition is notified, the "fake entry performance Fig. 63 (A5)" is made to appear.
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(Modification β: Modification of the appearance of the performance before transition to a specific state)
In addition, in the case where the above-mentioned specific state pre-transition effect is to be displayed during the during-variation effect or during the winning effect related to the special time-saving winning variation, it can be configured as follows.
(Special α) If a win occurs during the morning state, the performance before transition to a specific state will be displayed, whereas if a win occurs during a game state after leaving a game state accompanied by an electric support state (such as a special state, a time-saving state, or a slight time-saving state (low-advantage electric support state)), the performance before transition to a specific state will not be displayed.
(Special β) If a win occurs during the morning state, the performance before transition to a specific state will not be displayed, whereas if a win occurs during a game state after leaving a game state accompanied by an electric support state (such as a special state, a time-saving state, or a slight time-saving state (low-advantage electric support state)), the performance before transition to a specific state will be displayed.
ãªãããã®ç¬¬ïŒå®æœåœ¢æ ã§èª¬æããå宿œäŸïŒå€åœ¢äŸãå«ãïŒã¯ãæ¬æçŽ°æžã«èšèŒãããäœãã®å®æœåœ¢æ ã«ãé©çšå¯èœã§ããã Note that each example (including modified examples) described in this sixth embodiment can be applied to any of the embodiments described in this specification.
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[Seventh embodiment]
(Regarding left-handed hit instructions)
Next, the appearance of the above-mentioned "left hit instruction effect" will be explained.
å·Šæã¡æç€ºæŒåºã¯ãæ¢ã«èª¬æããããã«ãå³æã¡æå©ç¶æ ããå·Šæã¡æå©ç¶æ ãžã®ç§»è¡æã«çŸåºããããããšãã°ãå³æã¡æå©ç¶æ ã§ããæçç¶æ ãŸãã¯åœãéæïŒåœãéæäžã¯ã倧åœããå°åœãããŸãã¯ïŒ¶åœãã«ããåœãéæãå«ãïŒãçµããŠãå·Šæã¡æå©ç¶æ ã§ããéåžžç¶æ ãŸãã¯åŸ®æçç¶æ ã«ç§»è¡ãããå Žåãå·Šæã¡æç€ºæŒåºãéå§ããããããããå·Šæã¡æç€ºæŒåºã¯ããã€ãŸã§ãçŸåºãããããã§ã¯ãªããæå®ã®çµäºæ¡ä»¶ïŒããšãã°ãæå®æéçµéïŒãæºãããå Žåã«çµäºããããããããå·Šæã¡æç€ºæŒåºãšå€åäžæŒåºïŒç¹ã«ããã£ã³ã¹æŒåºããªãŒãæŒåºãªã©ã®ããã«ãåœéžæåŸ æãé«ãŸãäºåæŒåºããæŒåºçµæãšããŠéæç¶æ ç§»è¡ã«é¢ããæ å ±ãå ±ç¥å¯èœãªäºåæŒåºïŒä»¥äžãç¹å®äºåããšç¥ãïŒãšããç¡éã«éè€çïŒåæçïŒã«çŸåºããããšãéæè ã«ãšã倧äºãªéææ å ±ïŒããšãã°ãã²ãŒã çµæã«é¢ããæ å ±ãªã©ïŒãèªèãé£ããªãæããããããããã£ãŠãå·Šæã¡æç€ºæŒåºãšç¹å®äºåãšã®é¢ä¿ã«ãããŠã¯ãå·Šæã¡æå©ç¶æ äžã§ããããšã«å ãããã®æŒåºå 容ãé©åã«å ±ç¥ããããšãéèŠã§ããã As already explained, the left-hit instruction effect is displayed when the state transitions from a right-hit favorable state to a left-hit favorable state. For example, when the time-saving state or winning game (including winning games due to a big win, small win, or V win during a winning game) in the right-hit favorable state is over and the state transitions to the normal state or the slight time-saving state in the left-hit favorable state, the left-hit instruction effect starts. However, the left-hit instruction effect does not appear forever, but ends when a predetermined end condition (for example, a predetermined time has passed) is met. However, if the left-hit instruction effect and the variable effect (especially the advance notice effect that increases the expectation of winning, such as the chance effect and the reach effect, or the advance notice effect that can notify information about the transition of the game state as a result of the effect: hereinafter abbreviated as "specific advance notice") are displayed in an unnecessary overlapping (simultaneous) manner, it may be difficult for the player to recognize important game information (for example, information about the game result, etc.). Therefore, in relation to the left-hitting instruction effect and the specific announcement, it is important that the effect content is properly notified in addition to the fact that the left-hitting is in an advantageous state.
æ¬å®æœåœ¢æ ã®å Žåãå·Šæã¡æç€ºæŒåºãšããŠãå³ïŒïŒïŒïŒ¡ïŒã«ç€ºããããªå·Šæã¡æç€ºæŒåºïŒïŒïŒãæå®æéãïŒç§ïŒïŒïŒïŒïŒŽïŒãçŸåºããããåé¡ãšãªãã®ã¯ãå·Šæã¡æå©ç¶æ ã®ç§»è¡æã«äœåä¿ççãååšãããã®äœåä¿ççã«ä¿ãã²ãŒã ãçŽã¡ã«éå§ãããäžèšç¹å®äºåãšãå·Šæã¡æç€ºæŒåºãšéè€çã«çŸåºãããã±ãŒã¹ã§ããã In this embodiment, the left hit instruction effect 995 shown in FIG. 64(A) is displayed for a predetermined time "T (seconds) (0<T)" as the left hit instruction effect. The problem occurs when an activated ball is present when the state transitions to a left hit advantage state, and the game related to the activated ball is immediately started, causing the above-mentioned specific notice and the left hit instruction effect to be displayed at the same time.
ãå³æã¡æå©ç¶æ ããå·Šæã¡æå©ç¶æ ã®ç§»è¡æãã«ã¯ãäžèšïŒä¿Î±ïŒïœïŒä¿ÎŽïŒã«ç€ºãäœåä¿ççã®ä¿çç¶æ ãçºçãããã以äžãæ¬å®æœåœ¢æ ã®çè§£ã容æãªãã®ãšãããããå·Šæã¡æå©ç¶æ ãšããŠãéåžžç¶æ ãã代衚äŸã«ãšã説æããããæ¬çºæã¯ãéåžžç¶æ ã®ä»ã埮æçç¶æ ãå«ããå·Šæã¡æå©ã«ä¿ãéæç¶æ ã®ãã¹ãŠã«é©çšå¯èœã§ããã When "transitioning from a right-hander advantageous state to a left-hander advantageous state," the reserved states of the activated reserved balls shown below in (Protection α) to (Protection ÎŽ) may occur. In the following, to make it easier to understand this embodiment, the "normal state" will be used as a representative example of a left-hander advantageous state, but the present invention is applicable to all game states related to left-hander advantages, including the normal state and the slight time-saving state.
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(Chance promotion effect, chance effect: FIG. 64 (S))
FIG. 64(S) is a timing chart used to explain the appearance of the left-hit instruction effect when the chance prompting effect (FIG. 63) or the chance effect (FIG. 62) occurs. Here, an example is shown in which a
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The effects shown in Figure 63 (S) are as follows.
(S1) "Chance teaser" = Chance teaser effect shown in FIG. 63 (S2) "Pre-result effect" of "Chance teaser" = "Fade-in effect" shown in (A1) to (A3) of FIG. 63
(S3) "Results" of "Chance Hype" = "True Chance Hype" or "Fake Chance Hype" as shown in FIG. 63 (A4) or (A5)
(S4) "Chance Presentation""ResultPre-Presentation" = Strategy Instruction Presentation 703 to Attack Presentation 707 shown in FIG. 61 (A) to (D)
(S5) âResult effectâ of âChance effectâ=Success or failure effect 709 (success effect, failure effect) to final result effect (congratulatory effect 711, disappointment effect 713) shown in FIG. 61 (E) to (F)
(S6) âED effect during chanceâ = effect before transition to a specific state shown in FIG. 62 (K) (ending effect during chance effect)
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(Cases of opportunity-inducing and opportunity-creating)
(Specific Example 1)
With reference to Fig. 64 (S), in the case where the chance prompting effect is taken into consideration, it is preferable to end the left hit instruction effect 995 before the result effect appears. In other words, the effect before the result of the chance prompting effect is the "instruction effect appropriate period", and thereafter it is the "instruction effect inappropriate period" (see the "â" marks from t1a to t2a and the "(x)" marks from t2a to t3a in the figure). Specifically, the appearance time T of the left hit instruction effect 995 that satisfies the following (Equation 10) is determined.
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"Appearance time T of left hit instruction effect 995 ⊠t2a" ... (Equation 10)
For example, if the time from the start of the chance prompting effect to the start of the result effect is 4 seconds (t1a to t2a = 4 seconds), the time T for the left hit instruction effect 995 to appear may be set to "T ⊠4 seconds". In the case of this specific example 1, even if the chance prompting effect develops into the chance effect, the left hit instruction effect 995 will not be displayed overlappingly during the chance effect. However, since the chance prompting effect itself can function as a prompting effect (the above-mentioned introductory effect) before the development into the chance effect, the performance result of the chance effect that appears at a later stage can be said to be more important information for the player. From this perspective, the time during the chance prompting effect may be set as the appropriate period for the instruction effect. For example, the relationship may be set to satisfy (Equation 11) of the following specific example 2 and (Equation 12) of the following specific example 3.
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(Specific Example 2)
"Appearance time T of left hit instruction performance 995 ⊠t3a" ... (Equation 11)
In this specific example 2, the appropriate instruction effect period is set to be during the chance provocation effect. For example, if the performance time of the chance provocation effect is 7 seconds (t1a to t3a = 7 seconds), the appearance time T of the left hit instruction effect 995 may be set to "T ⊠7 seconds."
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(Specific Example 3)
"Appearance time T of left hit instruction effect 995 ⊠"t4a" ... (Equation 12)
This specific example 3 considers a case where a chance prompting effect develops into a chance effect, and is an example in which the period before the appearance of the result effect of the chance effect (success/failure effect 709 to final result effect) is set as an appropriate instruction effect period, and the period thereafter is set as an inappropriate instruction effect period (see the "â" marks from t1a to t4a in the figure, and the "X" marks from t4a onwards). For example, if the time from the start of the chance prompting effect to the result effect of the chance effect is 12 seconds (t1a to t4a = 15 seconds), the appearance time T of the left hit instruction effect 995 may be set to "T ⊠12 seconds".
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(Specific Example 4)
As already explained, the result presentation of the chance presentation includes the first result presentation, "Success/Failure presentation 709 (Success presentation, Failure presentation)," and the subsequent second result presentation, "Final result presentation (Congratulations presentation 711, Disappointment presentation 713)." It is the final result presentation that notifies the player of the final presentation result (time-saving transition/no time-saving transition) of the chance presentation. Therefore, it can be said that this final presentation result is important information for the player. In this case, the period before the appearance of the final result presentation (second result presentation) of the chance presentation is defined as the appropriate instruction presentation period, and the period thereafter as the inappropriate instruction presentation period (see
"Appearance time T of left hit instruction effect 995 ⊠"t5a" ... (Equation 13)
以äžãå ·äœäŸïŒïœïŒãçºãããšããã£ã³ã¹ç œãæŒåºãããã£ã³ã¹æŒåºã«æ®µéçã«çºå±ããæçµçãªæŒåºçµæïŒä»åã®ã²ãŒã çµæïŒã¯ãæçµæ®µéã®ãã£ã³ã¹æŒåºã«å§ããããããšããçºå±åã®äºåæŒåºã®å Žåã¯ãå°ãªããšããã£ã³ã¹æŒåºã®æŒåºçµæã®çŸåºåã«ãå·Šæã¡æç€ºæŒåºãçµäºå¯èœãªçŸåºæéãå®ããããšã奜ãŸããïŒããšãã°ãå ·äœäŸïŒãŸãã¯å ·äœäŸïŒïŒããªãããã£ã³ã¹ç œãæŒåºèªäœãç¡ããããªãã£ã³ã¹æŒåºæ æ§ã®å Žåãåæ§ã§ããïŒãã£ã³ã¹æŒåºã®æŒåºçµæïŒç¬¬ïŒçµæããã³ïŒãŸãã¯ç¬¬ïŒçµæã®çŸåºåã«ãå·Šæã¡æç€ºæŒåºãçµäºãããïŒã To summarise specific examples 1 to 4, in the case of an evolving preview effect in which the chance teasing effect develops in stages to a chance effect, with the final performance result (the current game result) being left to the chance effect in the final stage, it is preferable to determine the appearance time T during which the left hit instruction effect can end at least before the appearance of the performance result of the chance effect (for example, specific example 3 or specific example 4). The same applies to chance performance modes in which there is no chance teasing effect (the left hit instruction effect is ended before the performance result of the chance effect (the first result and/or the second result) appears).
ãŸãããã£ã³ã¹ç œãæŒåºã®æŒåºçµæãéèŠèŠããã±ãŒã¹ïŒããšãã°ãåŸæ®µéã®ãã£ã³ã¹æŒåºã«çºå±ããã°ãç¹å®ã®åœéžçš®å¥ã®ä¿¡é ŒåºŠãé£èºçã«é«ãŸããããªæŒåºå 容ã®ã±ãŒã¹ïŒãå°ãªããšããã£ã³ã¹ç œãæŒåºã®æŒåºçµæïŒå³ïŒïŒïŒïŒ¡ïŒïŒãïŒïŒ¡ïŒïŒïŒã®çŸåºåã«ãå·Šæã¡æç€ºæŒåºãçµäºå¯èœãªçŸåºæéãå®ããããšã奜ãŸããïŒããšãã°ãå ·äœäŸïŒïŒããããã«ããŠããå·Šæã¡æç€ºæŒåºã«ã€ããŠã¯ãå°ãªããšãç¹å®äºåã«ä¿ãæŒåºçµæã®çŸåºåã«ãå·Šæã¡æç€ºæŒåºãçµäºãããããšã奜é©ã§ããã In addition, in cases where the result of the chance prompting effect is important (for example, a case where the effect content is such that if it progresses to a later chance effect, the reliability of a specific winning type will increase dramatically), it is preferable to determine the appearance time T during which the left hit instruction effect can end at least before the appearance of the chance prompting effect result (Figures 63 (A4) and (A5)) (for example, specific example 1). In any case, with regard to the left hit instruction effect, it is preferable to end the left hit instruction effect at least before the appearance of the effect result related to the specific notice.
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(Case of reach performance)
Next, a case in which reach effects are taken into consideration will be described with reference to Fig. 64(R). In the case of reach effects, the method of determining the appearance time T is the same as in the case of Fig. 64(S).
ãªãŒãæŒåºã¯ãæ¢ã«èª¬æããããã«ãããªãŒãåïŒãã³ãã€åããã³ãã€ç œãäžïŒããããªãŒãäžïŒãã³ãã€äžãåœåŠç œãäžïŒããããªãŒãåŸïŒçµææŒåºïŒæçµçã«ã²ãŒã çµæãå ±ç¥ããæéïŒããªã©ãå«ãæŒåºã·ããªãªãšãªã£ãŠãããããªãŒãåïŒãªãŒãç¶æ 圢æåã®ãã³ãã€ç œãïŒã¯ããã£ã³ã¹ç œãæŒåºã«çžåœããããªãŒãäžãã¯ããã£ã³ã¹æŒåºã«ãããçµæåæŒåºã«çžåœããããªãŒãåŸãã¯ãã£ã³ã¹æŒåºã®çµææŒåºïŒæçµçµææŒåºïŒã«çžåœããæŒåºåºéã§ããã As already explained, the reach performance is a performance scenario that includes "before reach (before ready-win, during ready-win teasing)", "during reach (during ready-win, during hit/miss teasing)", and "after reach (result performance; period during which the game result is finally announced)". "Before reach (tempty-win teasing before the reach state is formed)" corresponds to the chance teasing performance, "during reach" corresponds to the pre-result performance in the chance performance, and "after reach" is the performance section that corresponds to the result performance (final result performance) of the chance performance.
詳述ããã°ãããªãŒãåãã§ã¯ããªãŒãïŒãã³ãã€ïŒæç«ãåŠããç œããããªæŒåºïŒãã³ãã€ç œãïŒãçŸåºããããã®æŒåºçµæãšããŠããªãŒãæç«ïŒãªãŒãéæç«ãå ±ç¥ãããããªãŒããæç«ããã°ããã®åŸã®ãªãŒãæŒåºã·ããªãªïŒïœïŒïœä»¥éã®æŒåºã·ããªãªïŒãå±éãããŠããããªãŒããéæç«ã§ããã°ãåãªãéåžžå€åã§çµããããšã«ãªããæŒåºçµæã«å¿ããŠãåŸæ®µéã®æŒåºã«çºå±ããŠããç¹ã¯ããã£ã³ã¹ç œãæŒåºãšåãã§ããããã³ãã€æç«åŸã®ããªãŒãäžãã§ã¯ãããšãã°ãåœããžã®åœéžæåŸ æãç œãæŒåºãå±éããããåœéžæåŸ æãç œãç¹ã¯ããã£ã³ã¹æŒåºã®çµæåæŒåºïŒå³ïŒïŒïŒïŒ¡ïŒïœïŒïŒ€ïŒïŒãšåãã§ããããããŠãããªãŒãåŸãã§ã¯ããªãŒãæŒåºçµæãšããŠãä»åã®ã²ãŒã çµæã«é¢ããæ å ±ãåœéžæŒåºãŸãã¯éåœéžæŒåºã«ããå ±ç¥ãããããããŠãä»åã®ãªãŒãæŒåºãçµäºãããããã®ã²ãŒã çµææ å ±ãå ±ç¥ãããç¹ã¯ããã£ã³ã¹æŒåºã®çµææŒåºïŒæçµçµææŒåºïŒãšåãã§ããããªãããåœéžæŒåºããšã¯ãåœãåœéžãå ±ç¥ããæŒåºã§ãããç¥çŠæŒåºã«å±ããæŒåºã§ããããŸããéåœéžæŒåºããšã¯ãåœãéåœéžïŒããºã¬ïŒãå ±ç¥ããæŒåºã§ãããæ®å¿µæŒåºã«å±ããæŒåºã§ããã In more detail, before the reach, a presentation (tenpai teasing) is displayed to inspire whether or not a reach (tenpai) will be established, and as a result of this presentation, the reach is established/not established. If the reach is established, the subsequent reach presentation scenario (presentation scenario from t2b onwards) unfolds, and if the reach is not established, it ends with a simple normal fluctuation. The point that the presentation progresses to a later stage depending on the presentation result is the same as the chance teasing presentation. During the reach after the tenpai is established, for example, a presentation that stimulates the expectation of a win is developed. The point that the expectation of a win is stimulated is the same as the pre-result presentation of the chance presentation (FIGS. 61(A) to (D)). Then, after the reach, as a result of the reach presentation, information on the current game result is announced by a winning presentation or a non-winning presentation. Then, the reach presentation ends. The point that this game result information can be announced is the same as the result presentation of the chance presentation (final result presentation). A "winning effect" is an effect that notifies a winner and belongs to the category of congratulatory effects. A "non-winning effect" is an effect that notifies a winner and belongs to the category of disappointment effects.
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(Specific Example 5)
"Appearance time T of left hit instruction effect 995 ⊠t2b" ... (Equation 14)
This specific example 5 is an example in which the period up until the result of the tenpai teasing, that is, before the result of whether or not a reach will be established, is determined as an appropriate period for the instruction performance, and thereafter, the period in which the instruction performance is inappropriate (see the ``â'' marks from t1b to t2b in the figure, and the ``(X)'' marks from t2b onwards).
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(Specific Example 6)
"Appearance time T of left hit instruction effect 995 ⊠t3b" ... (Equation 15)
This specific example 6 is an example in which the period before the appearance of the reach performance result is defined as an appropriate period for instruction performance, and the period thereafter is defined as an inappropriate period for instruction performance (see the "â" marks from t1b to t3b in the figure, and the "X" marks from t3b onwards).
ãã ãããªãŒãæŒåºã«ã€ããŠã¯ãå€åæéãçžå¯Ÿçã«çããªãŒãã奜ãŸããã¯æçå€åæéãå®ããïŒïŒ®ãªãŒãïŒãæ¡çšããããšã奜ãŸããããªãŒãç³»ã¯ãå€åæéãæ¯èŒçé·æéã§ããããªãŒãç³»ïŒç¹ã«ãããªãŒãïŒïŒ³ïŒ°ïŒ³ïŒ°ãªãŒããïŒããå·Šæã¡æç€ºæŒåºã®çŸåºæéãèæ ®ããéã®æŒåºãšããŠéžãã§ããŸããšããã®çŸåºæéãç¡éã«é·æéïŒçŸåºæéãååäœãšãªãããïŒãšãªã£ãŠããŸãããã§ããããªããæ¢ã«èª¬æããããã«ããªãŒãã®å€åæéã¯ïŒïŒïœïŒïŒç§ãããªãŒãïŒïŒ³ïŒ°ïŒ³ïŒ°ãªãŒããã®å€åæéã¯ïŒïŒïŒïœïŒïŒïŒç§ã»ã©ã§ããããŸããå·Šæã¡æç€ºæŒåºã®çŸåºæéãå®ããã«éãããã£ã³ã¹æŒåºããªãŒãæŒåºããã®ä»ã®äºåæŒåºã®ããããèæ ®ãããã¯ãéææ§ããã®æŒåºå 容ãªã©ã«å¿ããŠé©å®æ±ºå®ããããšãã§ããããå·Šæã¡æå©ç¶æ äžïŒããã§ã¯ãéåžžç¶æ ïŒã«ãããŠãåºçŸãæãäºåæŒåºïŒããšãã°ãåºçŸçãæãé«ãäºåæŒåºïŒãèæ ®ããããšã奜é©ã§ããã However, for the reach effect, it is preferable to adopt a reach with a relatively short change time, preferably the shortest change time (N reach). The SP reach system has a relatively long change time, and if the SP reach system (particularly "SP reach + SPSP reach") is selected as the effect when considering the appearance time T of the left hit instruction effect, the appearance time T will be unnecessarily long (the appearance time can be in minutes). As already explained, the change time of the N reach is 20 to 25 seconds, and the change time of the "SP reach + SPSP reach" is about 180 to 260 seconds. In addition, whether to consider the chance effect, reach effect, or other advance notice effect when determining the appearance time of the left hit instruction effect can be appropriately determined according to the gameplay and the contents of the effect, but it is preferable to consider the advance notice effect that is likely to appear during the left hit advantageous state (here, the normal state) (for example, the advance notice effect with the highest appearance rate).
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®ããäžèšïŒåŒïŒïŒïŒãã€äžèšïŒåŒïŒïŒïŒãæºããçŸåºæéãå®ããããšãã§ããã
(Specific Example 7)
In addition, when the left-hit state is shifted, the appearance time T of the left-hit instruction effect can be determined in consideration of cases in which different specific notices appear depending on the type of winning. For example, the appearance time T that satisfies both (Equation 10) and (Equation 14) can be determined in consideration of the appearance timing of the result effect of the chance stimulation effect (for example, Specific Example 1, Formula (10)) and the appearance timing of the pre-result effect of the reach effect (for example, Specific Example 5, Formula (14)).
ä»®ã«ããã£ã³ã¹ç œãæŒåºéå§ãããã®çµæåæŒåºãçµäºãããŸã§ã®æŒåºæéãïŒç§ããªãŒãæŒåºã®ãã³ãã€ç œãïŒå³ç€ºã®ããªãŒãåãã®æéïŒãçµäºãããŸã§ã®æŒåºæéãïŒç§ã§ããå ŽåïŒïŒå³ïŒïŒ³ïŒã®ïœïŒïœïœïœïŒïœïŒïŒç§ãïŒå³ïŒïŒ²ïŒã®ïœïŒïœïœïœïŒïœïŒïŒç§ã®å ŽåïŒã¯ããå·Šæã¡æç€ºæŒåºïŒïŒïŒã®çŸåºæéããâŠïŒç§ããšããããã®ããã«ããã°ãè€æ°ã®äºåæŒåºïŒããã§ã¯ããã£ã³ã¹ç œãæŒåºããªãŒãæŒåºïŒã®ããããçŸåºãããå Žåã§ãã£ãŠããå·Šæã¡æç€ºæŒåºãé©åã«çµäºããããšãå¯èœã§ããã If the duration from the start of the chance prompting effect to the end of the pre-reach effect is 4 seconds, and the duration from the end of the tenpai prompting of the reach effect (the "before reach" period shown in the figure) to the end of the reach effect is 5 seconds (t1a to t2a = 4 seconds in (S) and t1b to t2b = 5 seconds in (R)), then the appearance time T of the left hit instruction effect 995 is set to "T <= 4 seconds". In this way, it is possible to end the left hit instruction effect appropriately regardless of which of the multiple advance notice effects (here, the chance prompting effect or the reach effect) appears.
ãªããæ¬å®æœåœ¢æ ã§ã¯ãå·Šæã¡æç€ºæŒåºãšããŠãå³ïŒïŒïŒïŒ¡ïŒã®å€§ãµã€ãºã®å·Šæã¡æç€ºæŒåºïŒïŒïŒãçšããäŸã«ã€ããŠèª¬æãããã倧ãµã€ãºã®å·Šæã¡æç€ºæŒåºïŒïŒïŒãç¬¬ïŒæå®æé衚瀺ããåŸãå³ïŒïŒïŒïŒ¢ïŒã«ç€ºãå°ãµã€ãºã®å·Šæã¡æç€ºæŒåºïŒïŒïŒïŒéé¿è¡šç€ºçãªå·Šæã¡æç€ºæŒåºïŒãç¬¬ïŒæå®æé衚瀺ããŠãããã In this embodiment, an example has been described in which the large-sized left-hit instruction display 995 in FIG. 64(A) is used as the left-hit instruction display, but after the large-sized left-hit instruction display 995 is displayed for a first predetermined period of time, the small-sized left-hit instruction display 997 shown in FIG. 64(B) (a left-hit instruction display similar to an evacuation display) may be displayed for a second predetermined period of time.
以äžã®ããã«ãå·Šæã¡æç€ºæŒåºã«ã€ããŠã¯ãç¹å®äºåã«ä¿ãæŒåºçµæã®çŸåºåã«ãå·Šæã¡æç€ºæŒåºãçµäºãããããšã奜é©ã§ããããŸããããã£ã³ã¹ç œãæŒåºãçµç±ããŠãã£ã³ã¹æŒåºãå®è¡ãããæŒåºã·ããªãªãããªãŒãæŒåºãªã©ã®ããã«ã段éçã«æŒåºçµæãå ±ç¥ãããã®çµæã«å¿ããŠæŒåºã·ããªãªãé²è¡ããŠãããããªç¹å®äºåïŒã®å Žåãå°ãªããšãæçµçµææŒåºïŒä»åã®ã²ãŒã çµæã«é¢ããæ å ±ããã³ïŒãŸãã¯ç§»è¡å ã®å¶åŸ¡ç¶æ ã«é¢ããæ å ±ã確å®çã«å ±ç¥ããæŒåºïŒã®çŸåºåã«ãå·Šæã¡æç€ºæŒåºãçµäºããããããšãã°ãç¬¬ïŒæŒåºçµæïŒããšãã°ããã£ã³ã¹ç œãæŒåºçµæïŒãç¬¬ïŒæŒåºçµæïŒããšãã°ãæåŠæŒåºçµæïŒãç¬¬ïŒæŒåºçµæïŒæçµçµææŒåºïŒã®ãããªæŒåºã·ããªãªã®å Žåã¯ã第ïŒïœç¬¬ïŒæŒåºçµæã®ãã¡ãããããã®æŒåºçµæã®çŸåºåã«å·Šæã¡æç€ºæŒåºãçµäºãããããšãã§ããããªãããã®ç¬¬ïŒå®æœåœ¢æ ã¯ãæ¬æçŽ°æžã«èšèŒãããäœãã®å®æœåœ¢æ ã«ãæ¡çšå¯èœã§ããã®ã¯å¿è«ã®ããšãå·Šæã¡æç€ºæŒåºãçŸåºå¯èœãªéææ©ã§ããã°ãé©å®æ¡çšå¯èœã§ããã As described above, it is preferable to end the left hit instruction effect before the appearance of the effect result related to the specific notice. In addition, in the case of a specific notice (such as a performance scenario in which a chance effect is executed via a chance prompting effect, or a reach effect, in which the performance result is notified in stages and the performance scenario progresses according to the result), the left hit instruction effect is ended at least before the appearance of the final result effect (a performance that definitively notifies information about the current game result and/or information about the control state of the transition destination). For example, in the case of a performance scenario such as the first performance result (e.g., chance prompting effect result), the second performance result (e.g., success/failure performance result), and the third performance result (final result performance), the left hit instruction effect can be ended before the appearance of any of the first to third performance results. Note that this seventh embodiment can of course be adopted in any of the embodiments described in this specification, and can be adopted appropriately as long as it is a gaming machine that can present a left hit instruction effect.
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[Eighth embodiment]
In addition, in the morning state, it is possible to configure the hall staff to be notified in advance whether or not the game state will be shifted to an advantageous game state (time-saving shift/no time-saving shift) (Eighth embodiment). The notification in this embodiment is configured to notify not only the player but also the hall staff. This will be described in detail below.
æ¢ã«èª¬æããããã«ãæäžçªã®ç¹å žãšããŠãïŒã¯ãªã¢æäœãããŠã¢ãŒãã³ã°ç¶æ ãçèµ·ãããåŠãã¯ãããã³ã³ããŒã«ã®å¶æ¥æŠç¥ã«åºã¥ãè¡ããããããããå¶æ¥æŠç¥äžãïŒã¯ãªã¢æäœããå Žåã§ãã£ãŠããéã¢ãŒãã³ã°ç¶æ ïŒããã§ã¯ã埮æçç¶æ ãšããïŒããã²ãŒã ãéå§ããããå Žåããããããšãã°ãå¶æ¥çµäºæã«ïŒ²ïŒ¡ïŒã¯ãªã¢ãããªããã°è§£é€äžèœãªç¹å®ã®ãšã©ãŒãçºçäžã®å Žåããéæè ãäœããã®äºæ ã«ããæçç¶æ ãåœãéæãæ¶åããã«éæããããŠããŸã£ãå Žåã«ã¯ãïŒã¯ãªã¢ãããå¿ èŠãããããã®ãŸãŸäœãããã«ã次åå¶æ¥ã®éã«é»æºãç«ã¡äžããŠããŸããšãé»æåŸ©åž°åŸã¯ãããã©ã«ãã®éåžžç¶æ ïŒã¢ãŒãã³ã°ç¶æ ïŒããéå§ãããŠããŸããããã³ã³ããŒã«åŽãæå³ããªãã¢ãŒãã³ã°ç¶æ ãçèµ·ããŠããŸãããšãããããã As already explained, whether or not to perform a RAM clear operation to create a morning state as a special first thing in the morning is decided based on the business strategy of the pachinko parlor. However, even if the RAM clear operation is performed, there may be cases where business strategies require the game to start in a non-morning state (here, a slight time-saving state). For example, if a specific error occurs that cannot be resolved unless the RAM is cleared at the end of business hours, or if a player quits playing without completing the time-saving state or winning game for some reason, it is necessary to clear the RAM. If nothing is done and the power is turned on the next time business hours are held, the game will start in the default normal state (morning state) after power is restored, and a morning state unintended by the pachinko parlor may occur.
ããã§ãã¢ãŒãã³ã°ç¶æ ãå¹ççã«è§£é€ããæ¹æ³ãæãŸãããæ¬å®æœåœ¢æ ã®ç®çã¯ãã¢ãŒãã³ã°ç¶æ ã«ãããŠãæå©ãªéæç¶æ ã«ç§»è¡ãããåŠãïŒããã§ã¯ãæçç§»è¡ïŒæçéç§»è¡ïŒãäºåå ±ç¥å¯èœã«æ§æïŒã²ãŒã çµæå°åºãŸã§ã«å ±ç¥å¯èœã«æ§æããïŒããéææ©ãæäŸãããããã§ã¯ãéæè ã«å ±ç¥ããããšãç®çãšããŠããªããããäžèšã®ãããªç¹æ®ãªå ±ç¥åœ¢æ ãæ¡çšããããšãã§ããã Therefore, a method for efficiently canceling the morning state is desired. The purpose of this embodiment is to provide a gaming machine that is configured to be able to notify in advance (configured to be able to notify before the game result is derived) whether or not the game will transition to a more advantageous gaming state (here, transition to time-saving/not transition to time-saving) in the morning state. Since the purpose here is not to notify the player, a special notification form such as the one described below can be adopted.
ããšãã°ãïŒã¯ãªã¢å ±ç¥æŒåºäžã«ãå§åå£ã«å ¥è³ããã埮æçç§»è¡å¥æ©åœéžçš®å¥ïŒããšãã°ãç¹æ®æçãïŒã«ä¿ãåœéžå€åïŒåŸ®æçåœéžã²ãŒã ïŒã§ããå Žåã«ã¯ãå®è¡äžã®ïŒ²ïŒ¡ïŒã¯ãªã¢å ±ç¥æŒåºãç¹å¥ãªæŒåºæ æ§ïŒä»¥äžãå°çšïŒ²ïŒ¡ïŒã¯ãªã¢å ±ç¥ããšç¥ãïŒã«å€æŽãããäžæ¹ãæçç§»è¡å¥æ©åœéžçš®å¥ïŒããšãã°ãç¹æ®æçåœéžå€åïŒãŸãã¯ããºã¬ã®åœéžã«ä¿ãå€åã§ããå Žåã«ã¯éåžžã®æŒåºæ æ§ïŒä»¥äžãé垞ïŒã¯ãªã¢å ±ç¥ããšç¥ãïŒã®ãŸãŸãšãããããªãã¡ãåœéžçš®å¥ã«å¿ããŠãç°ãªãïŒã¯ãªã¢å ±ç¥æŒåºãçŸåºãããæ§æã§ããïŒç¹å®åœéžçš®å¥äºåå ±ç¥åœ¢æ ïŒããªããæ¯æ§ãªïŒ²ïŒ¡ïŒã¯ãªã¢å ±ç¥ã¯ãå€åäžæŒåºãçŸåºããå Žåãšåãããã²ãŒã éå§æã«å®è¡å¯èœã§ããã For example, if a winning entry is made into the starting hole during a RAM clear notification effect, and the winning variation (micro-time-saving winning game) is related to a winning type that triggers a micro-time-saving transition (for example, special time-saving A or B), the RAM clear notification effect being executed is changed to a special presentation mode (hereinafter abbreviated as "dedicated RAM clear notification"). On the other hand, if the variation is related to a winning type that triggers a time-saving transition (for example, special time-saving C winning variation) or a losing win, the normal presentation mode (hereinafter abbreviated as "normal RAM clear notification") remains. In other words, the configuration is such that different RAM clear notification effects are displayed depending on the winning type (specific winning type advance notification form). Note that such RAM clear notifications can be executed at the start of the game, just like when a variation-in-progression effect is displayed.
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As already explained, in the RAM clear notification effect, for example, the
ãã®ããã«ããã°ãäžã ãã²ãŒã çµäºãŸã§åŸ ãããšãã埮æçåœéžã²ãŒã ã§ãããåŠããäºåã«å€æããã®ã§ãæéçã«å¹çãããéã¢ãŒãã³ã°ç¶æ ã«èšå®ããããšãã§ããããªãã埮æçåœéžã²ãŒã ã®å Žåã«éåžžã®ïŒ²ïŒ¡ïŒã¯ãªã¢å ±ç¥æŒåºã埮æçéåœéžã²ãŒã ïŒæçåœéžå€åãŸãã¯ããºã¬å€åïŒã®å Žåã«å°çšïŒ²ïŒ¡ïŒã¯ãªã¢å ±ç¥æŒåºãšããŠããææã®ç®çãéæããããšãã§ããã In this way, it is possible to determine in advance whether or not a game is a micro-time-saving winning game without having to wait until the game ends, and the game can be set to the non-morning state in a time-efficient manner. The intended purpose can also be achieved by using the normal RAM clear notification effect in the case of a micro-time-saving winning game, and a special RAM clear notification effect in the case of a micro-time-saving non-winning game (a winning variation or a losing variation in the time-saving winning game).
ãªãäžèšã§ã¯ã埮æçåœéžã²ãŒã ãšã埮æçéåœéžã²ãŒã ïŒæçåœéžå€åãŸãã¯ããºã¬å€åïŒã§ç°ãªãïŒã¯ãªã¢å ±ç¥æŒåºãšããããå°ãªããšã埮æçåœéžã²ãŒã ãæçåœéžã²ãŒã ïŒæçåœéžå€åïŒãããã³ããºã¬ã²ãŒã ã®ããããã§ãç°ãªãïŒã¯ãªã¢å ±ç¥æŒåºãçŸåºãããŠããããããšãã°ã埮æçåœéžã²ãŒã ã®å Žåã¯ã第ïŒå°çšïŒ²ïŒ¡ïŒã¯ãªã¢å ±ç¥æŒåºããæçåœéžã²ãŒã ã®å Žåã¯ç¬¬ïŒå°çšïŒ²ïŒ¡ïŒã¯ãªã¢å ±ç¥æŒåºãšã¯ç°ãªãã第ïŒå°çšïŒ²ïŒ¡ïŒã¯ãªã¢å ±ç¥æŒåºããããºã¬ã®å Žåã¯ãé垞ïŒã¯ãªã¢å ±ç¥æŒåºããšããããšãã§ããããã®å Žåã¯ãæçåœéžã²ãŒã ã§ããããšãèå¥å¯èœã§ããã®ã§ãæçåœéžã²ãŒã ã倿ããã°ããã®ã²ãŒã äžã«ããã£ããšïŒ²ïŒ¡ïŒã¯ãªã¢æäœãããŠããŸããéã¢ãŒãã³ã°ç¶æ ã®çèµ·ã«ãå¹çããåãã£ã¬ã³ãžããããšãã§ããã In the above, different RAM clear notification effects are used for the micro-time-saving winning game and the micro-time-saving non-winning game (time-saving winning change or loss change), but different RAM clear notification effects may be displayed at least for the micro-time-saving winning game, the time-saving winning game (time-saving winning change), and the loss game. For example, a "first dedicated RAM clear notification effect" may be displayed for the micro-time-saving winning game, a "second dedicated RAM clear notification effect" different from the first dedicated RAM clear notification effect may be displayed for the time-saving winning game, and a "normal RAM clear notification effect" may be displayed for the loss. In this case, it is possible to identify the time-saving winning game, so if it is determined that the time-saving winning game is a winning game, the RAM clear operation can be performed quickly during that game, allowing for an efficient re-challenge to occur in the non-morning state.
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In addition, since the RAM clear notification is completed in a relatively short period of time (30 seconds in this embodiment), a specific winning type may be notified in advance using a specific notification means (presentation means). For example, a presentation LED (such as an LED built into the
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Even if the state is normal when the machine returns to the backup, it will start in a state that is essentially the same as the morning state, but even in this case, the pachinko parlor may wish to change to a non-morning state for business reasons. Therefore, the system may be configured to notify the user that the state is normal when the machine returns to the backup. For example, the system may be configured to use the effects when the machine returns to the backup (such as the effects when the machine returns to the backup) to display "Normal state" or the like for a specified period of time so that employees can tell whether the state is normal or not. In this case, as in the above-mentioned "
äžèšããäºåå ±ç¥ã¯ãããããã²ãŒã éå§æïŒå³æå€åéå§æïŒã«å®è¡å¯èœã§ããããããã£ãŠãäºåå ±ç¥èš±å®¹ç¶æ äžã®åœéžã®æç¡ã«ã€ããŠã¯ãå°ãªããšãéåžžã®éæé²è¡äžã®éæç¶æ ïŒäºåå ±ç¥èš±å®¹ç¶æ çµäºåŸã®éæç¶æ ãŸãã¯åç§»è¡éåžžç¶æ ãªã©ïŒããããç¹æ®æçã«å¯Ÿããåœéžæ å ±ãæ©æã«å ±ç¥å¯èœãªç¹ã§ãããã³ã³ããŒã«åŸæ¥å¡ãå¹çãããã¢ãŒãã³ã°ç¶æ ïŒããã¯ã¢ãã埩垰æã®éåžžç¶æ ãå«ãïŒãè§£é€ããããšãã§ããããªããå°ãªããšãã¢ãŒãã³ã°ç¶æ ïŒïŒ²ïŒ¡ïŒã¯ãªã¢åŸã®éåžžç¶æ ïŒã«ãããŠã¯äºåå ±ç¥èš±å®¹ç¶æ ã®æéãèšããªããŠãããããã®ããã«ããŠããéæè ã«ã¯ç¹ã«äžå©çãäžããããšããªãããã§ããã All of the above advance notifications can be performed when the game starts (when the patterns start to change). Therefore, regarding the presence or absence of a win during the advance notification permission state, the winning information for the special time-saving feature can be notified earlier than in at least the normal game state during which play is in progress (such as the game state after the advance notification permission state ends or the re-transition to the normal state), allowing pachinko hall employees to efficiently cancel the morning state (including the normal state when the backup is restored). It should be noted that at least in the morning state (the normal state after the RAM is cleared), there is no need to set a period of the advance notification permission state. This is because doing so does not cause any particular disadvantage to the player.
ãã ããå°å¹žæ§ãé«ããŠããŸããšãã芳ç¹ãããã¢ãŒãã³ã°ç¶æ ã容æã«è§£é€å¯èœã«æ§æããããšã奜ãŸãããªãã±ãŒã¹ãããããã®ãããªã±ãŒã¹ãæ³å®ããŠãããã³ã³ããŒã«åŽãã¢ãŒãã³ã°ç¶æ ãè§£é€ãã«ããããã«æ§æããŠãããããã®å Žåã¯ãäžèšãããããªã¢ãŒãã³ã°ç¶æ ã®äºåå ±ç¥ãããªãæ§æãšããããšãèããããããã¢ãŒãã³ã°ç¶æ ã®è§£é€ã«ããæéæãæããããã«ãå°ãªããšãã¢ãŒãã³ã°ç¶æ ã«ãããŠã¯ãã¢ãŒãã³ã°ç¶æ 以å€ïŒããã¯ã¢ãã埩垰æã®éåžžç¶æ ãåç§»è¡éåžžç¶æ ïŒã®ãšãããããæçåœéžã²ãŒã ã§ããã埮æçåœéžã²ãŒã ã§ãããã®åœéžå ±ç¥ãé ããªãããã«ãå€åäžæŒåºã®æŒåºå°ºãèšå®ããŠããããããšãã°ãã¢ãŒãã³ã°ç¶æ ã®ãã£ã³ã¹æŒåºã§ã¯ãå€åéå§ããïŒïŒç§ã§æçµçµææŒåºãçŸåºãããã¢ãŒãã³ã°ç¶æ 以å€ã®ãã£ã³ã¹æŒåºã§ã¯ïŒïŒç§ã§æçµçµææŒåºãçŸåºãããããã«ããããã¢ãŒãã³ã°ç¶æ å°çšã®ãã£ã³ã¹æŒåºãèšããåœè©²æŒåºã®æçµçµæïŒåœåŠçµæïŒãïŒïŒïŒç§åŸã«çŸåºãããããã«ããããªã©ã§ããã However, from the viewpoint of increasing the risk of gambling, there are cases where it is not desirable to configure the morning state to be easily released. In anticipation of such cases, the pachinko parlor may be configured to make it difficult to release the morning state. In this case, it is possible to configure the system so that there is no advance notification of the morning state as described above, but in order to make it more time-consuming to release the morning state, the duration of the performance during the fluctuation may be set so that at least in the morning state, the notification of whether the game is a time-saving winning game or a micro-time-saving winning game is delayed compared to other than the morning state (normal state when backing up or re-transitioning to normal state). For example, in the chance performance in the morning state, the final result performance is displayed 20 seconds after the start of the fluctuation, and in the chance performance outside the morning state, the final result performance is displayed 10 seconds, or a chance performance dedicated to the morning state is provided, and the final result of the performance (win or lose result) is displayed 120 seconds later.
ãªãããã®ç¬¬ïŒå®æœåœ¢æ ã§èª¬æããå宿œäŸïŒå€åœ¢äŸãå«ãïŒã¯ãæ¬æçŽ°æžã«èšèŒãããäœãã®å®æœåœ¢æ ã«ãé©çšå¯èœã§ããã Note that each example (including variations) described in this eighth embodiment can be applied to any of the embodiments described in this specification.
æ¬çºæã¯ãäžèšã®æ§æïŒïŒ§ïŒïŒïœïŒïŒ§ïŒïŒãšããããšãã§ããããªãæ¬åŒ§å ã¯å®æœåœ¢æ ã«ããã察å¿èŠçŽ ã瀺ãããæ¬çºæã¯ããã«éå®ããããã®ã§ã¯ãªãã The present invention can have the following configurations (G1) to (G4). Note that the elements in parentheses correspond to the embodiments, but the present invention is not limited to these.
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<Configuration (G1)>
A lottery means for executing a lottery regarding a winning prize;
A winning game execution means for executing a winning game when the winning is won;
A game control means capable of controlling a plurality of game states including a time-saving state;
A gaming machine comprising:
The time-saving state includes at least a first time-saving state and a second time-saving state different from the first time-saving state,
The game state control means includes:
When the game state at the time of the winning is the first time-saving state or the second time-saving state, the game state is shifted to a different game state.
The gaming machine is characterized by the above.
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<Configuration (G2)>
A lottery means for executing a lottery regarding a winning prize;
A winning game execution means for executing a winning game when the winning is won;
A game control means capable of controlling a plurality of game states including a time-saving state;
A gaming machine comprising:
The time-saving state includes at least a first time-saving state and a second time-saving state different from the first time-saving state,
The game state control means includes:
When the game state at the time of winning is the first time-saving state and when the game state is the second time-saving state, the game state is shifted to a game state with a different number of time-saving times.
The gaming machine is characterized by the above.
In the above configuration G1 or G2, the first time-saving state or the second time-saving state is a game state in which at least the time-saving function is activated, and includes a minute time-saving state and a time-saving state (for example, time-saving A to C, minute time-saving A to B, etc.). Regarding "transition to a different game state" in configuration G1, the game state to be transitioned to can be any of the game states of normal, probability, potential probability, time-saving, and minute time-saving, as long as it is a game state in which the gaming machine can be controlled. For example, the jackpot shown in Figures 58 to 60 is an example. Also, the number of time-saving times in "transition to a game state with a different number of time-saving times" in configuration G2 is a specified number of times at which at least the game state in which the time-saving function is activated is terminated, and mainly corresponds to the number of time-saving times and the number of minute time-saving times, but the number of probability can also be adopted.
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<Configuration (G3)>
A lottery means for executing a lottery;
A symbol display means for displaying a variable number of symbols and displaying a result of the lottery by the lottery means according to a stop display mode of the symbols;
A performance execution means capable of executing a performance,
A gaming machine configured to be able to execute a winning game when a specific symbol display mode is stopped and displayed on the symbol display means,
The objects to be selected by the lottery means include:
The system includes a win that is a trigger for executing the winning game, and a special time-saving that is a trigger for transitioning to a time-saving state without going through the winning game,
Specific information can be displayed during the winning performance in the winning game,
When the special time-saving is won, the specific information can be displayed during the pattern change related to the winning (for example, the chance display in FIG. 61 to FIG. 62).
The specific information display is a warning display regarding the game (such as a display regarding prevention of addiction, a display regarding forgetting to take out an IC card, etc.) and/or a company logo display (for example, the company logo display 931 in FIG. 62(G)).
A gaming machine characterized by:
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<Composition (G4)>
A lottery means for executing a lottery;
A symbol display means for displaying a variable number of symbols and displaying a result of the lottery by the lottery means according to a stop display mode of the symbols;
A game control means capable of controlling a game state;
A performance execution means capable of executing a performance,
A gaming machine in which a gaming area is configured to be able to be divided into a first flow path and a second flow path,
The game states include a first game state (e.g., a normal state, a slight time-saving state, a potential state, etc.: a game state accompanied by a state without electric support (including a state with substantially no electric support)) in which it is recommended to launch the game ball to the first flow-down path side (e.g., the left flow-down
When the game state is shifted from the second game state to the first game state, a launch guidance instruction effect (for example, the left hit instruction effect 995 in FIG. 64) that instructs the launch of a game ball to the first flow path side, and a specific advance notice effect (for example, the chance stimulation effect and chance effect in FIG. 61 to FIG. 63) that performs a predetermined effect including a result effect that definitively notifies whether or not the game state will be shifted from the first game state to the second game state as an advance notice effect related to the lottery result (the final result effect in FIG. 61 (F) to the effect before the transition to a specific state in FIG. 62 (K)) can be executed.
When the launch guidance instruction performance and the specific notice performance are executed in an overlapping manner, the launch guidance instruction performance is terminated at least before the execution of the result performance (for example, FIG. 64 (S)).
The gaming machine is characterized by the above.
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[Ninth embodiment]
Next, a description will be given of the performance control process on the side of the
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As already explained, the performance control processing on the
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<65. Command Analysis Processing: Figs. 65 to 66>
Next, the details of the command analysis process (step S1007 in FIG. 23) will be described. The command analysis process is mainly composed of a "command analysis process for lottery (FIG. 65)" for analyzing the performance control command sent from the
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<Lottery command analysis process: FIG. 65>
First, the lottery command analysis process will be described with reference to the flowchart of FIG.
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This lottery command analysis process is a process that analyzes the received performance control command and stores the analysis result (information included in the performance control command). The performance control commands to be analyzed mainly include performance control commands related to the occurrence of an activated reserved ball (reserved addition command, winning command, etc.) and performance control commands related to the start of pattern change (changing pattern designation command, decorative pattern designation command, reserved subtraction command, etc.). In other words, the lottery command analysis process stores information (mainly data related to the performance lottery) required to produce a "winning performance (pre-reading notice)" or "changing performance (performance related to the current pattern change display game)". The
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The processing of steps SL05 to SL08 is related to the decorative symbol command. The processing of steps SL05 to SL06 is related to the "decorative symbol designation command (BB command) on the
ã¹ãããïŒïŒïœïŒ³ïŒ¬ïŒïŒã®åŠçã¯ãå ¥è³æã³ãã³ãã«ä¿ãåŠçã§ãããå ¥è³æã³ãã³ãã¯ãæ¢ã«èª¬æããéãã倧åœãæœéžçµæïŒåœèœæœéžçµæããã³ïŒãŸãã¯å³ææœéžçµæïŒãæå®ããäžäœãã€ãåŽã®ããŒã¿ãšãå èªã¿å€å®æ å ±ãšããŠå èªã¿å€åãã¿ãŒã³ã®å 容ãç¹å®å¯èœãšããåŽã®ããŒã¿ã§æ§æããããã¹ãããïŒïŒïœïŒ³ïŒ¬ïŒïŒã®åŠçã§ã¯ããã®å ¥è³æã³ãã³ãã«å«ãŸããæ å ±ïŒå èªã¿å€åãã¿ãŒã³æ å ±ïŒãèšæ¶ãããããã§èšæ¶ãããæ å ±ã¯ãäž»ã«ãå èªã¿äºåã«ä¿ãæŒåºåŠçã«å©çšãããã The processing of steps SL09 to SL10 is related to the winning command. As already explained, the winning command is composed of data on the upper byte side that specifies the jackpot lottery result (win/lose lottery result and/or pattern lottery result), and data on the side that makes it possible to identify the contents of the pre-reading fluctuation pattern as pre-reading judgment information. The processing of steps SL09 to SL10 stores the information contained in this winning command (pre-reading fluctuation pattern information). The information stored here is mainly used for the performance processing related to the pre-reading notice.
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The processing of steps SL11 to SL14 is related to the reserved subtraction command. The processing of steps SL11 to SL12 is related to the "reserved subtraction command on the
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The processing of steps SL15 to SL18 shown in the figure is processing related to the reserved addition command. The processing of steps SL15 to SL18 is processing related to the "reserved addition command on the
ãªããå³ç€ºã¯ããŠããªãããæœéžçšã³ãã³ãè§£æåŠçã«ãããŠã¯ãæœéžçšã³ãã³ãè§£æåŠçäžã§ãã³ãã³ãæ å ±ã®äžå ·åïŒãšã©ãŒïŒã®æç¡ãå€å®ãããã³ãã³ãæ å ±ãšã©ãŒå€å®åŠçããå«ãŸãããããšãã°ãã¡ã€ã³å€åæ å ±ãšã¡ã€ã³å³ææ å ±ãšã«äžå ·åãçããŠããå ŽåïŒã¡ã€ã³å€åæ å ±ãããºã¬å€åã§ããã®ã«ãã¡ã€ã³å³ææ å ±ã¯å€§åœãã§ããå Žåãªã©ãã¡ã€ã³å€åæ å ±ãšã¡ã€ã³å³ææ å ±ãäžèŽããªãå ŽåïŒããšã©ãŒæ å ±ãæå®ããããšã©ãŒæå®æ å ±ïŒæœéžãªãæå®æ å ±ïŒããèšå®ããããã«ãªã£ãŠããã Although not shown in the figure, the lottery command analysis process includes a "command information error determination process" that determines whether there is a malfunction (error) in the command information during the lottery command analysis process. For example, if there is a malfunction between the main fluctuation information and the main symbol information (if the main fluctuation information and the main symbol information do not match, such as when the main fluctuation information is a losing fluctuation but the main symbol information is a jackpot), "error designation information (no lottery designation information)" that designates the error information is set.
ã¹ãããïŒïŒïœïŒ³ïŒ¬ïŒïŒã®åŠçãçµãããšãæœéžçšã³ãã³ãè§£æãæããŠã次ã«ãå³ïŒïŒã«ç€ºããã³ãã³ãåä¿¡æã®æœéžåŠçããå®è¡ããã When steps SL01 to SL18 are completed, the lottery command analysis is exited and the "lottery process when a command is received" shown in Figure 66 is executed.
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<Lottery process when receiving a command: FIG. 66>
Fig. 66 is a flow chart showing details of the lottery process when a command is received. In the lottery process when this command is received, lottery processes for various effects are executed based on the information (control flag data) acquired in the "lottery command analysis process" in Fig. 65.
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In FIG. 66, the performance control unit 24 (CPU 241) determines whether or not there is information acquired by the decorative pattern designation command. Specifically, it determines whether or not there is "BB series (
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If the result of the determination in step SA11 or step SA12 is "YES", that is, if a decorative symbol designation command has been received and there is information related to the decorative symbol designation command, proceed to step SA13 and execute a lottery process at the start of the change. This lottery process at the start of the change (step SA13) is a process for determining the during-change performance (preview performance, etc.) for the current game based on information acquired by the performance control command sent from the
äžæ¹ãã¹ãããïŒïŒããã³ã¹ãããïŒïŒã®å€å®çµæãããããããã§ããå Žåãã€ãŸããè£ é£Ÿå³ææå®ã³ãã³ããåä¿¡ããŠããããè£ é£Ÿå³ææå®ã³ãã³ãã«ä¿ãæ å ±ãç¡ãå Žåã¯ãäžèšå€åéå§ææœéžïŒã¹ãããïŒïŒïŒãã¹ãããããŠã次ãã§ãã¹ãããïŒïŒïœïŒ³ïŒ¡ïŒïŒïŒä¿çæžç®ã³ãã³ãæ å ±ã«é¢ããå€å®åŠçïŒãå®è¡ããã On the other hand, if the judgment results of both steps SA11 and SA12 are "NO", that is, if the decorative pattern designation command has not been received and there is no information related to the decorative pattern designation command, the above-mentioned variation start lottery (step SA13) is skipped, and steps SA14 to SA15 (judgment process related to reserved subtraction command information) are then executed.
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In steps SA14 to SA15, it is determined whether or not there is information obtained by the reserved subtraction command. Specifically, it is determined whether or not there is "B0 series (
ã¹ãããïŒïŒãŸãã¯ã¹ãããïŒïŒã®å€å®çµæãããã§ããå Žåãã€ãŸããä¿çæžç®ã³ãã³ããåä¿¡ãããã®ä¿çæžç®ã³ãã³ãã«ä¿ãæ å ±ãããå Žåã¯ãã¹ãããïŒïŒã«é²ã¿ãä¿çæžç®ææœéžåŠçïŒä¿çã¹ã©ã€ãæœéžåŠçïŒãå®è¡ããããã®ä¿çæžç®ææœéžåŠçïŒã¹ãããïŒïŒïŒã¯ãä¿çæžç®æã«ä¿ãæŒåºã決å®ããããã®åŠçã§ãããä¿çæžç®ææœéžåŠçãçµãããšãåŸè¿°ã®ã¹ãããïŒïŒïœïŒ³ïŒ¡ïŒïŒïŒä¿çå ç®ã³ãã³ãæ å ±ã«é¢ããå€å®åŠçïŒã«é²ãã If the determination result of step SA14 or step SA15 is "YES", that is, if a reserved subtraction command has been received and there is information related to that reserved subtraction command, proceed to step SA16 and execute a reserved subtraction time lottery process (reserved slide lottery process). This reserved subtraction time lottery process (step SA16) is a process for determining the presentation related to the reserved subtraction. After the reserved subtraction time lottery process is completed, proceed to steps SA17 to SA18 (determination process related to reserved addition command information) described below.
äžæ¹ãã¹ãããïŒïŒããã³ã¹ãããïŒïŒã®å€å®çµæãããããããã§ããå Žåãã€ãŸããä¿çæžç®ã³ãã³ããåä¿¡ããŠããããä¿çæžç®ã³ãã³ãã«ä¿ãæ å ±ãç¡ãå Žåã¯ãä¿çæžç®ææœéžåŠçïŒã¹ãããïŒïŒïŒãã¹ãããããæ¬¡ãã§ãã¹ãããïŒïŒïœïŒ³ïŒ¡ïŒïŒïŒä¿çå ç®ã³ãã³ãæ å ±ã«åºã¥ãæŒåºåŠçïŒäž»ã«ãå ¥è³æã®å èªã¿å€å®ã«é¢ããåŠçïŒïŒãå®è¡ããã On the other hand, if the results of the judgments at steps SA14 and SA15 are both "NO," that is, if the reserved subtraction command has not been received and there is no information related to the reserved subtraction command, the reserved subtraction lottery process (step SA16) is skipped, and steps SA17 to SA18 (presentation processing based on reserved addition command information (mainly processing related to the pre-reading judgment when a prize is won)) are then executed.
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In steps SA17 to SA18, it is determined whether or not there is information obtained by the reserved addition command. Specifically, it is determined whether or not there is "B2 to B5 series (reserved addition of special chart 1) information" on the
ã¹ãããïŒïŒãŸãã¯ã¹ãããïŒïŒã®å€å®çµæãããã§ããå Žåãã€ãŸããä¿çå ç®ã³ãã³ããåä¿¡ãããã®ä¿çå ç®ã³ãã³ãã«ä¿ãæ å ±ãããå Žåã¯ãã¹ãããïŒïŒã«é²ã¿ãå ¥è³ææœéžåŠçïŒä¿çå ç®ææœéžåŠçïŒãå®è¡ããããã®å ¥è³ææœéžåŠçïŒã¹ãããïŒïŒïŒã¯ãå ¥è³æã«ä¿ãä¿ç衚瀺æŒåºã決å®ããããã®åŠçã§ãããå ¥è³ææœéžåŠçãçµãããšãã³ãã³ãåä¿¡æã®æœéžåŠçãæããã If the result of the determination in step SA17 or step SA18 is "YES", that is, if a reserved addition command has been received and there is information related to that reserved addition command, proceed to step SA19 and execute a lottery process at the time of winning (lottery process at the time of reserve addition). This lottery process at the time of winning (step SA19) is a process for determining the reserved display presentation related to winning. When the lottery process at the time of winning is completed, the lottery process at the time of command reception is exited.
äžæ¹ãã¹ãããïŒïŒããã³ã¹ãããïŒïŒã®å€å®çµæãããããããã§ããå Žåãã€ãŸããä¿çå ç®ã³ãã³ããåä¿¡ããŠããããä¿çå ç®ã³ãã³ãã«ä¿ãæ å ±ãç¡ãå Žåã¯ãå ¥è³ææœéžåŠçïŒã¹ãããïŒïŒïŒãã¹ãããããã³ãã³ãåä¿¡æã®æœéžåŠçãæããã On the other hand, if the determination results of both steps SA17 and SA18 are "NO," that is, if the pending addition command has not been received and there is no information related to the pending addition command, the lottery process at the time of winning (step SA19) is skipped and the lottery process at the time of receiving the command is exited.
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次ã«ãå³ïŒïŒäžã®å€åéå§æåŠçïŒã¹ãããïŒïŒïŒã«ã€ããŠèª¬æãããå³ïŒïŒã¯ãå€åéå§æåŠçïŒã¹ãããïŒïŒïŒã®è©³çްã瀺ããããŒãã£ãŒãã§ããã
(Lottery process at the start of fluctuation (step SA13): FIG. 67)
Next, the fluctuation start processing (step SA13) in Fig. 66 will be described. Fig. 67 is a flow chart showing the details of the fluctuation start processing (step SA13).
å³ïŒïŒã«ãããŠãæŒåºå¶åŸ¡éšïŒïŒïŒïŒ£ïŒ°ïŒµïŒïŒïŒïŒã¯ãå€åäžæŒåºããã³ïŒãŸãã¯ä¿çæžç®æã®ä¿ç衚瀺æŒåºïŒã·ãã衚瀺ã«ä¿ãæŒåºïŒã決å®ããããã®æŒåºåŠçãå®è¡ãããå ·äœçã«ã¯ãå³ç€ºã®ããã«ããæœéžé姿倿°åæååŠçïŒã¹ãããïŒïŒïŒãããå¶åŸ¡ããŒãäœæåŠçïŒã¹ãããïŒïŒïŒãããæœéžéå§åŠçïŒã¹ãããïŒïŒïŒãããæœéžçµäºæå€æ°åæååŠçïŒã¹ãããïŒïŒïŒããé æ¬¡å®è¡ããŠããã以äžããããã®åŠçïŒã¹ãããïŒïŒïœïŒ³ïŒ¡ïŒïŒïŒã«ã€ããŠèª¬æããã In FIG. 67, the performance control unit 24 (CPU 241) executes performance processing to determine the performance during fluctuation and/or the hold display performance when the hold is subtracted (performance related to the shift display). Specifically, as shown in the figure, it sequentially executes "variable initialization processing at the start of the lottery (step SA31)", "control part creation processing (step SA32)", "lottery start processing (step SA33)", and "variable initialization processing at the end of the lottery (step SA34)". These processes (steps SA31 to SA34) are described below.
ïŒæœéžé姿倿°åæååŠçïŒã¹ãããïŒïŒïŒïŒå³ïŒïŒïŒ
ãŸããæœéžé姿倿°åæååŠçïŒã¹ãããïŒïŒïŒã«ã€ããŠèª¬æãããå³ïŒïŒã¯ãæœéžé姿倿°åæååŠçã®è©³çްã瀺ããããŒãã£ãŒãã§ããã
(Lot start variable initialization process (step SA31): FIG. 68)
First, the lottery start variable initialization process (step SA31) will be described. Fig. 68 is a flow chart showing the lottery start variable initialization process in detail.
å³ïŒïŒã«ãããŠãæŒåºå¶åŸ¡éšïŒïŒïŒïŒ£ïŒ°ïŒµïŒïŒïŒïŒã¯ããŸããåŸè¿°ã®ãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒãã®æœéžäºçŽæ å ±ïŒæœéžäºçŽã®æç¡ãæå®ããããŒã¿ïŒã®ãã¹ãŠãåæåããïŒã¹ãããïŒïŒïŒããªããããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åããã³æœéžäºçŽæ å ±ã«ã€ããŠã¯ãåŸè¿°ã®æœéžéå§åŠçïŒã¹ãããïŒïŒïŒã§è©³è¿°ããã In FIG. 68, the performance control unit 24 (CPU 241) first initializes all of the lottery reservation information (data specifying whether or not a lottery reservation is made) in the "variation lottery reservation information storage area (FIGS. 77A to 77D)" described below (step SB11). The variation lottery reservation information storage area and lottery reservation information will be described in detail in the lottery start process (step SA33) described below.
次ãã§ãã·ããªãªããŒã¿èšæ¶é åã®ãã¡ãäœç¢ºã»é«ç¢ºå€åéå§æã®åœéžçµæå 容ïŒå€åäžæŒåºã«é¢ããæŒåºæœéžåŠççµæïŒãåæåããïŒã¹ãããïŒïŒïŒãããã§ã¯ãå€åäžæŒåºã«é¢ããæŒåºæœéžåŠççµæãåæåããã ãã§ãå èªã¿äºåã«é¢ããæŒåºæœéžåŠççµæã¯åæåããªããå èªã¿äºåã¯ãä»åã®ã²ãŒã ã ãã§ãªããå°æ¥ã®ã²ãŒã ã«é¢ããæŒåºã·ããªãªãå«ãŸããããã§ããã Next, the winning result contents at the start of the low probability/high probability fluctuation (effect lottery processing result for the effect during fluctuation) in the scenario data storage area are initialized (step SB12). Here, only the effect lottery processing result for the effect during fluctuation is initialized, and the effect lottery processing result for the look-ahead notice is not initialized. This is because the look-ahead notice includes effect scenarios for not only the current game but also future games.
äžèšã®ïŒ³ïŒ¢ïŒïŒïœïŒ³ïŒ¢ïŒïŒã®åŠçã«ãããååã®ã²ãŒã ã§äœ¿çšããããŒã¿ïŒååã®ã²ãŒã ã«ä¿ãå€åäžæŒåºã決å®ããéã«äœ¿çšããããŒã¿ïŒãåæåããä»åã®ã²ãŒã ã§å¿ èŠãªã¯ãŒã¯é åã確ä¿ãããããã«ãããæœéžé姿倿°åæååŠçãæããã By processing SB11 to SB12 above, the data used in the previous game (the data used when determining the variable effects related to the previous game) is initialized, and the work area required for the current game is secured. This exits the variable initialization process at the start of the lottery.
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次ã«ãå€åéå§æã«ä¿ãå¶åŸ¡ããŒãäœæåŠçïŒã¹ãããïŒïŒïŒã«ã€ããŠèª¬æãããå³ïŒïŒã¯ãå¶åŸ¡ããŒãäœæåŠçïŒå€åéå§æïŒïŒã¹ãããïŒïŒïŒã®è©³çްã瀺ããããŒãã£ãŒãã§ããã
(Control Parts Creation Process (at Start of Fluctuation) (Step SA32): FIG. 69)
Next, the control part creation process (step SA32) at the start of fluctuation will be described. Fig. 69 is a flow chart showing the details of the control part creation process (at the start of fluctuation) (step SA32).
å³ïŒïŒã«ãããŠãæŒåºå¶åŸ¡éšïŒïŒïŒïŒ£ïŒ°ïŒµïŒïŒïŒïŒã¯ããŸãå€åéå§æã®æœéžïŒå€åäžæŒåºã決å®ããããã®æŒåºæœéžïŒã§äœ¿çšãããªãã»ããããŒãèšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒã«å¿ èŠãªæ å ±ãèšå®ããïŒã¹ãããïŒïŒïŒããªãã»ããããŒãèšæ¶é åã«ã¯ãäžèšæœéžçšã³ãã³ãè§£æåŠçïŒå³ïŒïŒïŒã§äœæãããå¶åŸ¡ãã©ã°æ å ±ïŒå€åãã¿ãŒã³æå®ã³ãã³ããè£ é£Ÿå³æã³ãã³ãã«åºã¥ãæŒåºå¶åŸ¡çšæ å ±ïŒã«åºã¥ããä»åã®æŒåºæœéžã«å¿ èŠãªæ å ±ãèšå®ïŒèšæ¶ïŒãããããã«ãªã£ãŠããã In Fig. 69, the performance control unit 24 (CPU 241) first sets the necessary information in the offset parts memory area (Figs. 76A to 76D) to be used in the lottery at the start of fluctuation (performance lottery to determine the performance during fluctuation) (step SB21). The offset parts memory area is set (stored) with the information necessary for this performance lottery based on the control flag information (performance control information based on the fluctuation pattern designation command and decorative pattern command) created in the lottery command analysis process (Fig. 65).
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The information set in the offset parts memory area includes the change pattern information (main change information) and the pattern lottery result information (main pattern information (winning type information)) determined by the
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(Offset parts storage area: Figs. 76A to 76D)
76A-76D provide an overview of the offset parts storage area discussed above.
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As shown in Figures 76A to 76D, the offset parts memory area defines various memory areas necessary for effect processing (effect lottery, etc.). For example, main variation information is stored (set) in "TH_main variation" of offset
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(Main fluctuation and sub fluctuation)
97A to 97F show various main variations and sub variations according to this embodiment and their relationships. Sub variations corresponding to the same main variation number are sub variations belonging to the same main variation, but are distinguished as different sub variations. For example,
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In this embodiment, various main fluctuations are provided, and the "TH_main fluctuation" in the offset parts storage area can store information (main fluctuation number) that can identify the current main fluctuation type. Specifically, the main fluctuation number (any value between 0 and 187 shown in the "MAIN" column in the figure) is set based on the current main fluctuation type. For example, if the main fluctuation is "
ããã§ãã¡ã€ã³å€åçš®å¥ãšãµãå€åçš®å¥ã«ã€ããŠãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠãçšããŠãç°¡åã«èª¬æããŠããã Here, we will briefly explain the main fluctuation types and sub-fluctuation types using Figures 97A to 97F.
å ããã¡ã€ã³å€åçš®å¥ã«ã€ããŠèª¬æãããå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠã§ã¯ãã¡ã€ã³å€åã®å 容ããïŒå€ååãåŠãïŒãïŒãªãŒãçš®å¥ïŒãïŒç¹å®äºåçºçã®æç¡ïŒãïŒåçš®ã®å€åãåºå¥ããèå¥åïŒãïŒåœãã»ããºã¬ã®å¥ïŒããšããç¹å®ã®ããŒãïŒèŠçŽ ïŒããšã«åé¡ããåããŒãã®çµåãã§è¡šçŸããŠããã First, the main fluctuation types will be explained. In Figures 97A to 97F, the contents of the main fluctuations are classified into specific parts (elements) such as "(pre-fluctuation or not), (reach type), (whether a specific notice has occurred), (identifier that distinguishes between fluctuations of the same type), (whether it is a hit or a miss)" and are expressed as a combination of these parts.
äžèšãå€ååããšã¯ãä»åã®ã²ãŒã éå§ãšãšãã«ç¹å®æŒåºãå®è¡ãããå€åçš®å¥ãæå³ãããããšãã°ãã²ãŒã éå§æã«ãäžæŠè£ é£Ÿå³æãé衚瀺ãšãªããç¹å®æŒåºïŒããšãã°ããªãŒãã¿ã€ãã«äºåãã¹ããŒãžãã§ã³ãžäºåããã©ãã¯ã¢ãŠãæŒåºãªã©ïŒãç»é¢å šäœã«è¡šç€ºãããåŸãè£ é£Ÿå³æã®å€å衚瀺ãåºçŸããæŒåºæ æ§ããã®ä»£è¡šäŸã§ããããŸããäžæŠè£ é£Ÿå³æãé衚瀺ã«ãªããã®ã«éãããè£ é£Ÿå³æãå€åãéå§ããé«éå€åç¶æ ã«ç§»è¡ãããŸã§ã®æéãé·ãèšãïŒããšãã°ãïŒïœïœïŒïŒïœïŒããã®æéãå©çšããŠç¹å®æŒåºãè¡ããã®ã§ãããããã®å Žåãç¹å®æŒåºäžã¯è£ é£Ÿå³æãä»®åæ¢ç¶æ ã§è¡šç€ºïŒããšãã°ãæºãå€åïŒããããã«æ§æããŠãããïŒç¹å®æŒåºã®çµäºåŸã¯ãè£ é£Ÿå³æãé«éå€åç¶æ ãžãšç§»è¡ãããããšãã§ããïŒãå³ç€ºã§ã¯ãã¡ã€ã³å€åããå€ååãã®ãã®ã§ããã°ãå€ååããå ããéå€ååã®ãã®ã§ããã°ããªãããå ããŠããã The above "before change" refers to a type of change that can execute a specific effect when the current game starts. For example, a typical example is a display mode in which the decorative symbols are hidden once at the start of the game, and a specific effect (for example, a reach title notice, a stage change notice, a blackout effect, etc.) is displayed on the entire screen, and then the display of the changing decorative symbols appears. In addition, it is not limited to the display of the decorative symbols once, but it is also possible to set a long time (for example, 5 s to 15 s) between the start of the change of the decorative symbols and the transition to a high-speed change state, and use that time to perform a specific effect. In this case, the decorative symbols may be configured to be displayed in a temporary stop state (for example, swaying change) during the specific effect (after the end of the specific effect, the decorative symbols can be transitioned to a high-speed change state). In the illustration, if the main change is "before change", it is prefixed with "before change", and if it is not before change, it is prefixed with "none".
ãŸãããªãŒãçš®å¥ããšã¯ããªãŒãããªãŒãããªãŒãïŒçºå±åãçŽæåãªãŒããå«ãïŒãéåžžå€åïŒéãªãŒãå€åïŒã®å¥ãæå³ããããªããã埩掻ããä»ããŠããå€åçš®å¥ã¯ã埩掻æŒåºã®çºçãæå®ãããã®ãšãªã£ãŠããããŸããããŒãã«ãªãŒããã¯ïŒ®ãªãŒãçš®å¥ãããã¯ïŒ³ïŒ°ãªãŒãçš®å¥ãããã¯ïŒ³ïŒ°ïŒ³ïŒ°ãªãŒãçš®å¥ãæå³ããããŸããââçµç±â³â³ãªãŒãããšãã£ãèšèŒãããšãã°ããããŒãã«çµç±ïŒºïŒ¥ïŒ²ïŒ¯ãªãŒããïŒå€åçªå·ïŒïŒããæŒ«ç»ãªãŒãçµç±ã¯ã©ã€ããã¯ã¹ãïŒå€åçªå·ïŒïŒïŒããå¥åºçµç±ã¯ã©ã€ããã¯ã¹ïŒå€åçªå·ïŒïŒïŒãªã©ã¯ãæããªãŒããçµç±ããŠãä»ã®ãªãŒãã«çºå±ãããªãŒãçš®å¥ïŒäžèšãçºå±åãªãŒãç³»ãïŒãæå³ããã "Reach type" refers to N reach, SP reach, SPSP reach (including development type and direct hit type SPSP reach), and normal variation (non-reach variation). Variation types with "revival" attached specify the occurrence of a revival performance. "Normal reach" refers to N reach type, "SP" refers to SP reach type, and "SPSP" refers to SPSP reach type. Also, descriptions such as "â³â³ reach via ââ", for example, "ZERO reach via normal" (variation number 4), "climax via manga reach" (variation number 13), and "climax via underworld (variation number 14) refer to reach types that develop into other reaches via a certain reach (the "development type reach" mentioned above).
ãŸããç¹å®äºåã®çºçã®æç¡ããšã¯ãäž»ã«ã系ãªãŒãäžã«çºçããç¹å¥ãªäºåæŒåºïŒããšãã°ãã«ããã€ã³æŒåºãããªãŒãçš®å¥ãäºåããã¿ã€ãã«äºåæŒåºïŒãããã®ãªãŒãç¹æã®æŒåºïŒããšãã°ãç¹å¥ãªãã£ã©ã¯ã¿ïŒåœéžæåŸ 床ã«å¿ãããã£ã©ã¯ã¿ããªãŒãç¹æã®ãã£ã©ã¯ã¿ãªã©ïŒãç»å Žãããã£ã©ã¯ã¿æŒåºãªã©ïŒãªã©ãå®è¡ãããå€åçš®å¥ãåŠããæå³ãããç¹å®äºåã®çºçãæå®ããªãå Žåã¯ãååšãªãããçºçãæå®ããå Žåã¯æŒåºåç§°ïŒããšãã°ãäºåïŒãä»ããŠããã In addition, "whether or not a specific pre-notification will occur" primarily refers to whether or not the type of variation can execute special pre-notification effects that occur during a SP reach (for example, a cut-in effect or a title pre-notification effect that predicts the reach type) or effects specific to that reach (for example, a character effect in which a special character (such as a character according to the expected winning probability or a character specific to the reach) appears). If the occurrence of a specific pre-notification is not specified, "not present" is displayed, and if its occurrence is specified, the name of the effect (for example, DF pre-notification) is added.
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An example of a main fluctuation will be explained below. For example, if the
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As can be seen from the figure, sub-fluctuations are classified into specific parts and expressed as combinations of each part, just like the main fluctuations described above. However, in the "Sub-fluctuation type" column, sub-fluctuations that belong to "before the fluctuation" are prefixed with "before the fluctuation", and sub-fluctuations that do not belong to "before the fluctuation" are omitted from the "none" entry (for example, "
æ¬å®æœåœ¢æ ã®å Žåãæ¯æ§ãªç¹å®ã®ããŒãã«ããåé¡ã®èãæ¹ã¯ãå€åäžæŒåºãå èªã¿äºåã«ãããæŒåºå å®¹ãæ±ºå®ããããäžã§ãéèŠã§ãããããã«ã€ããŠã¯ãå³ïŒïŒãå³ïŒïŒãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠçãçšããŠåŸè¿°ããã In this embodiment, the idea of classifying by specific parts is also important in determining the content of the effects during fluctuations and pre-reading announcements. This will be described later using Figures 72, 92, 98A to 98F, etc.
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For the main symbol information, a value (not shown) that can specify the current winning type is set in the "TH_main symbol" corresponding to offset
ãªãã以äžã§ã¯ãæ¬çºæã®çè§£ã容æãªãã®ãšããããã«ã代衚çã«ãå³ïŒïŒïŒã«ç€ºããããªéææ§ãæã€éææ©ãäŸã«ãšã説æãããå³ç€ºã§ã¯ãåœéžçš®å¥ãšããŠãããºã¬ïŒä»¥äžãã¯ããããšç§°ããå ŽåãããïŒãé確å€å€§åœãïŒä»¥äžãé垞倧åœãããšç§°ããå ŽåãããïŒãšããŠãæç倧åœããã確å€å€§åœããèšããããŠããäŸã瀺ããŠããã In the following, in order to facilitate understanding of the present invention, a gaming machine having the gameplay as shown in FIG. 100 will be used as an example for explanation. In the figure, an example is shown in which the types of winning are misses (hereinafter sometimes referred to as "misses"), non-variable jackpots (hereinafter sometimes referred to as "regular jackpots"), "time-limited jackpots", and variable jackpots.
ã ãããå³ïŒïŒïŒã¯ãããŸã§ãäžäŸã§ãã£ãŠãæ¬çºæã¯å³ïŒïŒïŒã«ç€ºãåœãçš®å¥ããã®çš®é¡æ°ã«å¶éãããªãããŸããåœãã«é¢ããäºé ãããšãã°ãåœéžç¢ºçã峿æœéžçãåœéžã«ããç§»è¡å éæç¶æ ïŒåœãéæåŸã«ç§»è¡ãããéæç¶æ ïŒã確å€åæ°ãæçåæ°ãç¹ã«å¶éãããªãããŸãã第ïŒå®æœåœ¢æ ã®ãããªéææ§ïŒå°ãªããšãç¹æ®æçãå«ãéææ§ïŒãšããŠãããã However, FIG. 100 is merely an example, and the present invention is not limited to the types of winning or the number of types shown in FIG. 100. Furthermore, matters related to winning, such as the probability of winning, the rate of drawing symbols, the game state to which a player is transferred upon winning (the game state to which a player is transferred after a winning game), the number of times of special bonuses, and the number of times of time reduction are not particularly limited. Furthermore, the gameplay may be as in the first embodiment (at least the gameplay including special time reduction).
ãŸããå³ïŒïŒïŒã®äŸã§ã¯ãèšå®å€ïŒïœïŒããšã«ç°ãªã倧åœãåœéžç¢ºçãæããäŸã瀺ããŠããããæ¬çºæã¯ããã«éãããäžèšãïŒæ®µéèšå®ã¿ã€ããããèšå®ç¡ãã¿ã€ããã®éææ©ã§ãã£ãŠãããã In addition, the example in FIG. 100 shows an example in which the setting values 1 to 6 each have a different probability of winning a jackpot, but the present invention is not limited to this, and the gaming machine may be of the above-mentioned "one-stage setting type" or "no setting type."
ãŸããå€åãã¿ãŒã³ïŒã¡ã€ã³å€åïŒã«ã€ããŠã¯ãåœéžçš®å¥ãç°ãªããããäžèšç¬¬ïŒå®æœåœ¢æ ãšã¯ç°ãªãå€åãã¿ãŒã³ãèšãã圢æ ãäŸã«ãšã説æããããŸããå€åãã¿ãŒã³éžæåŠçïŒäœåä¿ççæ°ãéæç¶æ ãåœéžçš®å¥ãªã©ã«åºã¥ããŠå€åãã¿ãŒã³ãéžæïŒã«ã€ããŠãåºæ¬çã«ã¯äžèšç¬¬ïŒå®æœåœ¢æ ãšåãã§ããïŒããšãã°ã倧åœãæã¯ãããºã¬æãããçžå¯Ÿçã«åœéžæåŸ 床ã®é«ãå€åãã¿ãŒã³ïŒïŒ³ïŒ°ãªãŒãç³»ãªã©ïŒãéžæãããç¹ãããºã¬æã«ã¯äœåä¿ççãå€ãçšãçžå¯Ÿçã«å€åæéã®çãå€åãã¿ãŒã³ãéžæããæããªã©ïŒããªããã©ã®ãããªå€åãã¿ãŒã³ãèšããããå€åãã¿ãŒã³éžæåŠçãã©ã®ãããªåŠçå 容ãšãããã¯ãéææ§ã«å¿ããŠé©å®å®ããããšãå¯èœã§ããã Furthermore, regarding the fluctuation pattern (main fluctuation), since the winning type is different, an example in which a fluctuation pattern different from that of the first embodiment is provided will be explained. Also, the fluctuation pattern selection process (selection of a fluctuation pattern based on the number of activated reserved balls, game status, winning type, etc.) is also basically the same as the first embodiment (for example, in the event of a jackpot, a fluctuation pattern (such as an SP reach type) with a relatively higher winning expectation is selected than in the event of a miss, and in the event of a miss, the more activated reserved balls there are, the more likely a fluctuation pattern with a relatively short fluctuation time is to be selected, etc.). Note that it is possible to appropriately determine what kind of fluctuation pattern is provided and what kind of processing content is used for the fluctuation pattern selection process depending on the gameplay.
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(Game 1: Customization)
Next, the customization function according to this embodiment will be described.
æ¬å®æœåœ¢æ ã®ã«ã¹ã¿ãã€ãºæ©èœã«ã¯ãéæè ãéžæå¯èœãªæŒåºã¹ããŒãžïŒéæè éžæå¯èœæŒåºã¹ããŒãžïŒãšããŠãããã¬ãã¢ã¢ããïŒãã¬ãã¢ã¢ããã¢ãŒãïŒãããã»ãã³ã«ãŠã³ã¿ïŒã»ãã³ã«ãŠã³ã¿ã¢ãŒãïŒããã埩掻æŒåºåºçŸçïŒåŸ©æŽ»æŒåºé«ç¢ºçã¢ãŒãïŒãã®ïŒçš®é¡ãèšããããŠããããããããïŒèšå®æãïŒïŒïŒ¯ïŒŠïŒŠïŒèšå®ç¡ãïŒãèšå®ãå¯èœãšãªã£ãŠããããããã£ãŠãéæè ã®å¥œã¿ã«å¿ããŠãïŒãŸãã¯è€æ°ã®ã«ã¹ã¿ãã€ãºãçµåããæŒåºã¹ããŒãžãšããããšãã§ããããªãããã¹ãŠïŒ¯ïŒŠïŒŠã®å Žåã¯ãããŒãã«ã¢ãŒãïŒããã©ã«ãã®æŒåºç¶æ ïŒããšãªãã The customization function of this embodiment provides three types of presentation stages that the player can select (player-selectable presentation stages): "Premium Up (Premium Up Mode)", "Seven Counter (Seven Counter Mode)", and "Revival Presentation Appearance Rate UP (High Probability of Revival Presentation Mode)". Each can be set to "ON (setting available)/OFF (not setting)". Therefore, a presentation stage can be created that combines one or more customizations according to the player's preference. Note that if all are OFF, the presentation will be in "Normal Mode (default presentation state)".
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(1) In "Premium Up," the appearance rate of the winning indication (an indication that a jackpot has been won with certainty) is at least higher than in normal mode.
(2) In the "Seven Counter", the Seven Counter effect appears with a predetermined probability. The Seven Counter effect is a performance mode in which a counter display appears in a predetermined area of the liquid crystal screen at a predetermined timing during the variable effect or when an activated reserved ball occurs (when a prize is won), and after the counter display appears, it counts up for each game, and when the counter display shows "7" (for example, 7, 17, 77, etc.), if it develops into a specific reach (for example, an SP reach type (which may be one or more SP reaches)), the probability of winning increases significantly or a big win is guaranteed.
(3) In the "Increased revival effect appearance rate" mode, the appearance rate of the revival effect is at least higher than in normal mode.
äžèšã«ã¹ã¿ãã€ãºæ©èœã®èšå®æ å ±ïŒåã¢ãŒãã®ïŒ¯ïŒ®ïŒïŒ¯ïŒŠïŒŠæ å ±ïŒãããªãã»ããããŒãèšæ¶é åã«èšæ¶ãããæœéžåŠçïŒããšãã°ãå³ïŒïŒã®ã¹ãããïŒïŒïŒïŒ³ïŒ¡ïŒïŒãïŒïŒãªã©ã®æŒåºã«é¢ããæœéžåŠçïŒã«å©çšãããã The setting information for the above customization function (ON/OFF information for each mode) is also stored in the offset parts memory area and is used in the lottery process (for example, the lottery process related to the effects of steps SA13, SA16, SA19, etc. in FIG. 66).
æ¬å®æœåœ¢æ ã§ã¯ãããã¬ãã¢ã¢ãããã®ã¿ãã®å Žåã¯ãåœç¢ºæŒåºã®åºçŸçãé«ç¢ºçãšãªãã ãã§ããããããã¬ãã¢ã¢ããããšã埩掻æŒåºåºçŸçããã®å Žåã¯ãåœç¢ºæŒåºã®åºçŸçãé«ç¢ºçã§ããããã€åŸ©æŽ»æŒåºã®åºçŸçãé«ç¢ºçïŒãã¬ãã¢æŒåºïŒåŸ©æŽ»æŒåºå€ãïŒã®æŒåºã¹ããŒãžãšãªããªã©ãåããµãå€åã§ãã£ãŠããã«ã¹ã¿ãã€ãºæ©èœã®èšå®ç¶æ ïŒã«ã¹ã¿ãã€ãºç¶æ ïŒã«å¿ããŠãç°ãªãæŒåºå 容ãšããããšãã§ããããã«ãªã£ãŠããïŒããšãã°ãå³ïŒïŒïŒåç §ïŒã In this embodiment, when only "Premium Up" is ON, the appearance rate of the winning effect is simply increased, but when "Premium Up" and "Revival effect appearance rate UP" are ON, the appearance rate of the winning effect is high, and the appearance rate of the revival effect is also high (premium effects + more revival effects), resulting in a performance stage where different performance contents can be obtained even with the same sub-variation, depending on the setting state of the customization function (customization state) (for example, see FIG. 101).
ãªããèšå®ããã«ã¹ã¿ãã€ãºã«ã€ããŠã¯ãéæç°å¢èšå®ïŒéæèšå®ç»é¢ïŒã«ãããŠããã®ã«ã¹ã¿ãã€ãºãäžæ¬ããŠåæåïŒããã©ã«ãã«æ»ãïŒããã¡ãã¥ãŒé ç®ãèšããããŠããïŒããšãã°ãåŸè¿°ã®å³ïŒïŒïŒïŒïŒ¢ïŒïŒïŒšïŒåç §ïŒããã®ã¡ãã¥ãŒé ç®ã決å®ããå Žåãããšãã°ããã«ã¹ã¿ãã€ãºã®å 容ãåæåããŸããïŒ ïŒ¹ïŒ¥ïŒ³ïŒïŒ®ïŒ¯ãïŒã«ã¹ã¿ãã€ãºåæåéžææŒåºïŒãšãã£ãéæèšå®ç»é¢ã衚瀺ãããéæè ãããã«æ±ºå®ããå Žåã«ã¯ãçŸåšèšå®äžã®ã«ã¹ã¿ãã€ãºãåæåããããããŒãã«ã¢ãŒããïŒããã©ã«ãã®æŒåºç¶æ ïŒã«èšå®ãããããã«ãªã£ãŠããã For the customizations that have been set, a menu item is provided in the game environment settings (game settings screen) to initialize (return to default) all of the customizations at once (see, for example, FIG. 111 (B) (H) described below). When this menu item is selected, a game settings screen is displayed asking, for example, "Do you want to initialize the customizations? YES/NO" (customization initialization selection display), and if the player selects "YES," the currently set customizations are initialized and set to "normal mode" (default display state).
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Next, the main status flag is obtained (step SB22). The main status flag is data (game status information) that can identify the current game status. As already explained, the
次ãã§ãçŸåšã®éæç¶æ ãéåžžç¶æ ã§ãããåŠãïŒã¹ãããïŒïŒïŒãæçç¶æ ãŸãã¯ç¢ºå€ç¶æ ã§ãããåŠãïŒã¹ãããïŒïŒïŒãé æ¬¡å€å®ããçŸåšã®éæç¶æ ã«å¿ããŠãã¹ãããïŒïŒãŸãã¯ã¹ãããïŒïŒã®åŠçãå®è¡ããã Then, it sequentially determines whether the current game state is normal (step SB23), time-saving state, or special state (step SB25), and executes the processing of step SB26 or step SB27 depending on the current game state.
çŸåšã®éæç¶æ ãéåžžç¶æ ã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãããªãšãŒã·ã§ã³çªå·ïŒæœéžçš®å¥æå®æ å ±ïŒã«ãäœç¢ºå é çªå·ïŒäœç¢ºãµãå€åãã¿ãŒã³æœéžæå®çªå·ïŒïŒïŒãèšå®ããïŒã¹ãããïŒïŒïŒãããã§èšå®ãããå€ïŒïŒïŒïŒã¯ãåŸè¿°ã®ã¹ãããïŒïŒã«ãããŠå©çšãããã If the current game state is normal (step SB23: YES), the low probability leading number (low probability sub-variation pattern lottery designation number = 0) is set as the variation number (lottery type designation information) (step SB24). The value set here (= 0) is used in step SB28 described later.
çŸåšã®éæç¶æ ãæçç¶æ ãŸãã¯ç¢ºå€ç¶æ ã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãããªãšãŒã·ã§ã³çªå·ã«ãé«ç¢ºå é çªå·ïŒé«ç¢ºãµãå€åãã¿ãŒã³æœéžæå®çªå·ïŒïŒïŒïŒïŒãèšå®ããïŒã¹ãããïŒïŒïŒãããã§èšå®ãããå€ïŒïŒïŒïŒïŒïŒã«ã€ããŠã®è©³çްã¯ãåŸè¿°ã®ã¹ãããïŒïŒã«ãããŠèª¬æããã If the current game state is the time-saving state or the high probability state (step SB25: YES), the high probability leading number (high probability sub-variation pattern lottery designation number = 228) is set as the variation number (step SB26). Details of the value set here (= 228) will be explained later in step SB28.
ã¹ãããïŒïŒïœïŒ³ïŒ¢ïŒïŒã®åŠçãçµãããšã次ãã§ãããªãšãŒã·ã§ã³çªå·ãç¹å®æ å ±ïŒããšãã°ã黿°çãã€ãºçã«ããã³ãã³ãã®äžäžèŽãè§£æäžèœçããã£ãå Žåãªã©ãçããå Žåãäžèšãšã©ãŒæå®æ å ±ãèšå®ãããŠããå Žåãªã©ïŒã§ãããïŒïœïŒŠïŒŠïŒŠïŒŠãã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒãããªãšãŒã·ã§ã³çªå·ããïŒïœïŒŠïŒŠïŒŠïŒŠããªãå ŽåïŒã¹ãããïŒïŒïŒâ ïŒïœïŒŠïŒŠïŒŠïŒŠïŒãäžèšã¹ãããïŒïŒãŸãã¯ã¹ãããïŒïŒã§èšå®ãããããªãšãŒã·ã§ã³çªå·ã«åºã¥ããããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒã«ãæœéžäºçŽæ å ±ãèšå®ããïŒã¹ãããïŒïŒïŒãæœéžäºçŽæ å ±ã®è©³çްã«ã€ããŠã¯ãå³ïŒïŒãçšããŠåŸè¿°ããããæ¬çºæã®çè§£ã容æãªãã®ãšããããã«ãå ããæœéžäºçŽæ å ±ãšããã®æ å ±ãèšæ¶ããããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã®æŠèŠã«ã€ããŠèª¬æããŠããã After completing steps SB23 to SB26, it is next determined whether the variation number is "0xFFFF", which is specific information (for example, when there is a command mismatch or inability to analyze due to electrical noise, or when the above-mentioned error specification information is set) (step SB27). If the variation number is not "0xFFFF" (step SB28: â 0xFFFF), lottery reservation information is set in the variation lottery reservation information storage area (Figures 77A to 77D) based on the variation number set in step SB24 or step SB26 (step SB28). Details of the lottery reservation information will be described later using Figure 73, but to make the present invention easier to understand, an overview of the lottery reservation information and the variation lottery reservation information storage area that stores that information will first be described.
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(Variation lottery reservation information storage area: Figs. 77A to 77D)
77A to 77D show the above-mentioned variation lottery reservation information storage area. Note that Fig. 77A to Fig. 77D show only a part of the variation lottery reservation information storage area.
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As shown in the figure, the variation lottery reservation information storage area has a storage area in which "lottery reservation information" for specifying the execution of various effect lotteries is set (see the storage area corresponding to the illustrated variation number). In the
äžèšãæœéžäºçŽæ å ±ããšã¯ãä»åã®ã²ãŒã ã«ä¿ãæŒåºæœéžãè€æ°åå®è¡ãããå ŽåïŒå ·äœçã«ã¯ãåŸè¿°ã®æœéžå®è¡åŠçïŒå³ïŒïŒã®ã¹ãããïŒïŒïŒãè€æ°åå®è¡ãããå ŽåïŒãä»åã®æœéžåŠççµæã«åºã¥ããæ¬¡åïŒæ¬¡å以éãå«ãïŒã«ãã©ã®ãããªæŒåºæœéžãå®è¡ããããæå®ïŒäºçŽïŒããããã®ããŒã¿ïŒæœéžçš®å¥äºçŽæ å ±ïŒã§ãããæœéžäºçŽæ å ±ã¯ãæå®ã®åŠçã«ãããŠãæœéžäºçŽæãïŒæœéžäºçŽæžã¿ïŒïŒæœéžäºçŽç¡ãããèšå®ããããæœéžäºçŽæãããšæå®ãããæŒåºæœéžãå®è¡ãããŠããããšã«ãªãïŒãã®ç¹ã®è©³çްã¯ãå³ïŒïŒïŒæœéžäºçŽèšå®åŠçã®è©³çްãããŒïŒãçšããŠåŸè¿°ããïŒã The above-mentioned "lottery reservation information" refers to data (lottery type reservation information) for specifying (reserving) what type of effect lottery will be executed next time (including the next time onwards) based on the results of the current lottery process when the effect lottery for the current game is executed multiple times (specifically, when the lottery execution process (step SB40 in FIG. 70) described below is executed multiple times). The lottery reservation information is set to "lottery reservation available (lottery reservation completed)/lottery reservation not available" in a specified process, and the effect lottery specified as "lottery reservation available" will be executed (this will be described in more detail later using FIG. 73 (detailed flow of lottery reservation setting process)).
æ¬å®æœåœ¢æ ã§ã¯ãäžè¿°ã®ã¹ãããïŒïŒã®åŠçã«ãããŠãæåã«å®è¡ãã¹ãæŒåºæœéžçš®å¥ãæå®ãããããã«ãªã£ãŠãããå ·äœçã«ã¯ã次ã®éãã§ããã In this embodiment, the type of effect lottery to be executed first is specified in the processing of step SB28 described above. Specifically, it is as follows.
ã¹ãããïŒïŒã®åŠçã§ã¯ãæœéžäºçŽæ å ±ã®åæå€ãšããŠãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã«ã¯ãäžèšã®äºçŽæ å ±ãèšå®ãããã In step SB28, the following reservation information is set in the variation lottery reservation information storage area as the initial value of the lottery reservation information:
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ã»ãEN_E_TH_001_SaBuHeNnDoUPaTaNn, //TH_001ãµããå€åããã¿ãŒã³ã
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(1) "Under normal conditions"
In the process of step SB24, since the variation number is set to "0",
ã» "EN_E_TH_001_SaBuHeNnDoUPaTaNn, // [TH_001] Sub-variation pattern"
will be set to "Lottery reserved (lottery reservation available)."
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ã»ãEN_E_KH_001_KoUKaKu_SaBuHeNnDoUPaTaNn, //KH_001é«ç¢º_ãµããå€åããã¿ãŒã³ã
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(2) "When in time-saving or special mode"
In the process of step SB26, since the variation number is set to "228",
ã» "EN_E_KH_001_KoUKaKu_SaBuHeNnDoUPaTaNn, // [KH_001] High probability_Sub fluctuation pattern"
will be set to "Lottery reserved (lottery reservation available)."
ãããã£ãŠãéåžžç¶æ ã®å Žåã¯ãä»åã®ã²ãŒã ã«ä¿ãå€åäžæŒåºã®å å®¹ãæ±ºå®ããã«éããååïŒæåïŒã®æŒåºæœéžãšããŠâTH_001ãµããå€åããã¿ãŒã³âïŒéåžžç¶æ ã«ä¿ããµãå€åãæ±ºå®ããããã®æœéžïŒãå®è¡ãããæçç¶æ ãŸãã¯ç¢ºå€ç¶æ ã®å Žåã¯ãååã®æŒåºæœéžãšããŠâKH_001é«ç¢º_ãµããå€åããã¿ãŒã³âïŒæçç¶æ ãŸãã¯ç¢ºå€ç¶æ ã«ä¿ããµãå€åãæ±ºå®ããããã®æœéžïŒãå®è¡ãããããšã«ãªãããããŠãä»åã®æœéžåŠçã®çµæã«åºã¥ããŠã次åãåŠäœãªãæœéžåŠçãå®è¡ããããæå®ããæœéžäºçŽæ å ±ãèšå®ãããŠããïŒåŸè¿°ã®å³ïŒïŒã®æœéžäºçŽèšå®åŠçãåç §ïŒã Therefore, in the normal state, when determining the content of the in-fluctuating effects for the current game, the first (initial) effect drawing is a "[TH_001] sub-fluctuation pattern" (a drawing to determine the sub-fluctuation for the normal state), and in the time-saving or high probability state, the first effect drawing is a "[KH_001] high probability_sub-fluctuation pattern" (a drawing to determine the sub-fluctuation for the time-saving or high probability state). Then, based on the results of this drawing process, lottery reservation information is set that specifies what kind of lottery processing will be performed next time (see the lottery reservation setting process in Figure 73 described below).
ã¹ãããïŒïŒã®èª¬æã«æ»ããäžæ¹ãããªãšãŒã·ã§ã³çªå·ããïŒïœïŒŠïŒŠïŒŠïŒŠãã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒïŒïœïŒŠïŒŠïŒŠïŒŠïŒãæŒåºåŠçã«äœããã®ç°åžžïŒãšã©ãŒïŒãçãããšããŠãäœãããã«ãå¶åŸ¡ããŒãäœæåŠçãæããããªãããã®å Žåã¯ããæœéžäºçŽç¡ããã«èšå®ãããæŒåºåŠçã«ãšã©ãŒãçãããšããŠãä»åã®ã²ãŒã ã«ä¿ãæŒåºæœéžïŒå€åäžæŒåºã決å®ããããã®æŒåºæœéžïŒã¯å®è¡ãããïŒåŸè¿°ã®å³ïŒïŒã®ã¹ãããïŒïŒã®å€å®çµæãã®åŠçã«ãŒãåç §ïŒããšã©ãŒæã®å€åäžæŒåºïŒããšãã°ãäºåæŒåºçãçºçããããè£ é£Ÿå³æã®æºãå€åãå®è¡ããããªã©ïŒãå®è¡ããããããšã©ãŒåŠçïŒãšã©ãŒçšæŒåºæœéžåŠçïŒãè¡ãããã«ãªã£ãŠããã Return to the explanation of step SB27. On the other hand, if the variation number is "0xFFFF" (step SB28: = 0xFFFF), it is assumed that some abnormality (error) has occurred in the presentation processing, and the control part creation process is exited without any action. In this case, it is set to "no lottery reservation", and it is assumed that an error has occurred in the presentation processing, so the presentation lottery for this game (presentation lottery to determine the in-floating presentation) is not executed (see the processing route where the result of the determination at step SB35 in FIG. 70 described below is NO), and error processing (error presentation lottery processing) is executed to execute the in-floating presentation in the event of an error (for example, executing a swaying change of the decorative pattern without generating a preview presentation, etc.).
äžèšã®å¶åŸ¡ããŒãäœæåŠçïŒå€åéå§æïŒïŒã¹ãããïŒïŒïŒã®åŠçãçµãããšã次ãã§ãæœéžéå§åŠçïŒã¹ãããïŒïŒïŒãå®è¡ããã Once the above control part creation process (at the start of fluctuation) (step SA32) is completed, the lottery start process (step SA33) is then executed.
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(Lottery start process (step SA33): FIG. 70)
Next, the lottery start process (step SA33) will be described. Fig. 70 is a flowchart showing the details of the lottery start process (step SA33). In this lottery start process, a performance lottery for the current game (performance lottery at the start of variation) is executed based on the lottery reservation information (presence or absence of lottery reservation) in the variation lottery reservation information storage area.
å³ïŒïŒã«ãããŠãæŒåºå¶åŸ¡éšïŒïŒïŒïŒ£ïŒ°ïŒµïŒïŒïŒïŒã¯ããŸããæœéžå®è¡ã«ãŠã³ãæ°ãã¯ãªã¢ããïŒæœéžå®è¡ã«ãŠã³ãæ°âïŒïŒïŒã¹ãããïŒïŒïŒããã®æœéžå®è¡ã«ãŠã³ãæ°ã¯ãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã«ãããæŒåºæœéžçš®å¥ãæå®ãããïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ã®æœéžå®è¡ã«ãŠã³ãæ°ã®æ¬åç §ïŒãä»åã®ã²ãŒã ã«ä¿ãæŒåºæœéžããã¹ãŠçµäºãããåŠããå€å®ããããã®å€å®æ å ±ãšããŠãå©çšãããïŒæ¬¡ã«è¿°ã¹ãã¹ãããïŒïŒåç §ïŒã In FIG. 70, the performance control unit 24 (CPU 241) first clears the lottery execution count (lottery execution count â 0) (step SB31). This lottery execution count is used to specify the performance lottery type in the variation lottery reservation information storage area (see the lottery execution count column in FIG. 77A to FIG. 77D), and is also used as judgment information to determine whether all the performance lotteries related to the current game have been completed (see step SB32 described next).
次ãã§ãçŸåšã®æœéžå®è¡ã«ãŠã³ãæ°ãšæœéžããŒã¿çµäºå€ãšãæ¯èŒããæœéžå®è¡ã«ãŠã³ãæ°ãæœéžããŒã¿çµäºå€æªæºãåŠããå€å®ããïŒã¹ãããïŒïŒïŒãæœéžããŒã¿çµäºå€ãšã¯ããã¹ãŠã®æŒåºæœéžãçµäºãããåŠããå€å®ããããã®å€å®å€ã§ãããå
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Then, the current lottery execution count number is compared with the lottery data end value to determine whether the lottery execution count number is less than the lottery data end value (step SB32). The lottery data end value is a judgment value for judging whether all the performance lotteries have ended, and specifically, it is "371", which corresponds to the lottery data end position in the variation lottery reservation information storage area shown in FIG. 77D. Note that in this embodiment, the total number of previews to be selected (all performance lottery types at the start of the fluctuation (fluctuating performance) and at the time of winning (preview preview)) are the
æœéžå®è¡ã«ãŠã³ãæ°ãæœéžããŒã¿çµäºå€æªæºã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãã€ãŸãããã¹ãŠã®æŒåºæœéžãçµäºããŠããªãå Žåã«ã¯ãããªãšãŒã·ã§ã³çªå·ã«ãæœéžå®è¡ã«ãŠã³ãæ°ãèšå®ããïŒã¹ãããïŒïŒïŒãããšãã°ãæåã«ãã¹ãããïŒïŒãå®è¡ãããå Žåã¯ãæœéžå®è¡ã«ãŠã³ãæ°ãïŒã§ããã®ã§ãããªãšãŒã·ã§ã³çªå·ã«ïŒãèšå®ãããã If the lottery execution count is less than the lottery data end value (step SB32: YES), that is, if all performance lotteries have not ended, the lottery execution count is set to the variation number (step SB34). For example, when step SB34 is executed for the first time, the lottery execution count is 0, so the variation number is set to 0.
次ãã§ãæå®ãããããªãšãŒã·ã§ã³çªå·ã«å¯Ÿå¿ãããããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒãããæœéžäºçŽæãïŒæœéžäºçŽæžã¿ïŒãã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒããæœéžäºçŽæžã¿ãã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãã€ãŸããæœéžäºçŽç¡ããã®å Žåãæœéžå®è¡ã«ãŠã³ãæ°ãã€ã³ã¯ãªã¡ã³ããïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒïŒïŒãã¹ãããïŒïŒã®åŠçã«æ»ããäžæ¹ããæœéžäºçŽæžã¿ãã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãåŸè¿°ã®ã¹ãããïŒïŒã«åŠçã«é²ãã Next, it is determined whether the "variation lottery reservation information storage area (Figs. 77A to 77D)" corresponding to the specified variation number is "lottery reservation available (lottery reservation completed)" (step SB35). If it is not "lottery reservation completed" (step SB35: NO), in other words, if it is "lottery reservation not available", the lottery execution count number is incremented (lottery execution count number + 1) and processing returns to step SB32. On the other hand, if it is "lottery reservation completed" (step SB35: YES), processing proceeds to step SB36 described below.
æåã«ã¹ãããïŒïŒã®å€å®åŠçãå®è¡ãããå ŽåïŒæœéžå®è¡ã«ãŠã³ãæ°ãåæå€ã®ïŒã§ããå ŽåïŒãã¹ãããïŒïŒã§æå®ãããããªãšãŒã·ã§ã³çªå·ïŒã®ããªãšãŒã·ã§ã³æœéžäºçŽæ
å ±èšæ¶é åãåç
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When the determination process of step SB35 is executed for the first time (when the lottery execution count number is the initial value 0), the variation lottery reservation information storage area of the
ã» "EN_E_TH_001_SaBuHeNnDoUPaTaNn, // [TH_001] Sub-variation pattern"
is referred to (see FIG. 77A).
ããã§äžèšå¶åŸ¡ããŒãäœæåŠçïŒå³ïŒïŒïŒã®ã¹ãããïŒïŒã®åŠçã«ãããŠãçŸåšã®éæç¶æ
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ã§ããå Žåã«ã¯ãäžèšããªãšãŒã·ã§ã³çªå·ïŒã«å¯Ÿå¿ããããªãšãŒã·ã§ã³æœéžäºçŽæ
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§ïŒã
Here, in the processing of step SB28 of the control part creation process (Figure 69), if the current game state is normal, the variation lottery reservation information storage area corresponding to the above-mentioned
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ã»ãEN_E_KH_001_KoUKaKu_SaBuHeNnDoUPaTaNn, //KH_001é«ç¢º_ãµããå€åããã¿ãŒã³ã
ããæœéžäºçŽæžã¿ããšããŠèšå®ãããŠããïŒå³ïŒïŒã®ã¹ãããïŒïŒãã¹ãããïŒïŒãå³ïŒïŒïŒ£åç
§ïŒã
On the other hand, if the current game state is the time-saving state or the probability variation state, the variation number corresponds to 228.
ã» "EN_E_KH_001_KoUKaKu_SaBuHeNnDoUPaTaNn, // [KH_001] High probability_Sub fluctuation pattern"
is set as "lottery reserved" (see step SB26, step SB28 in FIG. 69, and FIG. 77C).
ãããã£ãŠãæåã«ã¹ãããïŒïŒã®å€å®åŠçãå®è¡ãããå Žåã«ã¯ã以äžã®ããã«åŠçãé²ãããã«ãªã£ãŠããã Therefore, when the determination process of step SB35 is executed for the first time, the process proceeds as follows:
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ã«é¢ããæŒåºæœéžïŒããªãšãŒã·ã§ã³çªå·ïŒïœïŒïŒïŒïŒã®æŒåºæœéžãå®è¡ãããŠããããšã«ãªãããã ããéåžžç¶æ
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In the normal state, the lottery reservation information corresponding to
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In the case of the time-saving state or the probability variable state, the lottery reservation information for the
以åŸãæœéžå®è¡ã«ãŠã³ãæ°ã«åºã¥ããæå®ãããããªãšãŒã·ã§ã³çªå·ã®æœéžäºçŽã®æç¡ïŒæœéžäºçŽæžã¿ãæœéžäºçŽç¡ãïŒãå€å®ããïŒã¹ãããïŒïŒïœïŒ³ïŒ¢ïŒïŒã®åŠçåç §ïŒããæœéžäºçŽæžã¿ãïŒæœéžäºçŽæãïŒã§ããã°ãåŸè¿°ã®ã¹ãããïŒïŒïœïŒ³ïŒ¢ïŒïŒã®åŠçãå®è¡ãããæŒåºå å®¹ãæ±ºå®ãããŠããããããŠããã¹ãŠã®æŒåºæœéžãçµäºããå Žåã¯ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãä»åã®ã²ãŒã ã§çŸåºãã¹ãæŒåºïŒå€åäžæŒåºïŒã決å®ãããããšã«ãªãããªããåçš®ã®æŒåºæœéžã®å®è¡é åºã«ã€ããŠã¯ãå³ïŒïŒããåããéããã¹ãããïŒïŒãŸãã¯ã¹ãããïŒïŒãééããæ¯ã«æœéžå®è¡ã«ãŠã³ãæ°ãã€ã³ã¯ãªã¡ã³ãããããã®å€ãããªãšãŒã·ã§ã³çªå·ã«èšå®ãããã®ã§ãããªãšãŒã·ã§ã³çªå·é ãæèšããã°ãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã«ãããã¢ãã¬ã¹é ïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ã«ç€ºãããªãšãŒã·ã§ã³çªå·é ïŒã«å®è¡ãããããã«ãªã£ãŠããããã ãããã®æŒåºæœéžãå®è¡ãããåŠãã¯ãæœéžäºçŽã®æç¡ã«ãã倿ãããã After that, based on the lottery execution count, it is determined whether or not the specified variation number has been reserved for lottery (lottery reservation completed, lottery reservation not completed) (see the processing of steps SB32 to SB43). If "lottery reservation completed" (lottery reservation completed), the processing of steps SB36 to SB42 described below is executed to determine the content of the performance. Then, when all the performance lotteries have been completed (step SB32: NO), the performance (changing performance) to be produced in the current game is determined. As can be seen from FIG. 70, the lottery execution count is incremented each time step SB42 or step S43 is passed, and the value is set as the variation number, so that the performance is executed in the order of the variation number, in other words, in the order of addresses in the variation lottery reservation information storage area (the order of the variation number shown in FIG. 77A to FIG. 77D). However, whether or not the performance lottery is executed is determined based on the presence or absence of a lottery reservation.
æ¬å®æœåœ¢æ ã§ã¯ãå ã«æ±ºå®ãã¹ãæŒåºã«é¢ããæœéžãåªå çã«å®è¡ããç¡é§ãªæŒåºæœéžãäœåãå®è¡ããŠããŸãããšã鲿¢ãã以ãŠå¶åŸ¡è² æ ã軜æžããããã«å·¥å€«ããŠããããã®æããäŸãšããŠã¯ãä»åã®å€åäžæŒåºã®å 容ïŒå€åäžæŒåºã·ããªãªïŒã決å®ããéã«ãæåã«ãã¡ã€ã³å€åã«åºã¥ããµãå€åã«é¢ããæœéžïŒäžèšãTH_001ãµãå€åãã¿ãŒã³ãïŒãå®è¡ããããã«ããŠããç¹ã§ããïŒå³ïŒïŒïŒ¡åç §ïŒãå€åäžæŒåºã®æ ¹å¹¹ãšãªããµãå€åãæåã«æ±ºå®ããããšã«ãããããã«ä»éããå€çš®å€æ§ãªäºåæŒåºãè£ é£Ÿå³æã®è¡šç€ºæ æ§ã決å®ããŠããããšãå¯èœã«ãªããæœéžåŠçã®å¹çåãå³ãããšãã§ããã In this embodiment, the lottery for the performance that should be decided first is executed first, preventing unnecessary performance lotteries from being executed multiple times, thereby reducing the control burden. The best example of this is that when deciding the content of the current during-change performance (during-change performance scenario), a lottery for a sub-change based on the main change (the above-mentioned [TH_001] sub-change pattern) is executed first (see Figure 77A). By first deciding the sub-change that is the core of the during-change performance, it becomes possible to decide the display mode of the wide variety of accompanying preview performances and decorative patterns, thereby making the lottery process more efficient.
ãªã以äžã§ã¯ãåŠçå
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å ±èšæ¶é åã®ããªãšãŒã·ã§ã³çªå·ïŒã«å¯Ÿå¿ããã
ã»ãEN_E_TH_001_SaBuHeNnDoUPaTaNn, //TH_001ãµããå€åããã¿ãŒã³ã
ããæœéžäºçŽæžã¿ããšããŠèšå®ãããŠããäŸã代衚äŸã«ãšã説æããŠããããŸãããæœéžå®è¡ã«ãŠã³ã¿æ°ãåæå€ïŒïŒïŒïŒã«ãããåŠçå
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In the following, in order to avoid duplication of the process contents, unless otherwise specified,
ã» "EN_E_TH_001_SaBuHeNnDoUPaTaNn, // [TH_001] Sub-variation pattern"
In the following, a typical example will be described in which the lottery execution counter is set to "lottery reserved". In addition, the processing contents when the lottery execution counter is at its initial value (=0) will be described first, and the processing contents when the lottery execution counter is 1 or more will be described later.
å³ïŒïŒã®ã¹ãããïŒïŒã®èª¬æã«æ»ããæå®ãããããªãšãŒã·ã§ã³çªå·ã«å¯Ÿå¿ããããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åããæœéžäºçŽæžã¿ãã§ããå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒã次ãã§ãå³ïŒïŒã«ç€ºããããªãšãŒã·ã§ã³çªå·çšããŒãã«ãã«ããããæœéžããŒãã«éžææ å ±ããååŸããïŒã¹ãããïŒïŒïŒã Returning to the explanation of step SB35 in FIG. 70, if the variation lottery reservation information storage area corresponding to the specified variation number is "lottery reserved" (step SB35: YES), then the "lottery table selection information" in the "variation number table" shown in FIG. 79 is obtained (step SB36).
ïŒããªãšãŒã·ã§ã³çªå·çšããŒãã«ïŒå³ïŒïŒïŒ
å³ïŒïŒã«ãããªãšãŒã·ã§ã³çªå·çšããŒãã«ã瀺ãããªãå³ïŒïŒã¯ãããªãšãŒã·ã§ã³çªå·çšããŒãã«ã®äžéšã瀺ãããã®ã§ããã
(Variation Number Table; Figure 79)
The variation number table is shown in Fig. 79. Note that Fig. 79 shows only a part of the variation number table.
ããªãšãŒã·ã§ã³çªå·çšããŒãã«ã«ã¯ãåããªãšãŒã·ã§ã³çªå·ã«å¯Ÿå¿ããŠãããŒãã«æå®æ å ±ïŒæå®ã®ããŒãã«ãæå®ããããã®ã¢ãã¬ã¹æ å ±ïŒã¢ãã¬ã¹æå®æ å ±ïŒïŒãèšæ¶ãããŠãããå ·äœçã«ã¯ãå³ïŒïŒäžã®ãåèãã«ç€ºãéããããŒãã«æå®æ å ±ãšããŠãå·Šããé ã«ããæœéžããŒãã«éžææ å ±ïŒæœéžããŒãã«éžæçšããŒãã«ïŒåŸè¿°ã®å³ïŒïŒïŒã«é¢ããã¢ãã¬ã¹æ å ±ïŒãããæœéžãã©ã°ããŒãæ å ±ïŒæœéžãã©ã°ããŒãæ å ±ããŒãã«ïŒåŸè¿°ã®å³ïŒïŒãå³ïŒïŒãªã©ïŒã«é¢ããã¢ãã¬ã¹æ å ±ïŒãããæœéžåŒã³åºãæ å ±ïŒæœéžåŒã³åºãèšå®ããŒãã«ïŒåŸè¿°ã®å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ãå³ïŒïŒãªã©ïŒé¢ããã¢ãã¬ã¹æ å ±ïŒãããã·ããªãªèšå®æ å ±ïŒã·ããªãªèšå®ããŒãã«ïŒäžå³ç€ºïŒé¢ããã¢ãã¬ã¹æ å ±ïŒããèšæ¶ãããŠãããåŠçç¶æ ã«å¿ããŠããããã®æ å ±ãååŸããå©çšãããã The variation number table stores table designation information (address information for designating a specific table (address designation information)) corresponding to each variation number. Specifically, as shown in "Notes" in FIG. 79, from the left, the table designation information stores "lottery table selection information (address information for the lottery table selection table (FIG. 96 described below))", "lottery flag parts information (address information for the lottery flag parts information table (FIGS. 92, 93, etc. described below))", "lottery call information (address information for the lottery call setting table (FIGS. 94A-94B, 95, etc. described below))", and "scenario setting information (address information for the scenario setting table (not shown))". This information is acquired and used depending on the processing status.
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ã»ã{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, //TH_001ãµãå€åãã¿ãŒã³ã
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å ±ãæãå ŽåïŒâ LïŒã®ã±ãŒã¹ïŒåŸè¿°ã®æœéžããŒãã«éžæåŠçïŒã¹ãããïŒïŒïŒãå®è¡ãããã±ãŒã¹ïŒã«ã€ããŠã®è©³çްã¯ãå³ïŒïŒãçšããŠåŸè¿°ããããã§ã¯ãæœéžããŒãã«éžææ
å ±ãç¡ãå ŽåïŒïŒïŒ®ïŒµïŒ¬LïŒã®ã±ãŒã¹ã«ã€ããŠèª¬æããŠããã
Next, it is determined whether or not the acquired lottery table selection information exists (step SB37). Here, the case where the lottery reservation information corresponding to the
ã»"{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, // [TH_001] Sub-fluctuation pattern"
From the table selection information, lottery table selection information (table designation information for lottery table selection) is acquired. Since the lottery table selection information here is "NULL" as shown in the figure, that is, "no lottery table selection information", the determination result of step SB37 is "YES", and "0" is set in the table number storage area (step SB38). Details of the case where there is lottery table selection information (â NULL) (a case where the lottery table selection process (step SB41) described later is executed) will be described later using FIG. 74, and here, the case where there is no lottery table selection information (=NULL) will be described.
ã¹ãããïŒïŒãŸãã¯åŸè¿°ã®ãæœéžããŒãã«éžæåŠçïŒã¹ãããïŒïŒïŒããçµãããšãã¹ãããïŒïŒã®åŠçã«é²ããããã§ã¯ãä»åæœéžãè¡ããæœéžã·ãŒãçªå·ãïŒåŸè¿°ã®å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã®ã·ãŒãçªå·çšããŒãã«åç §ïŒãååŸããããã®åŠçãè¡ãïŒã¹ãããïŒïŒïŒãå ·äœçã«ã¯ãçŸåšã®ããªãšãŒã·ã§ã³çªå·ãšããŒãã«çªå·èšæ¶é åã®å€ã«åºã¥ããŠãå³ïŒïŒã«ç€ºããã·ãŒãçªå·æ ŒçŽããŒãã«ããããä»åæœéžãè¡ãæœéžã·ãŒãçªå·ïŒæœéžã·ãŒãçªå·ã«é¢ããã¢ãã¬ã¹æ å ±ïŒãååŸããã After step SB38 or the "lottery table selection process (step SB41)" described below is completed, the process proceeds to step S39. Here, a process is performed to obtain the "lottery sheet number" for the current lottery (see the sheet number table in Figures 81A to 81B described below) (step SB39). Specifically, based on the current variation number and the value in the table number storage area, the lottery sheet number for the current lottery (address information related to the lottery sheet number) is obtained from the "sheet number storage table" shown in Figure 80.
詳ããã¯ãæœéžããŒãã«éžææ å ±ãç¡ãå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãã€ãŸããã¹ãããã®åŠçã§ããŒãã«çªå·èšæ¶é åãïŒãšãªãå Žåã«ã¯ãããªãšãŒã·ã§ã³çªå·ïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒã«åºã¥ããäžèšã·ãŒãçªå·æ ŒçŽããŒãã«ïŒå³ïŒïŒïŒãããæœéžã·ãŒãçªå·ããæå®ããã¢ãã¬ã¹æ å ±ãååŸããã In more detail, if there is no lottery table selection information (step SB37: YES), that is, if the table number storage area becomes 0 in the processing of step SB, address information specifying the "lottery sheet number" is obtained from the sheet number storage table (Figure 80) based on the variation number (lottery execution count number).
äžèšã·ãŒãçªå·æ ŒçŽããŒãã«ïŒå³ïŒïŒïŒã«ã¯ãäžèšãã·ãŒãçªå·çšããŒãã«ãã«ãããæœéžã·ãŒãæ å ±ãååŸããããã«å¿ èŠãªã¢ãã¬ã¹æ å ±ïŒå é ã¢ãã¬ã¹æ å ±ïŒãèšæ¶ãããŠããïŒå³ïŒïŒã®åèæ¬åç §ïŒããã ããåŸè¿°ã®æœéžããŒãã«éžæåŠçïŒã¹ãããïŒïŒïŒãå®è¡ãããå Žåã«ã¯ãæœéžããŒãã«éžæåŠçäžã§èšå®ãããããŒãã«çªå·èšæ¶é åã®å€ïŒåŸè¿°ã®ã¹ãããïŒïŒåç §ïŒãçšããŠãããªãšãŒã·ã§ã³çªå·ãšãã®ããŒãã«çªå·èšæ¶é åã®å€ã®å€ãçšããŠãç®çã®æœéžã·ãŒãçªå·ãååŸãããã€ãŸããæœéžããŒãã«éžæåŠçïŒã¹ãããïŒïŒïŒäžã§ååŸããããããŒãã«çªå·èšæ¶é åã®å€ã¯ãäžèšã·ãŒãçªå·æ ŒçŽããŒãã«ïŒå³ïŒïŒïŒããæœéžã·ãŒãçªå·ãååŸããéã®ãªãã»ããå€ãšããŠå©çšãããããã«ãªã£ãŠããã The sheet number storage table (Fig. 80) stores address information (first address information) required to obtain the lottery sheet information in the "sheet number table" (see the remarks column in Fig. 80). However, when the lottery table selection process (step SB41) described below is executed, the target lottery sheet number is obtained using the value of the table number storage area set during the lottery table selection process (see step SD21 described below) and the variation number and the value of that table number storage area. In other words, the value of the table number storage area obtained during the lottery table selection process (step SB41) is used as an offset value when obtaining the lottery sheet number from the sheet number storage table (Fig. 80).
æ¬äŸã§æ±ã£ãŠããããªãšãŒã·ã§ã³çªå·ïŒã®ã±ãŒã¹ã§ã¯ãäžèšã¹ãããïŒïŒã§èª¬æããéããã¹ãããïŒïŒã®å€å®çµæããšãªããæœéžããŒãã«éžæåŠçïŒã¹ãããïŒïŒïŒã¯å®è¡ãããªãããã®å Žåã¯ãããªãšãŒã·ã§ã³çªå·ïŒïŒïŒïŒã«åºã¥ããŠãå³ïŒïŒã«ç€ºãã
ã»ã0x0000, //TH_001ãµãå€åãã¿ãŒã³ãïŒããªãšãŒã·ã§ã³çªå·ïŒå¯Ÿå¿ïŒ
ãååŸãããã
In the case of the
ã»"0x0000, // [TH_001] Sub-variation pattern" (corresponding to variation number 0)
is obtained.
ã¹ãããïŒïŒã®åŠçãçµãããšãåŠçç¶æ ããåŸè¿°ã®æœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒã«ç§»è¡ãããã When step SB39 is completed, the processing state transitions to the lottery execution process (step SB40) described below.
ãããŠãæœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒãçµãããšãæœéžå®è¡ã«ãŠã³ãæ°ãã€ã³ã¯ãªã¡ã³ããïŒã¹ãããïŒïŒïŒãã¹ãããïŒïŒã®å€å®åŠçã«æ»ãã以åŸãæœéžå®è¡ã«ãŠã³ãæ°ãæœéžããŒã¿çµäºå€ïŒæœéžå®è¡ã«ãŠã³ãæ°â§æœéžããŒã¿çµäºå€ïŒã«éãããŸã§ãã¹ãããïŒïŒïœïŒ³ïŒ¢ïŒïŒã®åŠçãç¹°ãè¿ãå®è¡ãããæœéžå®è¡ã«ãŠã³ãæ°ãæœéžããŒã¿çµäºå€ã«éããå Žåã¯ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãå³ïŒïŒã®å€åéå§æåŠçã«æ»ããåŸè¿°ã®æœéžçµäºæå€æ°åæååŠçïŒã¹ãããïŒïŒãå³ïŒïŒïŒãå®è¡ããã When the lottery execution process (step SB40) is completed, the lottery execution count number is incremented (step SB42), and the process returns to the judgment process of step SB32. Thereafter, the process of steps SB32 to SB41 is repeatedly executed until the lottery execution count number reaches the lottery data end value (lottery execution count number â§ lottery data end value). If the lottery execution count number reaches the lottery data end value (step SB32: NO), the process returns to the fluctuation start time process of FIG. 67, and the lottery end time variable initialization process (step SA34, FIG. 75) described later is executed.
ïŒæœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ïŒ
次ã«ãäžèšã®ãæœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒãã«ã€ããŠèª¬æãããå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã¯ãæœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒã®è©³çްã瀺ããããŒãã£ãŒãã§ãããå³ïŒïŒïŒ¡ã«æœéžå®è¡åŠçã®ååéšã瀺ããå³ïŒïŒïŒ¢ã«æœéžå®è¡åŠçã®åŸåéšã瀺ãã
(Lottery execution process (step SB40): Figs. 71A to 71B)
Next, the above-mentioned "lottery execution process (step SB40)" will be described. Figures 71A and 71B are flowcharts showing the details of the lottery execution process (step SB40), with Figure 71A showing the first half of the lottery execution process and Figure 71B showing the second half of the lottery execution process.
å³ïŒïŒïŒ¡ã«ãããŠãæŒåºå¶åŸ¡éšïŒïŒïŒïŒ£ïŒ°ïŒµïŒïŒïŒïŒã¯ããŸããæå®ç¯å²æ°ã®ä¹±æ°ãçæããä¹±æ°çæææ®µããæœéžçšä¹±æ°ãååŸããïŒã¹ãããïŒïŒïŒãããã§ã®ä¹±æ°çæææ®µã¯ããœãããŠã§ã¢çã«æå®ç¯å²ïŒããšãã°ãä¹±æ°ç¯å²ïŒïŒïœïŒïŒïŒïŒïŒïŒã®ä¹±æ°ãçæããŠããã In FIG. 71A, the performance control unit 24 (CPU 241) first obtains a random number for a lottery from a random number generation means that generates random numbers within a predetermined range (step SC11). The random number generation means here generates random numbers within a predetermined range (for example, random number range = 0 to 19999) in a software manner.
次ãã§ãååŸããæœéžçšä¹±æ°å€ãè£æ£ããä¹±æ°å€è£æ£åŠçãè¡ãïŒã¹ãããïŒïŒïŒãæ¬å®æœåœ¢æ ã§ã¯ããã®è£æ£åŠçãšããŠãååŸããä¹±æ°ãç¹å®å€ã§é€ããŠããã®äœãã®å€ããå®çšä¹±æ°å€ãïŒå®éã«æœéžã«äœ¿çšããä¹±æ°å€ïŒãšããŠèšå®ããïŒæœéžçšä¹±æ°å€é€ç®åŠçïŒã Next, a random number value correction process is performed to correct the obtained random number value for the lottery (step SC12). In this embodiment, the correction process involves dividing the obtained random number by a specific value, and setting the remainder as the "practical random number value" (the random number value actually used in the lottery) (lottery random number value division process).
æ¬å®æœåœ¢æ ã§ã¯ãä¹±æ°çæææ®µããååŸããæœéžçšä¹±æ°å€ããæœéžåŠçïŒæŒåºæœéžïŒã§çšããæ¯åå€ïŒå€å®å€ïŒã®æå€§å€ïŒããšãã°ãæ¯åããŒã¿ããŒãã«ïŒåŸè¿°ã®å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ïŒã®æ¯åå€ïŒå€å®å€ïŒã®æå€§å€ïŒïŒïŒïŒïŒïŒïŒã§é€ããŠããã®äœããå®éã®æœéžã§çšããå®çšä¹±æ°å€ïŒä»¥äžãåã«ãä¹±æ°å€ããšãç§°ããïŒãšããŠèšå®ããåžžã«ãå®çšä¹±æ°å€ïŒæå€§æ¯åå€ãã®é¢ä¿ãæºããããã«ããŠããããã®ããã«ããçç±ã¯ã次ã®éãã§ããã In this embodiment, the random number value for lottery obtained from the random number generation means is divided by the maximum value of the allocation value (judgment value) used in the lottery process (performance lottery) (for example, the maximum value of the allocation value (judgment value) in the allocation data table (Figures 84A to 89B described below) = 10,000), and the remainder is set as the practical random number value (hereinafter simply referred to as "random number value") to be used in the actual lottery, so that the relationship of "practical random number value < maximum allocation value" is always satisfied. The reason for doing so is as follows.
æœéžå¯Ÿè±¡ã«åœéžãããåŠãã®å€å®ã¯ãååŸããä¹±æ°å€ãæœéžå¯Ÿè±¡ããšã«å²ãåœãŠãããæ¯å倿ªæºã§ãããåŠãã§å€å®ãããïŒåŸè¿°ã®å³ïŒïŒïŒ¢ã®ã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒåç §ïŒãããããååŸããæœéžçšä¹±æ°ãäœããã®äžå ·åïŒç°åžžïŒã«ãããæ¯åå€ãã倧ãããªã£ãŠããŸãã±ãŒã¹ãçºçããå Žåãæ£ããæœéžãå®è¡ã§ããããããã®æœéžå¯Ÿè±¡ã«åœéžããã®ãäžæãšãªããæŒåºèªäœãå®è¡ããããšãäžå¯èœã«ãªã£ãŠããŸãæãããããäžæ¹ãååŸããä¹±æ°å€ãæ¯åå€ã§é€ããäœããçšããã°ãããšãååŸããä¹±æ°å€ã«äžå ·åãçãã£ãŠããåžžã«ãä¹±æ°å€ïŒæ¯åå€ãã®é¢ä¿ãæºãããæŒåºæœéžèªäœã¯ç¹ã«åé¡ç¡ãããã£ãããããšãå¯èœã«ãªãã Whether or not a lottery item has been won is determined by whether or not the acquired random number value is less than the allocation value assigned to each lottery item (see steps SC27 to SC31 in FIG. 71B described below). However, if a malfunction (abnormality) occurs that causes the acquired lottery random number to be greater than the allocation value, the lottery cannot be executed correctly, it will be unclear which lottery item has been won, and it may become impossible to execute the performance itself. On the other hand, if the remainder when the acquired random number value is divided by the allocation value is used, the relationship of "random number value < allocation value" is always satisfied, even if there is a malfunction in the acquired random number value, and the performance lottery itself can be executed without any problems.
ãŸãã倧åœãæœéžããã³å€§åœãéæã®å¶åŸ¡ã¯äž»å¶åŸ¡éšïŒïŒåŽã§è¡ããããæŒåºå¶åŸ¡éšïŒïŒåŽã«ãããæŒåºæœéžçšä¹±æ°å€ã®äžå
·åã«ãã£ãŠæ¬æ¥éžã°ããã¹ãæŒåºãå®è¡ãããªãå Žåã§ãã£ãŠãã倧åœãåœéžèªäœãç¡å¹ã«ãªãããã§ã¯ãªããæŒåºã«éåæãçãããšããŠããç¹ã«åé¡ã¯çããªããšèããããã
In addition, because the jackpot lottery and jackpot game control are performed by the
æ¬å®æœåœ¢æ ã§ã¯ãä¹±æ°çæææ®µããååŸããæœéžçšä¹±æ°å€ïŒïœïŒïŒïŒïŒïŒãç¹å®å€ïŒæå€§æ¯åå€ïŒïŒïŒïŒïŒïŒã§é€ããå€ãå®çšä¹±æ°å€ãšããŠããããäžèšä¹±æ°è£æ£åŠçãšããŠãå®çšä¹±æ°å€ïŒæå€§æ¯åå€ãã®é¢ä¿ãæºããã®ã§ããã°ããã®è£æ£åŠçæ¹æ³ã¯ç¹ã«å¶éãããªãããã ããæœéžå¯Ÿè±¡ãè€æ°ããå Žåã«ã¯ããããã®æ¯åå€ãšã®é¢ä¿æ§ãèæ ®ããŠãæœéžçšä¹±æ°å€ãè£æ£ããããšã奜ãŸããã In this embodiment, the practical random number value is the lottery random number value 0-19999 obtained from the random number generation means divided by a specific value (maximum allocation value) of 10000, but the method of correction is not particularly limited as long as the random number correction process satisfies the relationship of "practical random number value < maximum allocation value." However, when there are multiple items to be selected, it is preferable to correct the lottery random number value taking into account the relationship with these allocation values.
ãŸãæ¬å®æœåœ¢æ ã§ã¯ãæœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒãå®è¡ããã床ã«ãä¹±æ°å€ãååŸããããã«ãªã£ãŠããïŒå³ïŒïŒã®ã¹ãããïŒïŒã®å€å®çµæãâïŒïŒã®æœéžå®è¡åŠçãå®è¡ãããåŠçã«ãŒãåç §ïŒãããªãã¡ãä»åã®æœéžã§ååŸããä¹±æ°å€ïŒã¹ãããïŒïŒïŒããã®ä¹±æ°å€ãè£æ£ããŠåŸãããå®çšä¹±æ°å€ïŒã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒïŒã®ãããããæ¬¡åã®æœéžã§ã¯å©çšããããæ¬¡åã®æœéžã«ä¿ãã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçã«ãããæ°ããªå®çšä¹±æ°å€ãèšå®ãããããšã«ãªããããã«ãããåå€ã®ä¹±æ°å€ãéžæãããªããã€ãŸããæœéžãå®è¡ãã床ã«å®çšä¹±æ°å€ãåºå®çã§ã¯ãªãå€åçãšãªããããã©ã³ãã æ§ãããæ ä¿ããããšãã§ããã In addition, in this embodiment, a random number value is obtained each time the lottery execution process (step SB40) is executed (see the processing route in FIG. 70 where the determination result in step SB32 is YES â the lottery execution process in SB40 is executed). In other words, neither the random number value obtained in the current lottery (step SC11) nor the practical random number value obtained by correcting that random number value (steps SC12 to SC13) will be used in the next lottery, and a new practical random number value will be set by the processing in steps SC11 to SC13 for the next lottery. This prevents the same random number value from being selected, meaning that the practical random number value is variable rather than fixed each time a lottery is executed, further ensuring randomness.
ãŸããä¹±æ°çæææ®µãè€æ°èšãïŒããšãã°ãä¹±æ°çææ¹æ³ãç°ãªããçæããä¹±æ°ç¯å²ãç°ãªããªã©ïŒæœéžããšã«ãŸãã¯äžéšã®æœéžã«ãããŠãç°ãªãä¹±æ°çæææ®µããä¹±æ°å€ãååŸå¯èœã«æ§æããŠããããããšãã°ãããªãšãŒã·ã§ã³çªå·ïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒãŸãã¯æœéžã·ãŒãçªå·ã«å¯Ÿå¿ããä¹±æ°çæææ®µãèšããŠãããã In addition, multiple random number generation means may be provided (e.g., different random number generation methods, different ranges of random numbers to be generated, etc.) so that random numbers can be obtained from different random number generation means for each lottery or for some lotteries. For example, random number generation means corresponding to a variation number (lottery execution count number) or lottery sheet number may be provided.
ãŸããäºåæŒåºã®çš®é¡ã«å¿ããŠãç°ãªãä¹±æ°çæææ®µããä¹±æ°å€ãååŸå¯èœã«æ§æããŠããããããšãã°ãå€åäžæŒåºãšå èªã¿äºåãšã§ç°ãªããããäºåæŒåºãæ§æããæŒåºçŸ€ã«å¿ããŠç°ãªãããïŒããšãã°ããªãŒãåäºåã«å±ããæŒåºå å®¹ãæœéžããå ŽåãšããªãŒãåäºåã«å±ããæŒåºå å®¹ãæœéžããå Žåãšã§ç°ãªãããïŒãåœéžçš®å¥ã«å¿ããŠç°ãªãããïŒããšãã°ã倧åœããšããºã¬ãšã§ç°ãªãããïŒãã¡ã€ã³å€åçš®å¥ãŸãã¯ãµãå€åçš®å¥ã«å¿ããŠç°ãªãããããªã©ãšããããšãã§ãããã¡ã€ã³å€åçš®å¥ãŸãã¯ãµãå€åçš®å¥ã«å¿ããŠç°ãªãããå Žåã«ã¯ãããšãã°ãéåžžå€åãšãªãŒãå€åã§ç°ãªãããããªãŒãç³»ãšïŒ®ãªãŒãç³»ã§ç°ãªããããšãã£ãããã«å€åãã¿ãŒã³çš®å¥ã«å¿ããŠç°ãªãããããšãã§ãããæèšããã°ãäºåæŒåºã®åœéžæåŸ 床ã«å¿ããŠç°ãªãããããšãã§ããããŸããåœç¢ºäºåïŒãã¬ãã¢äºåïŒãé«æåŸ åºŠäºåãå«ãäºåæŒåºãšããã以å€ã§ãç°ãªãããŠãããã The random number generator may be configured to obtain random numbers from different random number generators depending on the type of preview performance. For example, the random number may be different between a variation performance and a pre-reading preview, or it may be different depending on the group of performances that make up the preview performance (for example, different between a lottery for the performance content belonging to a pre-reach preview and a lottery for the performance content belonging to a pre-reach preview), or it may be different depending on the type of win (for example, different between a jackpot and a miss), or it may be different depending on the main variation type or sub-variation type. When the random number is different depending on the main variation type or sub-variation type, it may be different depending on the type of variation pattern, for example, between a normal variation and a reach variation, or between an SP reach type and an N reach type. In other words, it may be different depending on the expected probability of winning the preview performance. It may also be different between a preview performance that includes a sure win preview (premium preview) or a high expectation preview, and other preview performances.
次ãã§ãä»åã®æœéžã«çšããæœéžã·ãŒãçªå·ã«åºã¥ãããã·ãŒãçªå·çšããŒãã«ïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ïŒãããæœéžã·ãŒãæ å ±ãååŸããïŒã¹ãããïŒïŒïŒã Next, based on the lottery sheet number to be used in this lottery, lottery sheet information is obtained from the "Sheet Number Table (Figures 81A to 81B)" (step SC14).
ïŒã·ãŒãçªå·çšããŒãã«ïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ïŒ
å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ã·ãŒãçªå·çšããŒãã«ã瀺ãããªãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã¯ãã·ãŒãçªå·çšããŒãã«ã®äžéšã瀺ãããã®ã§ããã
(Sheet number table: Fig. 81A to Fig. 81B)
The sheet number table is shown in Figures 81A and 81B, which show only a part of the sheet number table.
ã·ãŒãçªå·çšããŒãã«ã«ã¯ãåæœéžã·ãŒãçªå·ã«å¯Ÿå¿ãããæœéžã·ãŒãæ
å ±ããèšæ¶ãããŠãããå
·äœçã«ã¯ãå³ïŒïŒïŒ¢ã®åèæ¬ã«ç€ºãããã«ã次ã®ãããªããŒã¿ãèšæ¶ãããŠããã
ïŒã€ïŒãEn_lot_dt_off***ãã¯ãããªãã»ããããŒã¿ããŒãã«ãã®æå®æ
å ±ïŒãªãã»ããããŒã¿ããŒãã«ã«é¢ããã¢ãã¬ã¹æ
å ±ïŒãªãã»ããããŒã¿ããŒãã«æå®æ
å ±ïŒïŒã
ïŒãïŒãEn_lot_dt_sht***ãã¯ããæ¯åããŒã¿ããŒãã«ãã®æå®æ
å ±ïŒæ¯åããŒã¿ããŒãã«ã¢ãã¬ã¹ã«é¢ããã¢ãã¬ã¹æ
å ±ïŒæ¯åããŒãã«ããŒã¿æå®æ
å ±ïŒïŒã
The sheet number table stores "lottery sheet information" corresponding to each lottery sheet number. Specifically, as shown in the remarks column of FIG. 81B, the following data is stored:
(a) "En_lot_dt_off***" is designation information for the "offset data table" (address information relating to the offset data table (offset data table designation information)).
(b) "En_lot_dt_sht***" is information specifying the "sorting data table" (address information regarding the sorting data table address (sorting table data specification information)).
ãããã£ãŠãããããEn_lot_dt_off***ãããEn_lot_dt_sht***ãã§æå®ãããæœéžã·ãŒãæ å ±ã«åºã¥ããç®çã®ããªãã»ããããŒã¿ããŒãã«ãããæ¯åããŒã¿ããŒãã«ããååŸãããããªããäžèšããªãã»ããããŒã¿ããŒãã«ãããæ¯åããŒã¿ããŒãã«ãã¯ãåçš®ã®æœéžåŠçãè¡ãäžã§å¿ èŠãšãªãè€æ°ã®ããŒãã«ãå«ãŸããããã®äžäŸãšããŠãããšãã°ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ã«ç€ºãè€æ°ã®ãªãã»ããããŒã¿ããŒãã«ããå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ç€ºãè€æ°ã®æ¯åããŒã¿ããŒãã«ãªã©ãããã Therefore, based on the lottery sheet information specified by "En_lot_dt_off***" and "En_lot_dt_sht***", the desired "offset data table" and "allocation data table" are obtained. Note that the above "offset data table" and "allocation data table" include multiple tables required for performing various lottery processes. Examples include the multiple offset data tables shown in Figures 82A to 82D and the multiple allocation data tables shown in Figures 84A to 89B.
ïŒãªãã»ããããŒã¿ããŒãã«ïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ£ïŒ
å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ£ã«ãäžèšãªãã»ããããŒã¿ããŒãã«ã瀺ããå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ£ã¯ãæœéžåŠçã§çšãããªãã»ããããŒã¿ããŒãã«ã®äžäŸã瀺ãããã®ã§ããã
(Offset data table: Figs. 82A to 82C)
The offset data table is shown in Figures 82A to 82C, which show an example of the offset data table used in the lottery process.
ãªãã»ããããŒã¿ããŒãã«ã«ã¯ãå³ç€ºã®éããããŒãå€å®åæ°æ å ±ãšããªãã»ããããŒãçªå·ïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€åç §ïŒãšãå®ããããŠããã As shown in the figure, the offset data table defines part determination count information and offset part numbers (see Figures 76A to 76D).
ããã§ã¯ãä»åååŸãããæœéžã·ãŒãçªå·ãïŒã§ããã±ãŒã¹ã説æããŠããã®ã§ãå³ïŒïŒïŒ¡ã«ç€ºãã·ãŒãçªå·çšããŒãã«ã«ãããæœéžã·ãŒãçªå·ïŒã®ã
ã»ã{En_lot_dt_off000, En_lot_dt_sht000}, //TH_001ãµãå€åãã¿ãŒã³ T1ã
ã®æœéžã·ãŒãæ
å ±ãååŸãããïŒã¹ãããïŒïŒïŒã
Here, the case where the lottery sheet number acquired this time is 0 is explained, so the
ã»"{En_lot_dt_off000, En_lot_dt_sht000}, // [TH_001] Sub-fluctuation pattern T1"
The lottery sheet information is acquired (step SC14).
ãã®æœéžã·ãŒãæ
å ±ã«ããæå®ããããªãã»ããããŒã¿ããŒãã«ã¯ã
ãEn_lot_dt_off000ãã§ãããå
·äœçã«ã¯ãå³ïŒïŒïŒ¡ã«ç€ºãã
ã»ããªãã»ããããŒã¿000(TH_001ãµãå€åãã¿ãŒã³ T1)ã
ã§ããããããã£ãŠããã®ãªãã»ããããŒã¿ããŒãã«ããããŒãå€å®åæ°æ
å ±ãšããŠãïŒãïŒå³ç€ºã®ãããŒãæ°ãã«å¯Ÿå¿ããå€ïŒãååŸãããïŒã¹ãããïŒïŒïŒã
The offset data table specified by this lottery sheet information is
"En_lot_dt_off000", specifically, as shown in FIG. 82A,
ã»"Offset data 000 ([TH_001] Sub-fluctuation pattern T1)"
Therefore, "1" (a value corresponding to the "number of parts" shown in the figure) is obtained as the part determination count information from this offset data table (step SC15).
次ãã§ãååŸããããŒãå€å®åæ°æ å ±ãïŒã§ãããåŠããå€å®ãïŒã¹ãããïŒïŒïŒããã®å€å®çµæã«å¿ããŠåŠçãæ¬¡ã®ïŒÎ±ïŒãŸãã¯ïŒÎ²ïŒã«åå²ãããã Then, it is determined whether the acquired part judgment count information is 0 (step SC16), and the process branches to the next (α) or (β) depending on the result of the determination.
ïŒÎ±ïŒãã¹ãããïŒïŒã®å€å®åŠçã«ãŠãããŒãå€å®åæ°æ
å ±ãïŒã§ãªããšå€å®ãããå Žåã®åŠçã«ãŒããïŒã¹ãããïŒïŒã®å€å®çµæãâã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçã«ãŒãïŒ
ïŒÎ²ïŒãã¹ãããïŒïŒã®å€å®åŠçã«ãŠãããŒãå€å®åæ°æ
å ±ãïŒã§ãããšå€å®ãããå Žåã®åŠçã«ãŒããïŒã¹ãããïŒïŒã®å€å®çµæãâå³ïŒïŒïŒ¢ã®ã¹ãããïŒïŒã«ç§»è¡ããåŠçã«ãŒãïŒ
(α) "Processing route when it is determined in the determination process of step SC16 that the part determination count information is not 0" (determination result of step SC16 is YES â processing route of steps SC17 to SC24)
(β) âProcessing route when it is determined in the determination process of step SC16 that the part determination count information is 0â (the determination result of step SC16 is NO â processing route that transitions to step SC25 of FIG. 71B)
以äžã説æã®äŸ¿å®ã®ããã«ãäžè¿°ã®ïŒÎ±ïŒã®åŠçã«ãŒãã蟿ãå ŽåãšãïŒÎ²ïŒã®åŠçã«ãŒãã蟿ãå Žåãšã«åããŠèª¬æããã For ease of explanation, the following will be explained separately for the case where the processing route (α) is followed and the case where the processing route (β) is followed.
ïŒããŒãå€å®åæ°æ
å ±ãïŒã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒïŒã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçã«ãŒãïŒ
ãŸããããŒãå€å®åæ°æ
å ±ãïŒã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒã®åŠçã«ãŒãã«ã€ããŠèª¬æããã
(When the part judgment count information is not 0 (step SC16: YES): processing route of steps SC17 to SC24)
First, a process route when the part judgment count information is not 0 (step SC16: YES) will be described.
ããŒãå€å®åæ°æ å ±ãïŒã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãããŒãå€å®åæ°æ å ±ããã¯ãªã¡ã³ãããïŒã¹ãããïŒïŒïŒã If the part judgment count information is not 0 (step SC16: YES), the part judgment count information is decremented (step SC17).
次ãã§ããªãã»ããããŒã¿ããŒãã«ã®ãªãã»ããããŒãçªå·ãååŸããïŒã¹ãããïŒïŒïŒãå³ïŒïŒïŒ¡ã«ç€ºãããªãã»ããããŒã¿000(TH_001ãµãå€åãã¿ãŒã³ T1)ããåç
§ãããå Žåããªãã»ããããŒãçªå·ãšããŠãïŒããååŸãããããªãããªãã»ããããŒãçªå·ïŒã¯ããªãã»ããããŒãèšæ¶é åã®ã(TH_ã¡ã€ã³å€å)ãã«å¯Ÿå¿ããå€ã§ããïŒå³ïŒïŒïŒ¡åç
§ïŒã
Next, the offset part number in the offset data table is obtained (step SC18). When "Offset Data 000 ([TH_001] Sub-variation Pattern T1)" shown in Figure 82A is referenced, "1" is obtained as the offset part number. Note that offset
次ãã§ãååŸãããªãã»ããããŒãçªå·ã«åºã¥ãããªãã»ããããŒãèšæ¶é åã®å€ãååŸããïŒã¹ãããïŒïŒïŒã Then, based on the obtained offset part number, the value of the offset part storage area is obtained (step SC19).
次ãã§ããªãã»ããããŒãçªå·ã«åºã¥ããå³ïŒïŒã«ç€ºããªãã»ããããŒãæ°ããŒãã«ãããªãã»ããããŒãã®æå€§å€ãååŸããïŒã¹ãããïŒïŒïŒã Next, based on the offset part number, the maximum value of the offset parts is obtained from the offset part number table shown in FIG. 83 (step SC20).
ïŒãªãã»ããããŒãæ°ããŒãã«ïŒå³ïŒïŒïŒ
å³ïŒïŒã«ãäžèšãªãã»ããããŒãæ°ããŒãã«ã瀺ãããªããå³ïŒïŒã¯ããªãã»ããããŒãæ°ããŒãã«ã®äžéšã瀺ãããã®ã§ããã
(Offset parts number table: Figure 83)
The offset parts number table is shown in Fig. 83. Note that Fig. 83 shows only a part of the offset parts number table.
ãªãã»ããããŒãæ°ããŒãã«ã«ã¯ãå³ç€ºã®åèæ¬ã«ç€ºãéããåãªãã»ããããŒãçªå·ã«å¯Ÿå¿ãããªãã»ããããŒãã®æå€§å€ãå®ããããŠããã The offset part count table specifies the maximum offset part value for each offset part number, as shown in the notes column.
ããšãã°ãã¹ãããïŒïŒã§ååŸãããªãã»ããããŒãçªå·ãïŒã§ããã°ããªãã»ããããŒãæ°ããŒãã«ã«ãããã
ã»ã0x00BC, //TH_ã¡ã€ã³å€åã
ã§æå®ãããå€ã®ãïŒïŒžïŒïŒïŒ¢ïŒ£ããããªãã»ããããŒãæå€§å€ãšããŠååŸãããããªããã¡ã€ã³å€åãšã¯ãæ¢ã«èª¬æããéããäž»å¶åŸ¡éšïŒïŒåŽã§æ±ºå®ãããå€åãã¿ãŒã³ïŒã¡ã€ã³å€åïŒãæå³ããæ¬äŸïŒéåžžç¶æ
ïŒïŒ¹ïŒªïŒïŒïŒïŒã«ä¿ãã¡ã€ã³å€åïŒã§ã¯ããã®çš®é¡æ°ãïŒïŒïŒçš®é¡ïŒç°åžžæã®å€åç¡ããå«ãïŒã§ããããªãã»ããããŒãã®æå€§å€ããã®çš®é¡æ°ãšåãå€ãšãªã£ãŠããïŒïŒïŒžïŒïŒïŒ¢ïŒ£ïŒãªãã»ããããŒãæå€§å€ïŒã¡ã€ã³å€åçš®é¡æ°ïŒãšãªã£ãŠããïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠã®ãã¡ã€ã³å€åãã®æ¬åç
§ïŒã
For example, if the offset part number acquired in step SC18 is 1, then in the offset part number table,
ã»"0x00BC, //TH_Main fluctuation"
The value "0X00BC" specified by is acquired as the offset part maximum value. As already explained, the main fluctuation means the fluctuation pattern (main fluctuation) determined by the
次ãã§ããªãã»ããããŒãèšæ¶é åã®å€ããªãã»ããããŒãã®æå€§å€ä»¥äžã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒããªãã»ããããŒãèšæ¶é åã®å€ããªãã»ããããŒãã®æå€§å€ä»¥äžã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãã¹ãããïŒïŒã®åŠçãã¹ãããããŠãã¹ãããïŒïŒã®åŠçã«é²ããäžæ¹ããªãã»ããããŒãèšæ¶é åã®å€ããªãã»ããããŒãã®æå€§å€ä»¥äžã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãç°åžžãçãããšããŠããªãã»ããããŒãèšæ¶é åãã¯ãªã¢ãïŒãªãã»ããããŒãèšæ¶é åâïŒïŒïŒã¹ãããïŒïŒïŒãã¹ãããïŒïŒã®åŠçã«é²ãã Next, it is determined whether the value in the offset parts storage area is equal to or greater than the maximum value of the offset parts (step SC21). If the value in the offset parts storage area is not equal to or greater than the maximum value of the offset parts (step SC21: YES), the process skips step SC22 and proceeds to step SC23. On the other hand, if the value in the offset parts storage area is equal to or greater than the maximum value of the offset parts (step SC21: YES), it is determined that an abnormality has occurred, the offset parts storage area is cleared (offset parts storage area â 0) (step SC22), and the process proceeds to step SC23.
ã¹ãããïŒïŒã®åŠçã§ã¯ãååŸãããªãã»ããããŒãèšæ¶é åã®å€ãšãªãã»ããããŒãã®æå€§å€ãšã«åºã¥ããéžæçšãªãã»ããå€ã®æå®ã®ç®åºåŠçãå®è¡ãããã®ç®åºçµæãéžæçšãªãã»ããå€èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã In the processing of step SC23, a predetermined calculation process of the selection offset value is executed based on the acquired value of the offset parts storage area and the maximum value of the offset parts, and the calculation result is set in the selection offset value storage area (step SC23).
次ãã§ãååã®éžæçšãªãã»ããå€èšæ¶é åã®å€ãšä»åã®éžæçšãªãã»ããå€ã®æå®ã®ç®åºåŠçïŒå ç®åŠçãªã©ïŒãå®è¡ãããã®ç®åºçµæãéžæçšãªãã»ããå€èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒãäžèšã®ã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçã§ç®åºãããéžæçšãªãã»ããå€èšæ¶é åã®å€ã¯ãåŸè¿°ã®å³ïŒïŒïŒ¢ã®æŒåºæœéžã«ä¿ãåŠçã§ïŒã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒïŒäºåããªãšãŒã·ã§ã³æœéžåŠçïŒãæ¯åããŒã¿ããŒãã«ïŒããšãã°ãåŸè¿°ã®å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ïŒãçšããæœéžåŠçãå®è¡ããéã«ãå¿ èŠãªã¿ã€ãã³ã°ã§ååŸããå©çšãããã Next, a predetermined calculation process (such as an addition process) is performed on the previous value of the selection offset value storage area and the current selection offset value, and the calculation result is set in the selection offset value storage area (step SC24). The value of the selection offset value storage area calculated in the processes of steps SC23 to SC24 above is obtained and used at the necessary timing when performing the lottery process using the allocation data table (for example, Figures 84A to 89B described below) in the process related to the performance lottery in Figure 71B described below (steps SC27 to SC31: preview variation lottery process).
ïŒæçµçã«éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ã«ã€ããŠïŒ
ããã§ãã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒãïŒãŸãã¯è€æ°åå®è¡ãããå Žåã«ãæçµçã«éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ïŒããŒãå€å®åæ°æ
å ±ïŒ®ïŒïŒã®ãšãã«ãã¹ãããïŒïŒã§éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ïŒã«ã€ããŠã説æããŠããã
(Regarding the value finally set in the selection offset value storage area)
Here, we will explain the value that is finally set in the selection offset value memory area when steps SC16 to SC24 are executed one or more times (the value that is set in the selection offset value memory area in step SC24 when the part judgment count information N = 0).
ããã§ã¯ä»£è¡šçã«ãã¹ãããïŒïŒã§ååŸãããããŒãå€å®åæ°æ å ±ïŒ®ã®åæå€ãïŒïŒïŒ®ïŒïŒïŒã®ã±ãŒã¹ãäŸã«ãšã説æããããŸããã¹ãããïŒïŒãå®è¡ããããšãã®ããŒãå€å®åæ°æ å ±ïŒ®ãïŒãïŒãïŒã®å Žåãã€ãŸããïŒåç®ãïŒåç®ãïŒåç®ïŒæçµåç®ïŒã®ã¹ãããïŒïŒãå®è¡ãããå Žåã®ããããã«ãããŠãã¹ãããïŒïŒã§ååŸããããªãã»ããããŒãçªå·ã®ãªãã»ããããŒãèšæ¶é åã®å€ãšãã¹ãããïŒïŒã§ååŸããããªãã»ããããŒãã®æå€§å€ã以äžã®ããã«å®çŸ©ããã Here, we will take as an example a representative case where the initial value of the part judgment count information N acquired in step SC15 is 3 (N=3). In addition, when the part judgment count information N is 2, 1, or 0 when step SC24 is executed, that is, when step SC24 is executed for the first, second, or third (final) time, the value of the offset part storage area of the offset part number acquired in step SC19 and the maximum value of the offset part acquired in step SC20 are defined as follows:
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å ±ïŒã®ãšãã«ãååŸããããªãã»ããããŒãã®æå€§å€ãÎããªãã»ããããŒãèšæ¶é åã®å€ãαã
ïŒïŒïŒããŒãå€å®åæ°æ
å ±ïŒã®ãšãã«ãååŸããããªãã»ããããŒãã®æå€§å€ãÎããªãã»ããããŒãèšæ¶é åã®å€ãβã
ïŒïŒïŒããŒãå€å®åæ°æ
å ±ïŒã®ãšãã«ãååŸããããªãã»ããããŒãã®æå€§å€ãÎããªãã»ããããŒãèšæ¶é åã®å€ãγã
(1) When the part determination count information is 2, the maximum value of the offset part to be acquired is A, and the value of the offset part storage area is α.
(2) When the part determination count information is 1, the maximum value of the offset part to be acquired is B, and the value of the offset part storage area is β.
(3) When the part judgment count information is 0, the maximum value of the offset parts acquired is Î, and the value of the offset parts storage area is γ.
ïŒïŒèµ€ïŒïŒïŒåç®ã®ã¹ãããïŒïŒãå®è¡ãããå ŽåïŒããŒãå€å®åæ°æ
å ±ïŒïŒïŒ
ïŒåç®ã®ã¹ãããïŒïŒãå®è¡ãããå Žåãã¹ãããïŒïŒã®ç®åºå€ïŒéžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ïŒã¯ãäžèšã®åŒïŒïŒïŒïŒïŒã«ããç®åºãããã
ïŒåŒïŒïŒïŒïŒ
ããªãã»ããããŒãæå€§å€ã®åæå€ãÃãä»åååŸãããªãã»ããããŒãèšæ¶é åã®å€ãïŒãååã®éžæçšãªãã»ããå€ãïŒãä»åïŒïŒåç®ïŒã®ã¹ãããïŒïŒã®ç®åºå€ã
<(Red 1) When Step SC24 is Executed for the First Time (Part Determination Count Information 2)>
When step SC24 is executed for the first time, the calculated value in step SC24 (the value to be set in the selection offset value storage area) is calculated by the following formula (111).
(Equation 111)
"Initial value of maximum offset part value" x "Value of offset part storage area acquired this time" + "Previous offset value for selection" = "Value calculated in step SC24 this time (first time)"
ããã§ãïŒåç®ã®å Žåã¯ãååã®éžæçšãªãã»ããå€ã¯ååšããªãããããã®å€ãšããŠåæå€ã®ãïŒããååŸãããããŸãããªãã»ããããŒãã®æå€§å€ã®åæå€ã«ã¯ãïŒããååŸãããã
ãããã£ãŠãïŒåç®ã«ååŸããããªãã»ããããŒãèšæ¶é åã®å€ããαãã§ããã°ããªãã»ããããŒãæå€§å€ãåæå€ã®ãïŒããååã®éžæçšãªãã»ããå€èšæ¶é åã®å€ãåæå€ã®ãïŒãã§ããã®ã§ã
ãããå€ãäžèšïŒåŒïŒïŒïŒïŒã«ä»£å
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ããªãã»ããããŒãæå€§å€ïŒïŒåæå€ïŒÃãä»åïŒïŒåç®ïŒååŸãããªãã»ããããŒãèšæ¶é åã®å€Î±ãïŒãååã®éžæçšãªãã»ããå€èšæ¶é åã®å€ïŒïŒåæå€ïŒãïŒãαãïŒç¬¬ïŒç®åºå€ïŒ
ãšãªãã
Here, in the first case, since there is no previous selection offset value, the initial value "0" is acquired as the value. Also, "1" is acquired as the initial value of the maximum value of the offset part.
Therefore, if the value of the offset parts storage area acquired for the first time is "α", the offset parts maximum value is the initial value "1", and the value of the previous selection offset value storage area is the initial value "0", so
Substituting these values into the above (Equation 111),
"Maximum offset part value 1 (initial value) à "Value α of the offset part storage area acquired this time (first time)" + "Value 0 (initial value) of the previous selection offset value storage area" = "α" (first calculated value)
It becomes.
ãããã£ãŠãä»åïŒïŒåç®ïŒã®ã¹ãããïŒïŒã§éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ã¯ãαããšãªããã€ãŸããïŒåç®ã¯åžžã«ãä»åïŒïŒåç®ïŒååŸãããªãã»ããããŒãèšæ¶é åã®å€ãαããããã®ãŸãŸãéžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ãšãªãã Therefore, the value set in the selection offset value storage area in step SC24 this time (first time) will be "α". In other words, the first time, the value "α" of the offset parts storage area acquired this time (first time) will always be the value set in the selection offset value storage area as is.
ãªããæ¬¡åã«çšãããç¹å®å€ããšããŠã次ã®å€ãèšæ¶ããã
ãä»åååŸãããªãã»ããããŒãã®æå€§å€ïŒ¡ãÃãååååŸãããªãã»ããããŒãæå€§å€ïŒïŒåç®ã®å Žåã¯åæå€ã®ïŒïŒãïŒãÎãïŒïŒåç®ã®ç¹å®å€ïŒ
The next value is stored as the "specific value" to be used next time.
"Maximum value A of the offset part acquired this time" x "Maximum value of the offset part acquired last time (
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å ±ïŒïŒïŒ
ïŒåç®ã®ã¹ãããïŒïŒãå®è¡ãããå Žåãã¹ãããïŒïŒã®ç®åºå€ã¯ã次ã®ïŒåŒïŒïŒïŒïŒã«ããç®åºãããã
<(Red 2) When Step SC24 is Executed for the Second Time (Part Determination Count Information 1)>
When step SC24 is executed for the second time, the calculation value of step SC24 is calculated by the following (Equation 222).
ïŒåŒïŒïŒïŒïŒ
ãååç®åºãããç¹å®å€ãÃãä»åååŸãããªãã»ããããŒãèšæ¶é åã®å€ãïŒãååã®éžæçšãªãã»ããå€èšæ¶é åã®å€ãïŒãä»åïŒïŒåç®ïŒã®ã¹ãããïŒïŒã®ç®åºå€ã
(Equation 222)
"Previously calculated specific value" x "currently acquired value in the offset parts storage area" + "previously acquired value in the selection offset value storage area" = "currently (second time) calculated value in step SC24"
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ä»åååŸãããªãã»ããããŒãèšæ¶é åã®å€ããβãã
ååã®éžæçšãªãã»ããå€èšæ¶é åã®å€ããαãã§ããã®ã§ã
ãããå€ãäžèšïŒåŒïŒïŒïŒïŒã«ä»£å
¥ããã°ã
ãååç®åºãããç¹å®å€ÎãÃãä»åååŸãããªãã»ããããŒãèšæ¶é åã®å€Î²ãïŒãååã®éžæçšãªãã»ããå€èšæ¶é åã®å€Î±ãïŒãÎÃβïŒÎ±ãïŒç¬¬ïŒç®åºå€ïŒ
The specific value calculated last time (first specific value) is "A",
The value of the offset part storage area acquired this time is "β",
Since the previous value in the selection offset value storage area is "α",
Substituting these values into the above (Equation 222),
"Previously calculated specific value A" à "Currently acquired offset part storage area value β" + "Previously acquired selection offset value storage area value α" = "A à β + α" (second calculated value)
ãããã£ãŠãä»åïŒïŒåç®ïŒã®ã¹ãããïŒïŒã§éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ã¯ãÎÃβïŒÎ±ããšãªãã Therefore, the value set in the selection offset value storage area in step SC24 this time (second time) will be "A x β + α."
ãªããæ¬¡åã«çšãããç¹å®å€ããšããŠã次ã®å€ãèšæ¶ããã
ãä»åååŸãããªãã»ããããŒãã®æå€§å€ÎãÃãååã®ç¹å®å€ïŒïŒåç®ã®ç¹å®å€ïŒÎãïŒãÎÃÎãïŒïŒåç®ã®ç¹å®å€ïŒ
The next value is stored as the "specific value" to be used next time.
"Maximum value of offset parts obtained this time B" x "Previous specific value (first specific value) A" = "B x A" (second specific value)
ïŒïŒèµ€ïŒïŒïŒåç®ïŒæçµåç®ïŒã®ã¹ãããïŒïŒãå®è¡ãããå ŽåïŒããŒãå€å®åæ°æ
å ±ïŒïŒïŒ
ïŒåç®ïŒæçµåç®ïŒã®ã¹ãããïŒïŒãå®è¡ãããå Žåãã¹ãããïŒïŒã®ç®åºæ¹æ³ã¯ãäžèšïŒåŒïŒïŒïŒïŒãšåæ§ã§ããïŒïŒâŠïŒ®ã®å Žåã¯åæ§ïŒããããã£ãŠã次ã®ããã«ãªãã
<(Red 3) When Step SC24 is Executed for the Third (Final) Time (Part Determination Count Information 0)>
When step SC24 is executed for the third (final) time, the calculation method of step SC24 is the same as that of (Equation 222) above (similarly when 2âŠN). Therefore, the following is obtained.
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ä»åååŸãããªãã»ããããŒãèšæ¶é åã®å€ããγãã
ååã®éžæçšãªãã»ããå€èšæ¶é åã®å€ããÎÃβïŒÎ±ãã§ããã®ã§ã
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ãååç®åºãããç¹å®å€ÎÃÎãÃãä»åååŸãããªãã»ããããŒãèšæ¶é åã®å€Î³ãïŒãååã®éžæçšãªãã»ããå€èšæ¶é åã®å€ïŒÎÃβïŒÎ±ïŒ
ïŒãÎÃÎÃγïŒÎÃβïŒÎ±ãïŒç¬¬ïŒç®åºå€ïŒ
The specific value calculated last time (the second specific value) is "B x A".
The value of the offset part memory area acquired this time is "γ",
Since the previous value in the selection offset value storage area is "A à β + α",
Substituting these values into the above (Equation 222),
"Last calculated specific value B à A" à "Value of the offset parts memory area acquired this time γ" + "Value of the previous selection offset value memory area (A à β + α)
= "ÎÃAÃγïŒAÃβïŒÎ±" (third calculated value)
ãããã£ãŠãä»åïŒæçµåç®ïŒã®ã¹ãããïŒïŒã§éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ã¯ãÎÃÎÃγïŒÎÃβïŒÎ±ããšãªããæ¬äŸã®ã±ãŒã¹ã§ã¯ããã®ïŒåç®ã®ã¹ãããïŒïŒã®å®è¡ãæçµåãšãªãã®ã§ïŒããŒãå€å®åæ°æ å ±ïŒïŒïŒããã®å€ãä¿æãããŸãŸãåŸè¿°ã®å³ïŒïŒïŒ¢ã®ã¹ãããïŒïŒã®åŠçã«é²ãããšã«ãªãïŒã¹ãããïŒïŒã®å€å®çµæãã®åŠçã«ãŒãïŒã Therefore, the value set in the selection offset value storage area in step SC24 this time (final time) will be "B x A x γ + A x β + α". In this example, since this third execution of step SC24 is the final time (part determination count information = 0), this value will be retained and processing will proceed to step SC25 in Figure 71B described below (processing route where the determination result of step S16 is YES).
ãªãæ¬äŸã§ã¯ãããŒãå€å®åæ°æ å ±ïŒ®ïŒïŒã®ã±ãŒã¹ã«ã€ããŠèª¬æããããïŒïŒïŒ®ã®å ŽåïŒïŒåç®ä»¥éãå®è¡ãããå ŽåïŒãåæ§ã®ç®åºæ¹æ³ã«ãããæçµçãªéžæçšãªãã»ããå€èšæ¶é åã®å€ãç®åºãããã In this example, we have explained the case where the part determination count information N = 3, but the final value of the selection offset value memory area is calculated using the same calculation method when 3 < N (when the fourth or subsequent executions are performed).
å³ïŒïŒïŒ¡ã®èª¬æã«æ»ããäžèšã¹ãããïŒïŒã®åŠçãçµãããšãã¹ãããïŒïŒã®å€å®åŠçã«æ»ããããŒãå€å®åæ°æ å ±ãïŒã«ãªããŸã§ãã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçãç¹°ãè¿ãå®è¡ããã Returning to the explanation of FIG. 71A, once the processing of step SC24 is completed, the process returns to the judgment processing of step SC16, and the processing of steps SC17 to SC24 is repeated until the part judgment count information becomes 0.
ãªãããã§ã¯ãäžèšã¹ãããïŒïŒã®åŠçã«ãŠãããªãã»ããããŒã¿000(TH_001ãµãå€åãã¿ãŒã³ T1)ãããããŒãå€å®åæ°æ å ±ãšããŠãïŒããååŸãããäŸã説æããŠããã®ã§ãïŒåç®ã®ã¹ãããïŒïŒãçµããåŸã®ããŒãå€å®åæ°æ å ±ã¯ãïŒããšãªãããããã£ãŠãäžèšïŒåŒïŒïŒïŒïŒã«ããç®åºå€ããæçµçã«ãéžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ãšãªãã Note that in the processing of step SC15 above, an example is described in which "1" is obtained as the part determination count information from "offset data 000 ([TH_001] sub-variation pattern T1)," so the part determination count information after the first step SC24 is completed is "0." Therefore, the value calculated by the above (Equation 111) is the value that is ultimately set in the selection offset value storage area.
ïŒããŒãå€å®åæ°æ
å ±ãïŒã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒïŒå³ïŒïŒïŒ¢ã®ã¹ãããïŒïŒã«ç§»è¡ããåŠçã«ãŒãïŒ
次ã«ãããŒãå€å®åæ°æ
å ±ãïŒã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒã®åŠçã«ãŒãã«ã€ããŠèª¬æããã
(When the part judgment count information is 0 (step SC16: NO): processing route proceeds to step SC25 of FIG. 71B)
Next, a process route when the part judgment count information is 0 (step SC16: NO) will be described.
ããŒãå€å®åæ°æ å ±ãïŒã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãå³ïŒïŒïŒ¢ã®ã¹ãããïŒïŒã®åŠçã«é²ãã If the part judgment count information is 0 (step SC16: NO), proceed to processing of step SC25 in Figure 71B.
ããã§ã¯ãäžèšæœéžã·ãŒãæ å ±ïŒã¹ãããïŒïŒã®åŠçã§ååŸïŒã«ããæå®ããããæ¯åããŒã¿ããŒãã«ãïŒä»åã®æœéžåŠçã§çšããæŒåºæœéžããŒãã«ïŒããããªãšãŒã·ã§ã³æ°ïŒä»åã®æœéžã«ä¿ãæŒåºã®ããªãšãŒã·ã§ã³æ°ïŒãååŸããããªãšãŒã·ã§ã³æ°èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã詳ããã¯ã次ã®éãã§ããã Here, the number of variations (the number of variations of the effects related to this lottery) is obtained from the "allocation data table" (the effect lottery table used in this lottery process) specified by the lottery sheet information (obtained in the processing of step SC14), and set in the number of variations storage area (step SC25). The details are as follows.
ããã§ã¯ãä»åååŸãããæœéžã·ãŒãçªå·ãïŒã§ããã±ãŒã¹ã説æããŠããã®ã§ãæ¢ã«èª¬æããããã«ãå³ïŒïŒïŒ¡ã«ç€ºãæœéžã·ãŒãçªå·ïŒã®ã
ã»ã{En_lot_dt_off000, En_lot_dt_sht000}, //TH_001ãµãå€åãã¿ãŒã³ T1ã
ã®æœéžã·ãŒãæ
å ±ãååŸãããããã®æœéžã·ãŒãæ
å ±ã«ããæå®ãããæ¯åããŒã¿ããŒãã«ã¯ããEn_lot_dt_sht000ãã§ãããå
·äœçã«ã¯ãå³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ã«ç€ºãã
ã»ãæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ã
ãšãªãããããã£ãŠããã®æ¯åããŒã¿ããŒãã«ããããªãšãŒã·ã§ã³æ°æ
å ±ãšããŠãïŒïŒïŒïŒå³ç€ºã®ããªãšãŒã·ã§ã³æ°ïŒïŒïŒïŒïŒãååŸããããã®å€ãããªãšãŒã·ã§ã³æ°èšæ¶é åã«èšå®ãããïŒã¹ãããïŒïŒïŒã
Here, the case where the lottery sheet number acquired this time is 0 is described, so as already described, the
ã»"{En_lot_dt_off000, En_lot_dt_sht000}, // [TH_001] Sub-fluctuation pattern T1"
The lottery sheet information is acquired. The allocation data table specified by this lottery sheet information is "En_lot_dt_sht000", and specifically, the lottery sheet information is acquired as shown in FIG. 84A and FIG. 84B.
ã»"Allocation 000 (TH_001Sub-fluctuation pattern T1)"
Therefore, "236 (the number of variations shown in the figure = 236)" is obtained as the variation number information from this allocation data table, and this value is set in the variation number storage area (step SC25).
ãªããå³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ã«ç€ºããæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ãã¯ãä»åã®æœéžåŠçã§çšããæ¯åããŒã¿ããŒãã«ïŒæŒåºæœéžã«ä¿ãæœéžããŒãã«ïŒã®äžäŸã§ãããå³ïŒïŒïŒ¡ã¯ãæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ãã®ååéšãå³ïŒïŒïŒ¢ã¯ãæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ãã®åŸåéšã瀺ãããã®ã§ããããããããæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ãã®äžéšãæç²ããŠç€ºãããã®ã§ããã Note that "Allocation 000 ([TH_001] sub-fluctuation pattern T1)" shown in Figures 84A and 84B is an example of an allocation data table (lottery table related to the performance lottery) used in this lottery process, with Figure 84A showing the first half of "Allocation 000 ([TH_001] sub-fluctuation pattern T1)" and Figure 84B showing the second half of "Allocation 000 ([TH_001] sub-fluctuation pattern T1)", and each showing an excerpt of "Allocation 000 ([TH_001] sub-fluctuation pattern T1)".
å³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ã«ç€ºããæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ãã¯ãã¡ã€ã³å€åã«åºã¥ãããµãå€åãæ±ºå®ããããã®æœéžããŒãã«ïŒãµãå€åæœéžããŒãã«ïŒãšãªã£ãŠãããæœéžã«é¢ããåºæ¬çæ§æã¯ãå³ïŒïŒïœå³ïŒïŒã®ãå€åãã¿ãŒã³æ¯åããŒãã«ããšåãã§ãããå ·äœçã«ã¯ãæœéžå¯Ÿè±¡ããšã«æ¯åå€ïŒå€å®å€ïŒãå®ããããŠãããæœéžçšä¹±æ°ããããã®æ¯åå€ã«å±ãããåŠãã«ãããåœéžïŒéåœéžã決å®ãããããã«ãªã£ãŠãããæ¬å®æœåœ¢æ ã«ä¿ãæ¯åããŒã¿ããŒãã«ã®å Žåãæœéžå¯Ÿè±¡ïŒæŒåºã®ããªãšãŒã·ã§ã³ïŒå®è¡ãã¹ãæŒåºã«ä¿ãæŒåºå 容皮å¥ïŒïŒããã®æœéžå¯Ÿè±¡ã®æ¯åå€ïŒæŒåºã®ããªãšãŒã·ã§ã³ã®åœéžãå€å®ããæ¯åå€ïŒãæœéžå¯Ÿè±¡æ°ïŒæŒåºã®ããªãšãŒã·ã§ã³æ°ïŒïŒããªãšãŒã·ã§ã³æ°ïŒïŒãšãã£ãè€æ°ã®æ å ±ãå«ãŸããã The "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A and 84B is a lottery table (sub-fluctuation lottery table) for determining sub-fluctuations based on main fluctuations, and the basic configuration for the lottery is the same as the "fluctuation pattern allocation table" in Figures 26 to 27. Specifically, an allocation value (judgment value) is set for each lottery target, and winning/non-winning is determined depending on which allocation value the lottery random number belongs to. In the case of the allocation data table of this embodiment, multiple pieces of information are included, such as the lottery target (performance variation (performance content type related to the performance to be executed)), the allocation value of the lottery target (allocation value for judging the winning of the performance variation), and the number of lottery targets (number of performance variations (= number of variations)).
ããšãã°ãå³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ã«ç€ºããæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ãã®å Žåãã¡ã€ã³å€åçš®å¥ïŒå³ã®åæ¹ååç §ïŒãšãæŒåºã®ããªãšãŒã·ã§ã³ïŒæŒåºå 容皮å¥ïŒïŒŽïŒ¹ïŒ°ïŒ¥ïŒïŒä»¥äžãäºåããªãšãŒã·ã§ã³ããšãç§°ããïŒãšããŠã®ããµãå€åçš®å¥ãïŒå³ã®è¡æ¹ååç §ïŒãšãé¢é£ä»ããŠå®ããããŠãããä»åã®ã¡ã€ã³å€åã«å¿ãããµãå€åïŒä»åã®æœéžåŠçã«ä¿ãäºåããªãšãŒã·ã§ã³ïŒã決å®ãããããã«ãªã£ãŠããã For example, in the case of "Allocation 000 ([TH_001] Sub-variation Pattern T1)" shown in Figures 84A and 84B, the main variation type (see the columns in the figure) and the "sub-variation type" (see the rows in the figure) as a variation of the performance (performance content type (TYPE): hereafter also referred to as "preview variation") are associated and defined, and a sub-variation corresponding to the current main variation (the preview variation related to the current lottery process) is determined.
æ¬å®æœåœ¢æ ã§ã¯ãè€æ°åã®æœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒã«ãããäžé£ã®æŒåºã·ããªãªïŒä»åã®ã²ãŒã ã§å®è¡ãã¹ãæŒåºïŒå€åäžæŒåºïŒã®æŒåºã·ããªãªïŒã決å®ãããããã«ãªã£ãŠãããå ·äœçã«ã¯ãåŸè¿°ã®ã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®æœéžåŠçïŒäºåããªãšãŒã·ã§ã³æœéžåŠçïŒãå®è¡ãããããšã«ãä»åã®ã²ãŒã ã§å®è¡ãã¹ãæŒåºïŒå€åäžæŒåºïŒã«ä¿ãäºåããªãšãŒã·ã§ã³ïŒããšãã°ãæŒåºã·ããªãªãæ§æããäžèŠçŽ ïŒæŒåºèŠçŽ ïŒãªã©ïŒã決å®ãããŠè¡ãããã¹ãŠã®æœéžåŠçãçµãããšãäžé£ã®æŒåºã·ããªãªã決å®ãããããšã«ãªãã In this embodiment, a series of presentation scenarios (presentation scenarios for the presentation (changing presentation) to be executed in the current game) are determined by multiple lottery execution processes (step SB40). Specifically, each time the lottery processes (preview variation lottery processes) of steps S27 to SC31 described below are executed, a preview variation (for example, one element (presentation element) that constitutes the presentation scenario) for the presentation (changing presentation) to be executed in the current game is determined, and when all the lottery processes are completed, a series of presentation scenarios will be determined.
ãªãããæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ãã«ãããããªãšãŒã·ã§ã³æ°ïŒäºåããªãšãŒã·ã§ã³æ°ïŒã®ãïŒïŒïŒãã¯ããµãå€åã®ããªãšãŒã·ã§ã³æ°ãããªãã¡ããµãå€åã®çš®é¡æ°ïŒç°åžžæã«éžæããããµãå€åçªå·ïŒã®ãTH_001_æœéžç¡ãããå«ãïŒãšåãå€ãšãªã£ãŠããïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠã®ããµãå€åãã®æ¬ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠããã®æ¬çåç
§ïŒã
The number of variations (number of predicted variations) in "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" is "236", which is the same value as the number of variations of the sub-fluctuations, i.e., the number of types of sub-fluctuations (including "TH_001_No lottery" of
ã¹ãããïŒïŒã®åŠçãçµãããšã次ãã§ãå€å®ã«ãŠã³ãæ°ãã¯ãªã¢ããïŒã¹ãããïŒïŒïŒããã®å€å®ã«ãŠã³ãæ°ã¯ãäž»ã«ãæ¯åããŒã¿ããŒãã«ããæ¯åå€ãååŸããããæœéžå¯Ÿè±¡ãç¹å®ãããããããã«å©çšãããã After completing the processing of step SC25, the judgment count is then cleared (step SC26). This judgment count is primarily used to obtain allocation values from the allocation data table and to identify lottery items.
次ãã§ãããªãšãŒã·ã§ã³æ°èšæ¶é åã®å€ãšå€å®ã«ãŠã³ãæ°ãšãæ¯èŒããå€å®ã«ãŠã³ãæ°ãããªãšãŒã·ã§ã³æ°èšæ¶é åã®å€æªæºã§ãããåŠãå€å®ããïŒã¹ãããïŒïŒïŒãå³ïŒïŒïŒ¢ã«ç€ºãéããæåã«ãã¹ãããïŒïŒãééããå Žåã«ã¯ãå€å®ã«ãŠã³ãæ°ãïŒã§ãããïŒã¹ãããïŒïŒâïŒïŒã®åŠçåç §ïŒããã®å€å®ã«ãŠã³ãæ°ã¯ãåŸç¶ã®ã¹ãããïŒïŒã§ã€ã³ã¯ãªã¡ã³ããããããããŠãå€å®ã«ãŠã³ãæ°ãããªãšãŒã·ã§ã³æ°èšæ¶é åã®å€ä»¥äžã®å ŽåïŒããªãšãŒã·ã§ã³æ°ã«éããå ŽåïŒïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒããŸãã¯åŸè¿°ã®ã¹ãããïŒïŒã®å€å®çµæãïŒåœéžïŒãšãªããŸã§ïŒæœéžå¯Ÿè±¡ã®äºåããªãšãŒã·ã§ã³ã«åœéžããå ŽåïŒãã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçïŒä»åã®æœéžåŠçïŒãç¹°ãè¿ãå®è¡ãããïŒã¹ãããïŒïŒã®å€å®çµæãã®åŠçã«ãŒãåç §ïŒããªããã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã«ãããŠãæœéžãæ£åžžã«è¡ãããéããå€å®ã«ãŠã³ãæ°ãããªãšãŒã·ã§ã³æ°èšæ¶é åã®å€ä»¥äžã«ãªãããšã¯ãªãããããã£ãŠãã¹ãããïŒïŒã®å€å®çµæããšãªãå Žåã«ã¯ãåŠçäžãäœããã®ç°åžžãçããŠããç¶æ ãšãªããã¹ãããïŒïŒã®å€å®çµæããšãªãåŠçã®ä»æ¹ã«ã€ããŠã®è©³çްã¯åŸè¿°ããã Next, the value of the variation number storage area is compared with the judgment count number to determine whether the judgment count number is less than the value of the variation number storage area (step SC27). As shown in FIG. 71B, when step SC27 is passed for the first time, the judgment count number is 0 (see the processing of steps SB26 to SB27), but this judgment count number is incremented in the following step SC31. Then, when the judgment count number is equal to or greater than the value of the variation number storage area (when it reaches the number of variations) (step SC27: NO), or until the judgment result of step SC29 described later becomes NO (winner) (when the advance notice variation to be selected for the lottery is won), the processing of steps SC27 to SC31 (the current lottery processing) is repeatedly executed (see the processing route where the judgment result of step SC27 is YES). Note that in steps S27 to SC31, as long as the lottery is performed normally, the judgment count number will not be equal to or greater than the value of the variation number storage area. Therefore, if the judgment result of step SC27 becomes NO, some abnormality has occurred in the processing. The process for determining NO in step SC27 will be described in detail below.
å€å®ã«ãŠã³ãæ°ãããªãšãŒã·ã§ã³æ°èšæ¶é åã®å€æªæºã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãéžæçšãªãã»ããå€èšæ¶é åã®å€ïŒã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã«ããç®åºå€ïŒãšãå€å®ã«ãŠã³ãæ°ã«åºã¥ããæ¯åããŒã¿ããŒãã«ããæ¯åå€ãååŸããïŒã¹ãããïŒïŒïŒãéžæçšãªãã»ããå€èšæ¶é åã®å€ã«ã€ããŠã¯ãäžèšã®å³ïŒïŒïŒ¡ã®ïŒ³ïŒ£ïŒïŒã«ãããŠæçµçã«åŸãããç®åºå€ãçšããããããã®ç®åºå€ã«åºã¥ããæ¯åããŒã¿ããŒãã«ã«ãããæœéžå¯Ÿè±¡ãæå®ãããããã«ãªã£ãŠããã If the determination count number is less than the value in the number of variations storage area (step SC27: YES), an allocation value is obtained from the allocation data table based on the value in the selection offset value storage area (the value calculated in steps SC18 to SC24) and the determination count number (step SC28). The value finally calculated in SC24 in Figure 71A above is used as the value in the selection offset value storage area. The lottery items in the allocation data table are designated based on this calculated value.
ä»åã®æœéžåŠçã§ã¯ãæ¯åããŒã¿ããŒãã«ãšããŠãå³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ã«ç€ºããæ¯åã000(TH_001ãµãå€åãã¿ãŒã³T1)ããçšããäŸã説æããŠããã®ã§ãããšãã°ãéžæçšãªãã»ããå€èšæ¶é åã®å€ãïŒã®å Žåã¯ãä»åã®æœéžå¯Ÿè±¡ãå³ïŒïŒïŒ¡ã«ç€ºãããªã_éåžžå€å 12ç§_ååšãªã_1_ã¯ãããã§ããæšãæå®ããïŒå³ç€ºã®ãïŒãã®ïŒã®å¯Ÿå¿æ¬åç
§ïŒãçŸåšã®å€å®ã«ãŠã³ãæ°ã«å¯Ÿå¿ããæ¯åå€ãåç
§ãããããã«ãªã£ãŠããã詳ããã¯ä»¥äžã®éãã§ããã
In this lottery process, an example is explained in which "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A and 84B is used as the allocation data table, so for example, if the value in the selection offset value storage area is 1, the lottery target this time is specified as "
ä»åã®ã¡ã€ã³å€åæ
å ±ã«ã€ããŠã¯ãæ¢ã«èª¬æããããã«ãå³ïŒïŒã®ãå¶åŸ¡ããŒãäœæåŠçïŒå€åéå§æïŒãã®ã¹ãããïŒïŒã®åŠçã«ãããŠããªãã»ããããŒãèšæ¶é åã®ãTH_ã¡ã€ã³å€åãïŒå³ïŒïŒïŒ¡ã®ãªãã»ããããŒãçªå·ïŒå¯Ÿå¿èšæ¶é åïŒã«å¯ŸããŠãä»åã®ã¡ã€ã³å€åã«å¯Ÿå¿ããã¡ã€ã³å€åçªå·ãèšå®ãããŠãããããšãã°ãã¡ã€ã³å€åãäžè¿°ã®ããªã_éåžžå€å 12ç§_ååšãªã_1_ã¯ãããïŒã¡ã€ã³å€åçªå·ïŒïŒïŒå³ïŒïŒïŒ¡ãå³ïŒïŒïŒ¡çåç
§ïŒã§ããã°ããTH_ã¡ã€ã³å€åãã«ã¯ãïŒããèšå®ãããã
As already explained, for the current main fluctuation information, in the processing of step SB21 of the "Control Part Creation Processing (at the start of fluctuation)" in Figure 69, the main fluctuation number corresponding to the current main fluctuation is set in the "TH_Main Fluctuation" in the offset parts memory area (the memory area corresponding to offset
ãã®å Žåãäžèšã®å³ïŒïŒïŒ¡ã®ïŒ³ïŒ£ïŒïŒã®åŠçã«ãããŠãæçµçã«åŸãããç®åºå€ïŒããŒãå€å®åæ°æ å ±ïŒïŒã®ãšãã®éžæçšãªãã»ããå€èšæ¶é åã®å€ïŒã¯ã次ã®ããã«ãªãã In this case, the final calculated value (the value of the selection offset value storage area when the part determination count information = 0) obtained in the processing of SC24 in Figure 71A above is as follows:
æœéžã·ãŒãçªå·ïŒã®ãTH_001ãµãå€åãã¿ãŒã³T1)ãã®å Žåãæ¢ã«èª¬æããããã«ãäžèšã¹ãããïŒïŒïŒå³ïŒïŒïŒ¡ïŒã®åŠçã«ãŠãå³ïŒïŒïŒ¡ã®ãªãã»ããããŒã¿ããŒãã«ãããããŒãå€å®åæ°æ
å ±ïŒïŒããååŸãããããããã£ãŠãã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçã«ãŒãã¯ïŒåã ãå®è¡ãããããšã«ãªãïŒã¹ãããïŒïŒã§ãããŒãå€å®åæ°æ
å ±ïŒïŒã«æŽæ°ãããæ¬¡åã®ã¹ãããïŒïŒã®å€å®çµæããšãªãããïŒã
In the case of "[TH_001] Sub-variable pattern T1)" of
ãã£ãŠãæçµçã«ç®åºãããéžæçšãªãã»ããå€ã¯ãäžèšãïŒèµ€ïŒïŒïŒåç®ã®ã¹ãããïŒïŒãå®è¡ãããå Žåãã®ã±ãŒã¹ã«è©²åœããäžèšïŒåŒïŒïŒïŒïŒãçšããŠç®åºãããå€ããæçµçãªéžæçšãªãã»ããå€èšæ¶é åã®å€ãšããŠãèšå®ãããããšã«ãªãïŒã¹ãããïŒïŒãåæå€ã§ééâã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã«ããç®åºåŠçâã¹ãããïŒïŒã®å€å®çµæãã®åŠçã«ãŒãåç §ïŒã Therefore, the final selection offset value calculated corresponds to the above case of "(Red 1) When step SC23 is executed for the first time", and the value calculated using the above (Equation 111) is set as the final selection offset value storage area value (see the processing route where step SC16 is passed with the initial value -> calculation process in steps SC18 to SC24 -> the result of the judgment in step SC16 is NO).
ã€ãŸãããTH_ã¡ã€ã³å€åãã®å€ããïŒãïŒä»åååŸãããªãã»ããããŒãèšæ¶é åã®å€ïŒã§ããã°ããªãã»ããããŒãæå€§å€ãåæå€ã®ãïŒããä»åïŒïŒåç®ïŒååŸãããªãã»ããããŒãèšæ¶é åã®å€ããïŒããååã®éžæçšãªãã»ããå€èšæ¶é åã®å€ãåæå€ã®ãïŒãã§ããããããã®å€ãäžèšïŒåŒïŒïŒïŒïŒã«é©çšããã°ãæçµçãªéžæçšãªãã»ããå€èšæ¶é åã®å€ã¯ãïŒããšãªãããã®å€ãã¹ãããïŒïŒã®åŠçã§å©çšãããããšã«ãªãã In other words, if the value of "TH_main variation" is "1" (the value of the offset parts memory area acquired this time), the offset parts maximum value is the initial value of "1", the value of the offset parts memory area acquired this time (first time) is "1", and the value of the previous selection offset value memory area is the initial value of "0". If these values are applied to the above (Equation 111), the final value of the selection offset value memory area will be "1", and this value will be used in the processing of step SC28.
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Therefore, when the main fluctuation is
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In this embodiment, in step SB21 during the control part creation process (at the start of fluctuation) in FIG. 69, a value corresponding to the main fluctuation type (see FIGS. 78A to 78F) is set in the "TH_Main Fluctuation" (memory area corresponding to offset part number 1) in the offset parts memory area, and the value set in this "TH_Main Fluctuation" is designed to be the same as the value in the selection offset value memory area finally calculated in step SC24 (see
ã¹ãããïŒïŒã®èª¬æã«æ»ããéžæçšãªãã»ããå€èšæ¶é åã®å€ãšçŸåšã®å€å®ã«ãŠã³ãæ°ãšã«åºã¥ãæ¯åå€ãååŸããåŸã次ãã§ãä¹±æ°å€ïŒã¹ãããïŒïŒã§ååŸããä¹±æ°å€ïŒãšãååŸããæ¯åå€ãšãæ¯èŒããä¹±æ°å€ãæ¯å倿ªæºã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒã Returning to the explanation of step SC28, after obtaining an allocation value based on the value of the selection offset value memory area and the current judgment count number, the random number value (the random number value obtained in step S13) is compared with the obtained allocation value, and it is determined whether the random number value is less than the allocation value (step SC29).
ä¹±æ°å€ãæ¯å倿ªæºã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãçŸåšã®å€å®ã«ãŠã³ãæ°ã«å¯Ÿå¿ããäºåããªãšãŒã·ã§ã³ïŒæŒåºå 容皮å¥ïŒïŒŽïŒ¹ïŒ°ïŒ¥ïŒïŒã«åœéžããªãã£ããšããŠãä¹±æ°å€ããä»åååŸããæ¯åå€ãæžç®ãïŒã¹ãããïŒïŒïŒãå€å®ã«ãŠã³ãæ°ãã€ã³ã¯ãªã¡ã³ãããïŒã¹ãããïŒïŒïŒããããŠãã¹ãããïŒïŒã«æ»ããå床ãã¹ãããïŒïŒä»¥éã®åŠçãå®è¡ããã If the random number value is not less than the allocation value (step SC29: YES), it is determined that the preview variation (performance content type (TYPE)) corresponding to the current judgment count number was not selected, and the allocation value acquired this time is subtracted from the random number value (step SC30), and the judgment count number is incremented (step SC31). Then, the process returns to step SC27, and the process from step SC27 onwards is executed again.
äžæ¹ãä¹±æ°å€ãæ¯å倿ªæºã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãçŸåšã®å€å®ã«ãŠã³ãæ°ã«å¯Ÿå¿ããäºåããªãšãŒã·ã§ã³ïŒïŒŽïŒ¹ïŒ°ïŒ¥ïŒã«åœéžãããšããŠãã¹ãããïŒïŒã®åŠçã«é²ã¿ãä»åã®ããªãšãŒã·ã§ã³çªå·ãšå€å®ã«ãŠã³ãæ°ã«åºã¥ããŠãæœéžçµæïŒåœéžçµæïŒãã·ããªãªããŒã¿ïŒå€åäžæŒåºã·ããªãªãæ§æããããã®æŒåºããŒã¿ïŒãšããŠãã·ããªãªããŒã¿èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒããªããå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ç€ºããæ¯åã000(TH_001ãµãå€åãã¿ãŒã³T1)ãã®å Žåãå€å®ã«ãŠã³ãæ°ïŒïŒïœïŒïŒïŒïŒãšãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠïŒãŸãã¯å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠïŒã«ç€ºããµãå€åçªå·ïŒïŒïœïŒïŒïŒïŒã®å€ãäžèŽããããã«ãªã£ãŠããã On the other hand, if the random number value is less than the allocation value (step SC29: NO), it is determined that the preview variation (TYPE) corresponding to the current judgment count number has been won, and the process proceeds to step SC32. Based on the current variation number and judgment count number, the lottery result (winning result) is set in the scenario data storage area as scenario data (performance data for constructing the currently varying performance scenario) (step SC32). Note that in the case of "Allocation 000 ([TH_001] sub-variation pattern T1)" shown in Figures 84A to 84B, the judgment count number (0 to 235) and the sub-variation number (0 to 235) shown in Figures 78A to 78F (or Figures 97A to 97F) are set to match.
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For example, if the current main fluctuation is "
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Also, for example, if the current main fluctuation is "None_Hades SPSP_DF Notice_1_Miss" (selection offset value = 15), the
(1) "Meifu SPSP_Meifu SPSP_1_Reach_Miss" (15 judgement counts)
(2) "Meifu SPSP_Meifu SPSP_1_Development_Miss" (16 judgement counts)
(3) "Meifu SPSP_Meifu SPSP_1_Deep development_Miss" (corresponding to the judgment count number 17)
æ¬äŸã®ãå¥åºSPSP_å¥åºSPSP_1_ãªãŒãæ_ã¯ãããïœãå¥åºSPSP_å¥åºSPSP_1_奥çºå±æ_ã¯ãããã®ããããã¯ãã¡ã€ã³å€åçš®å¥ã¯åå±ã§ãããã®ã®ïŒã¡ã€ã³å€åçªå·ïŒïŒã«å±ãããµãå€åïŒããµãå€åçš®å¥ãšããŠã¯ãç°ãªããµãå€åãšããŠåºå¥ãããå€åäžæŒåºã®æŒåºå 容ãããããç°ãªããã®ãçŸåºãããããå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ç€ºããæ¯åã000(TH_001ãµãå€åãã¿ãŒã³T1)ãã®å Žåãå€å®ã«ãŠã³ãæ°ãå€ãã»ã©ãåœéžæåŸ 床ãé«ãäºåããªãšãŒã·ã§ã³ïŒãµãå€åçš®å¥ïŒãéžæãããããããšãã°ãå€å®ã«ãŠã³ãæ°ïŒïŒïœïŒïŒã«å¯Ÿå¿ãããå¥åºSPSP_å¥åºSPSP_1_ãªãŒãæ_ã¯ãããïœãå¥åºSPSP_å¥åºSPSP_1_奥çºå±æ_ã¯ãããã®å Žåã¯ããå¥åºSPSP_å¥åºSPSP_1_ãªãŒãæ_ã¯ãããããå¥åºSPSP_å¥åºSPSP_1_çºå±æ_ã¯ãããããå¥åºSPSP_å¥åºSPSP_1_奥çºå±æ_ã¯ãããã®ãã®é ã«åœéžæåŸ 床ãé«ããµãå€åïŒåœéžæåŸ 床ãé«ãäºåæŒåºïŒãšãªã£ãŠããã In this example, each of "Medieval SPSP_Medieval SPSP_1_Reach_Miss" to "Medieval SPSP_Medieval SPSP_1_Deep Development_Miss" has the same main fluctuation type (sub-fluctuations belonging to main fluctuation number 15), but is distinguished as a different sub-fluctuation type, and different performance contents may appear during the fluctuation. In the case of "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A to 84B, the higher the judgment count number, the higher the predicted variation (sub-fluctuation type) with a higher chance of winning may be selected. For example, in the case of "Medieval SPSP_Medieval SPSP_1_Reach_Miss" to "Medieval SPSP_Medieval SPSP_1_Inner_Development_Miss", which correspond to judgment counts of 15 to 17, the sub-variations (pre-announcement performances with high chances of winning) with the highest chances of winning are "Medieval SPSP_Medieval SPSP_1_Reach_Miss", "Medieval SPSP_Medieval SPSP_1_Development_Miss", and "Medieval SPSP_Medieval SPSP_1_Inner_Development_Miss", in that order.
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<How to proceed if a malfunction (abnormality) occurs in the lottery process>
As long as the lottery process (steps SC27 to SC31) is performed normally, the judgment count will not exceed the value in the number of variations storage area (the number of lottery judgments will not exceed the number of variations. For example, in the case of "allocation 000 ([TH_001] sub-variable pattern T1)", the number of lottery judgments is 236 times), and one of the preview variations in the allocation data table will be selected. The preview variation corresponding to the judgment count 0 (default (in the case of FIG. 84A, "TYPE 0 (no lottery)")) is mainly defined as an "error preview variation (default variation)" that is selected when an abnormality occurs, and will not be selected as long as the lottery is performed normally. The error preview variation is defined as a selectable preview variation, for example, in the case where an abnormality has already been found to have occurred (when the above-mentioned error designation information is set) before entering the current lottery process (steps SC27 to SC31).
ããããæœéžåŠçã®äžå ·åã«ã¯ã次ã®ãããªã±ãŒã¹ãçããæãããããããšãã°ãäœããã®äžå ·åã«ãããä¹±æ°å€ãç°åžžå€ãšãªãã±ãŒã¹ïŒããšãã°ãä¹±æ°å€ïŒïŒïŒïŒïŒïŒãªã©ã®ããã«ããããã®äºåããªãšãŒã·ã§ã³ã«ãåœéžãåŸãªãä¹±æ°å€ã®å ŽåïŒããå€å®ã«ãŠã³ãæ°ãç°åžžå€ãšãªãã±ãŒã¹ïŒããšãã°ããããã®äºåããªãšãŒã·ã§ã³ãæå®ã§ããªãå€ïŒäºåããªãšãŒã·ã§ã³æ°ãè¶ ããå€ïŒã®å ŽåïŒãã人çºçãªèšèšãã¹ïŒããã°ã©ãã³ã°ãã¹ïŒããã£ãã±ãŒã¹ãªã©ã§ããã However, there are also cases where malfunctions in the lottery process may occur, such as the following: For example, some malfunction may cause the random number value to be abnormal (for example, a random number value that cannot be selected for any of the preview variations, such as 20,000), or the judgment count to be abnormal (for example, a value that cannot be specified for any of the preview variations (a value that exceeds the number of preview variations)), or there may be a human-intentioned design error (programming error).
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If such a malfunction occurs, the player will not win any of the preview variations and will exit this lottery process. For example, in the case of the lottery process using "Allocation 000 ([TH_001] sub-variable pattern T1)" shown in Figures 84A to 84B, if the random number value or the judgment count number is an abnormal value, the player will not win the preview variation (
ãã®ãããªç°åžžæã®å Žåãèæ ®ããŠã次ã®ïŒéïŒïŒïœïŒéïŒïŒã®ããã«æ§æããããšã奜ãŸããã Taking into consideration such abnormal situations, it is preferable to configure as follows (Yasushi 1) to (Yasushi 3).
ïŒéïŒïŒããšãã°ãäžå ·åãçããå Žåã«ãç¹å®ã®äºåããªãšãŒã·ã§ã³ãåœéžæ±ããšããããã®åŠçïŒãšã©ãŒæããªãšãŒã·ã§ã³æ±ºå®åŠçïŒãå®è¡å¯èœã«æ§æãããå ·äœçã«ã¯ãå³ïŒïŒïŒ£ã«ç€ºãããã«ãã¹ãããïŒïŒã®å€å®çµæãã§ããå Žåã«ããšã©ãŒæããªãšãŒã·ã§ã³æ±ºå®åŠçïŒã¹ãããïŒïŒïŒããå®è¡å¯èœã«æ§æãããåœéžæ±ããšããç¹å®ã®äºåããªãšãŒã·ã§ã³ã«ã¯ãããšãã°ãäžèšããšã©ãŒçšäºåããªãšãŒã·ã§ã³ïŒïŒŽïŒ¹ïŒ°ïŒ¥ïŒïŒããæ¡çšããããšãã§ããããªãããšã©ãŒçšäºåããªãšãŒã·ã§ã³ïŒïŒŽïŒ¹ïŒ°ïŒ¥ïŒïŒãåœéžæ±ããšããå Žåã«ã¯ãå€å®ã«ãŠã³ãæ°ãã¯ãªã¢ïŒå€å®ã«ãŠã³ãæ°âïŒïŒããããšã奜ãŸãããããªãã¡ãçŸåšã®å€å®ã«ãŠã³ãæ°ããåœéžæ±ããšããäºåããªãšãŒã·ã§ã³ã«å¯Ÿå¿ããå€å®ã«ãŠã³ãæ°ã«æžãæããïŒæŽæ°ããïŒåŠçãè¡ãããã«ãããæœéžåŠçãæãããšãã®å€å®ã«ãŠã³ãæ°ã¯ãåŸè¿°ã®æœéžãã©ã°ããŒãèšå®åŠçïŒã¹ãããïŒïŒïŒãæœéžäºçŽèšå®åŠçïŒã¹ãããïŒïŒïŒãªã©ã§å©çšãããå Žåããããåœéžæ±ããšããå€å®ã«ãŠã³ãæ°ãšããŠããããšãããããã®åŠçãå®è¡ããäžã§å¥œãŸããããã§ããã (Yasushi 1) For example, in the event of a malfunction, a process (error variation determination process) for treating a specific preview variation as a winning one is configured to be executable. Specifically, as shown in FIG. 71C, when the result of the determination in step SC27 is NO, an "error variation determination process (step SC44)" is configured to be executable. For example, the above-mentioned "error preview variation (TYPE0)" can be adopted as the specific preview variation to be treated as a winning one. In addition, when the error preview variation (TYPE0) is treated as a winning one, it is preferable to clear the judgment count (judgment count â 0). In other words, a process is performed to rewrite (update) the current judgment count to the judgment count corresponding to the preview variation that has been treated as a winning one. The judgment count when the lottery process is exited may be used in the lottery flag parts setting process (step SC41) or lottery reservation setting process (step SC42) described later, and it is preferable to set it as the judgment count for the winning one when executing these processes.
ïŒéïŒïŒãŸããç¹å®ã®äºåããªãšãŒã·ã§ã³ãšããŠã次ã®ãããªäºåããªãšãŒã·ã§ã³ãæ¡çšããŠããããããšãã°ãæœéžå¯Ÿè±¡ãšãããäºåããªãšãŒã·ã§ã³ãè€æ°ããå Žåã«ã¯ããããã®ãã¡åœéžæåŸ
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床ãçžå¯Ÿçã«äœããå¥åºSPSP_å¥åºSPSP_1_ãªãŒãæ_ã¯ãããïŒå€å®ã«ãŠã³ãæ°ïŒïŒå¯Ÿå¿ã®ãµãå€åïŒãåœéžæ±ããšããããšãã§ããããŸããã¡ã€ã³å€åãããªã_éåžžå€å 12ç§_ååšãªã_1_ã¯ãããïŒéžæçšãªãã»ããå€ïŒïŒïŒã®å Žåã«ã¯ããµãå€åïŒäºåããªãšãŒã·ã§ã³ïŒãšããŠãéåžžå€å 12ç§_éåžžå€å 12ç§_1__ã¯ãã_ãïŒå€å®ã«ãŠã³ãæ°ïŒå¯Ÿå¿ã®ãµãå€åïŒã®ïŒçš®é¡ã ããæœéžå¯Ÿè±¡ã§ããã®ã§ããããåœéžæ±ããšããããšãã§ããã
(Yasushi 2) In addition, the following types of prediction variations may be used as specific prediction variations. For example, if there are multiple prediction variations to be selected, the prediction variation with the lowest probability of winning or the prediction variation with the highest probability of winning may be selected. In detail, when the main variation is "None_Meifu SPSP_DF Prediction_1_Miss" (selection offset value = 15), among the multiple sub-variations (judgment counts 15, 16, 17) related to the selection target, "Meifu SPSP_Meifu SPSP_1_Reach_Miss" (sub-variation corresponding to judgment count number 15), which has a relatively low probability of winning, may be treated as the winning variation. In addition, when the main variation is "
ãã®æ§æã®å Žåã¯ãã¡ã€ã³å€åãæ£ããåä¿¡ãããŠããããäœããã®äžå ·åããããä¹±æ°å€ã«ç°åžžãçããããå€å®ã«ãŠã³ãæ°ã«ç°åžžãçããå Žåãªã©ã«ãæ£åžžæãšåãäºåããªãšãŒã·ã§ã³ãéžæå¯èœã§ããç¹ã«ç¹åŸŽããããæ¬æ§æã®å ŽåããäžèšïŒéïŒïŒã§èª¬æããããã«ãåœéžæ±ããšããäºåããªãšãŒã·ã§ã³ã«å¯Ÿå¿ããå€å®ã«ãŠã³ãæ°ã«æžãæããïŒæŽæ°ããïŒããšã奜ãŸããã This configuration is characterized by the fact that if the main variation is received correctly, but there is some kind of malfunction, causing an abnormality in the random number value or the judgment count number, etc., it is possible to select the same preview variation as in normal times. In this configuration as well, as explained above (Yasushi 1), it is preferable to rewrite (update) the judgment count number to the one that corresponds to the preview variation that has been treated as a winning one.
ïŒéïŒïŒãªããæ¢ã«èª¬æããããã«ãä»åã®æœéžåŠçïŒã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒïŒã«å
¥ãåã«ç°åžžãçããŠããããšã倿ããŠããå Žåã«ã¯ãæœéžåŠçèªäœãå®è¡ããã«ãçŽæ¥ããšã©ãŒæããªãšãŒã·ã§ã³æ±ºå®åŠçïŒã¹ãããïŒïŒïŒãå®è¡å¯èœãªæ§æãšããŠãããããã®å Žåã®ãšã©ãŒæããªãšãŒã·ã§ã³æ±ºå®åŠçïŒã¹ãããïŒïŒïŒã¯ãäž»å¶åŸ¡éšïŒïŒããã®æ
å ±ãæ£ããåä¿¡ããŠããªãããšãäºæ³ããããããäžè¿°ã®ïŒéïŒïŒã®ããã«ããšã©ãŒçšäºåããªãšãŒã·ã§ã³ïŒããã©ã«ãããªãšãŒã·ã§ã³ïŒãåœéžæ±ããšããããšã奜ãŸããã
(Yasushi 3) As already explained, if it is known that an abnormality has occurred before entering the current lottery process (steps SC27 to SC31), the lottery process itself may not be executed, and the error variation determination process (step SC44) may be executed directly. In this case, since it is expected that the information from the
äžè¿°ã®ïŒéïŒïŒïœïŒéïŒïŒã§ã¯ãäž»ã«ããšã©ãŒæããªãšãŒã·ã§ã³æ±ºå®åŠçïŒã¹ãããïŒïŒïŒã«ãŠãäžå ·åïŒç°åžžïŒæã®åŠçãå®è¡ããæ§æã«ã€ããŠèª¬æããããäžèšïŒéïŒïŒã®æ§æãæ¡çšããŠãããã In the above (Yasushi 1) to (Yasushi 3), we have mainly described the configuration for executing processing in the event of a malfunction (abnormality) in the error variation determination process (step SC44), but the configuration in (Yasushi 4) below may also be adopted.
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ã§æå³ããªãäºåããªãšãŒã·ã§ã³ãéžæãããŠããŸãã±ãŒã¹ãèãããããããšãã°ãããºã¬ã®å Žåã«åœãã«ä¿ãäºåããªãšãŒã·ã§ã³ãéžæãããããéã«ãåœãã®å Žåã«ããºã¬ã«ä¿ãäºåããªãšãŒã·ã§ã³ãéžæãããã±ãŒã¹ã§ããããã®ãããªã±ãŒã¹ã®å ŽåãæœéžåŠçäžã¯ãæå³ããªãäºåããªãšãŒã·ã§ã³ïŒä»¥äžãç°åžžæåœéžäºåããªãšãŒã·ã§ã³ããšãç§°ããïŒãéžæïŒåœéžæ±ãïŒããããŸãŸãä»åã®æœéžåŠçãæããŠïŒã¹ãããïŒïŒã®å€å®çµæãïŒãã¹ãããïŒïŒã®åŠçã«é²ã¿ããã®çµæãã·ããªãªããŒã¿ãšããŠèšå®ãããŠããŸãããšã«ãªãã
(Error scenario rewrite process)
(Yasushi 4) In the above (Yasushi 1) to (Yasushi 3), the processing contents considering the case where none of the preview variations is selected when an abnormality occurs are mainly explained, but there are also cases where an unintended preview variation is selected when an abnormality occurs. For example, a preview variation related to a winning result is selected when a loss occurs, or conversely, a preview variation related to a losing result is selected when a winning result occurs. In such a case, in the lottery processing, the unintended preview variation (hereinafter also referred to as the "win preview variation in the abnormality situation") remains selected (treated as a winning result), and the lottery processing is terminated (the judgment result of step SC29 is NO), and the processing proceeds to step SC32, and the result is set as the scenario data.
ãã®ãããªç°åžžæåœéžäºåããªãšãŒã·ã§ã³ãéžæãããå Žåãèæ ®ããŠãæŒåºã·ããªãªãæ§ç¯ããéã®åŠçã«ãããŠïŒæœéžçµæïŒäºåããªãšãŒã·ã§ã³ïŒã«åºã¥ããæŒåºã·ããªãªãæ§ç¯ããåŠçïŒãççŸããæŒåºå 容ïŒç°åžžãªæŒåºå 容ïŒãæ€åºããå Žåãããšãã°ãããšãã°ãããºã¬ã®å Žåã«åœãã«ä¿ãæŒåºããŒããæŒåºã·ããªãªãªã©ãæ€åºããå Žåãªã©ã«ããã®ççŸããæŒåºå å®¹ãæžãæããïŒè£æ£ããïŒãããªãã§ã€ã«ã»ãŒãåŠçïŒãšã©ãŒææŒåºã·ããªãªæžæåŠçïŒãå®è¡å¯èœã«æ§æããŠãããã Taking into consideration the case where such an abnormal winning prediction variation is selected, the process for constructing the performance scenario (process for constructing the performance scenario based on the lottery result (prediction variation)) may be configured to execute a fail-safe process (error-time performance scenario rewrite process) that rewrites (corrects) the inconsistent performance content if inconsistent performance content (abnormal performance content) is detected, for example, if a performance part or performance scenario related to a winning result is detected in the case of a losing result.
ããšãã°ãã¡ã€ã³å€åæ å ±ãããºã¬å€åæ å ±ã§ããã«ãããããããåœãã«ä¿ããµãå€åïŒåœããµãå€åïŒãéžæãããŠããå Žåã«ã¯ããºã¬ã«ä¿ããµãå€åïŒããºã¬ãµãå€åïŒã«æžãæããããããºã¬æã«åœç¢ºæŒåºãå«ãæŒåºå 容ãéžæãããŠããå Žåã«ã¯åœç¢ºæŒåºä»¥å€ã®æŒåºå 容ïŒããšãã°ãããºã¬ã«ä¿ãäºåæŒåºã·ããªãªããç¹å®ã®äœæåŸ 床äºåæŒåºã·ããªãªãªã©ïŒã«æžãæãããšãã£ãããã«ãççŸãçããªãæŒåºå å®¹ã«æžãæããã For example, even if the main fluctuation information is loss fluctuation information, if a sub-fluctuation related to a win (a win sub-fluctuation) is selected, the information is rewritten to a sub-fluctuation related to a loss (a loss sub-fluctuation), or if a performance content including a winning performance is selected when a loss occurs, the information is rewritten to a performance content other than a winning performance (for example, a preview performance scenario related to a loss or a specific low-expectation preview performance scenario).
ãªããæžãæãã«ä¿ãæŒåºã·ããªãªïŒæŒåºå 容ïŒã«ã€ããŠã¯ãæ¢åã®æŒåºãçšããŠãããããæžãæãå°çšã®æŒåºãçšããŠããããé©å®å®ããããšãã§ããã The performance scenario (performance content) for the rewrite can be determined as appropriate, either using existing performances or performances specifically for rewrites.
æ¯æ§ãªãã§ã€ã«ã»ãŒãåŠçãèšããããšã«ãããæœéžåŠçã§ç°åžžãçããŠãæå³ããªãäºåããªãšãŒã·ã§ã³ãéžæãããå Žåã§ãã£ãŠãããã®å 容ãåŸã®åŠçã«ãããŠãæŒåºã·ããªãªãèšæ£ïŒè£æ£ïŒããããšãã§ããããŸããäžèšããšã©ãŒæããªãšãŒã·ã§ã³æ±ºå®åŠçïŒã¹ãããïŒïŒïŒããèšãããã€äžè¿°ã®ããã§ã€ã«ã»ãŒãåŠçããèšããŠããããããã«ãããç°åžžæã®ããã«ãã§ãã¯ãå¯èœãšãªããäžæ£ããã°ã«åŒ·åºãªå¶åŸ¡åŠçãšããããšãã§ããã By providing such fail-safe processing, even if an abnormality occurs in the lottery process and an unintended preview variation is selected, the content of the selection can be corrected (amended) in the presentation scenario in subsequent processing. Furthermore, the above-mentioned "error variation determination processing (step SC44)" may be provided, and the above-mentioned "fail-safe processing" may also be provided. This allows for a double check in the event of an abnormality, making the control processing robust against fraud and bugs.
ïŒäžå
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ãªããç°åžžãçããå Žåã®åœéžæ±ããšããäºåããªãšãŒã·ã§ã³ã«ä¿ãåŠçã«ã€ããŠã次ã®ããã«æ§æããŠãããã
(Other measures in the event of a malfunction)
In addition, the processing related to the preview variation for treating a winning result when an abnormality occurs may be configured as follows.
ïŒéïŒïŒæ¯åããŒã¿ããŒãã«äžã®æçµïŒæåŸïŒã®æœéžå¯Ÿè±¡ã«ä¿ãäºåããªãšãŒã·ã§ã³ïŒæçµã®å€å®ã«ãŠã³ãæ°ã«å¯Ÿå¿ããäºåããªãšãŒã·ã§ã³ïŒä»¥äžãæçµã®äºåããªãšãŒã·ã§ã³ããšãç§°ããïŒã«åœéžãããã®ãšããŠæœéžåŠçãçµããããšãã£ãæ§æïŒæçµã®äºåããªãšãŒã·ã§ã³ã«åœéžãããã®ãšããŠãã¹ãããïŒïŒã®åŠçã«é²ãæ§æïŒãšããŠããããç°åžžãçããŠãããã®äºåããªãšãŒã·ã§ã³ã«åœéžããªãã£ããšããŠããå®è³ªçãªæœéžåŠçèªäœã¯ãæçµã®äºåããªãšãŒã·ã§ã³ã®åœéžå€å®åŠçïŒã¹ãããïŒïŒïŒã§çµäºããããšã«ãªããããæçµã®äºåããªãšãŒã·ã§ã³ã®åœéžå€å®åŠçãçµäºããããšã以ãŠãä»åã®æœéžåŠçãæããæ¹ããç°¡æãªåŠçã§æžããšãã£ã芳ç¹ããã§ããã (Yasushi 5) The lottery process may be terminated by assuming that the preview variation related to the final (last) lottery target on the distribution data table (the preview variation corresponding to the final judgment count number: hereinafter also referred to as the "final preview variation") has been won (the final preview variation is assumed to have been won and the process proceeds to step SC32). Even if an abnormality occurs and none of the preview variations are won, the actual lottery process itself ends with the winning judgment process for the final preview variation (step S29). This is because it is easier to exit the current lottery process once the winning judgment process for the final preview variation has ended.
ããšãã°ãå³ïŒïŒïŒ€ïŒå³ïŒïŒïŒ¢ã®å€åœ¢äŸïŒã«ç€ºãããã«ãã¹ãããïŒïŒã®å€å®åŠçïŒæçµã®å€å®ã«ãŠã³ãæ°ã§ãããåŠããå€å®ããåŠçïŒãèšããå€å®ã«ãŠã³ãæ°ãæçµã®å€å®ã«ãŠã³ãæ°ã«éãããšå€å®ããå ŽåïŒãããã®äºåããªãšãŒã·ã§ã³ã«ãåœéžããªãã£ãå ŽåïŒã¹ãããïŒïŒã®å€å®çµæãïŒãæçµã®å€å®ã«ãŠã³ãæ°ãç¶æãããŸãŸãã€ãŸããæçµã®äºåããªãšãŒã·ã§ã³ã«åœéžãããã®ãšããŠãä»åã®æœéžåŠçãæããããã«æ§æããïŒæçµã®äºåããªãšãŒã·ã§ã³åŒ·å¶åœéžåŠçïŒãæ¬æ§æã¯ãä¹±æ°å€ãç°åžžå€ã§ãããå€å®ã«ãŠã³ãæ°ãæ£ããã«ãŠã³ããããŠããå Žåã«å¥œé©ã§ããããå€å®ã«ãŠã³ãæ°ãç°åžžå€ïŒããšãã°ããããã®äºåããªãšãŒã·ã§ã³ãæå®ã§ããªãå€ïŒäºåããªãšãŒã·ã§ã³æ°ãè¶ ããå€ïŒã®å ŽåïŒã®å Žåãªã©ïŒãšãªãããšãèæ ®ããŠãå³ïŒïŒïŒ£ã®ãšã©ãŒæäºåããªãšãŒã·ã§ã³æ±ºå®åŠçãèšãããã®æ±ºå®åŠçã«ãŠæçµã®äºåããªãšãŒã·ã§ã³ãåœéžæ±ããšããŠãä»åã®æœéžåŠçãæããããã«æ§æããããšãå¯èœã§ããïŒãã®å Žåããå€å®ã«ãŠã³ãæ°ã¯ãæçµã®äºåããªãšãŒã·ã§ã³ã«å¯Ÿå¿ããå€å®ã«ãŠã³ãæ°ã«æžãæããããã«ããïŒã For example, as shown in FIG. 71D (a modified example of FIG. 71B), a judgment process (a process for judging whether or not it is the final judgment count number) is provided in step SC46, and when it is judged that the judgment count number has reached the final judgment count number (when none of the preview variations have been selected: the judgment result of step SC46 is YES), the final judgment count number is maintained, that is, the final preview variation is considered to have been selected, and the current lottery process is terminated (final preview variation forced winning process). This configuration is suitable when the random number value is an abnormal value and the judgment count number is counted correctly, but considering that the judgment count number becomes an abnormal value (for example, when a value that does not allow any of the preview variations to be specified (a value that exceeds the number of preview variations)), it is also possible to provide an error-time preview variation determination process in FIG. 71C, and in this determination process, the final preview variation is considered to have been selected, and the current lottery process is terminated (in this case as well, the judgment count number is rewritten to the judgment count number corresponding to the final preview variation).
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In this configuration, the final preview variation is treated as the winning one, so in the processing of step SC32, the scenario data related to the final preview variation is stored. For example, in the case of a lottery using "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A to 84B, the final preview variation "TH_001_Before Fluctuation_Underworld SP Resurrection_Underworld SP Resurrection_3__Win_" (see Figure 84B) is treated as the winning one, and this is stored as the lottery result (winning result). Even if an abnormality occurs, if the original main fluctuation information ("TH_Main Fluctuation" (fluctuation pattern determined by the main control unit 20)) is "Before Fluctuation_Underworld SP Resurrection_Non-existent_3_Win_" corresponding to the
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However, if the original main variation information is a main variation number between 1 and 184, "TH_001_Before variation_Medieval SP Resurrection_Medieval SP Resurrection_3__Win_" corresponding to the
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(Modification)
If the above fail-safe process (error-time performance scenario rewrite process) is provided, it is effective as a countermeasure for abnormalities (errors), but there is a risk that the process will become complicated. In consideration of this point, it is also possible to simplify the process related to abnormalities (reduction of the control burden) by defining the following advance notice variation as the final advance notice variation without providing the fail-safe process.
æ¬äŸã§ã¯ãå€åäžæŒåºãå®çŸããéã®æ ¹å¹¹ãšãããããµãå€åã«çç®ãããµãå€åã«é¢ããæœéžã«äžå ·åãçããããšå Žåãæ³å®ãããã®ã§ãããããã§ã¯ããµãå€åã«é¢ããæœéžãšããŠãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ç€ºããæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ããçšããã±ãŒã¹ã代衚äŸã«ãšã説æããããä»ã®æ¯åããŒãã«ããŒã¿ã«ãåæ§ã«é©çšå¯èœã§ããã In this example, we focus on the sub-fluctuation, which is the basis for realizing the performance during the fluctuation, and consider the case where a problem occurs in the lottery for the sub-fluctuation. Here, we will explain the case where "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A to 84B is used as a representative example for the lottery for the sub-fluctuation, but it can be applied to other allocation table data in the same way.
ïŒåœïŒïŒæçµã®äºåããªãšãŒã·ã§ã³ãšããŠãå šãµãå€åã®ãã¡æé·ã®æŒåºæéïŒå€åæéïŒãæãããµãå€åãå®ããããšãã§ãããå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ç€ºããæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ãã®å Žåãæçµã®äºåããªãšãŒã·ã§ã³ãšããŠããTH_001_å€åå_å¥åºSP 埩掻_å¥åºSP 埩掻_3__ããã_ããå®ããŠãããããã®åœããµãå€åã¯ãå šãµãå€åïŒæèšããã°ãå šã¡ã€ã³å€åïŒã®ãã¡ãæé·ã®æŒåºæéïŒå€åæéïŒãæãããã®ãšãªã£ãŠããïŒããšãã°ãïŒïŒïŒç§ïŒããŸããã®çºçé »åºŠïŒåºçŸçïŒãæãäœããã®ãšãªã£ãŠããã (Country 1) The sub-fluctuation with the longest presentation time (fluctuation time) among all sub-fluctuations can be set as the final preview variation. In the case of "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" shown in Figures 84A to 84B, "TH_001_Before Fluctuation_Hades SP Resurrection_Hades SP Resurrection_3__Hit_" is set as the final preview variation, and this hit sub-fluctuation has the longest presentation time (fluctuation time) among all sub-fluctuations (in other words, all main fluctuations) (for example, 280 seconds), and also has the lowest occurrence frequency (appearance rate).
åœãã«ä¿ããµãå€åïŒä»¥äžãåœããµãå€åããšãç§°ããïŒã®æ®ã©ã¯ãããºã¬ã«ä¿ããµãå€åïŒä»¥äžãããºã¬ãµãå€åããšãç§°ããïŒãããããã®æŒåºæéïŒå¹³åçãªæŒåºæéïŒãé·æéã«å®ããããŠããïŒåœãã®å Žåã¯ããªãŒãæŒåºãä»ããŠæçµçãªã²ãŒã çµæãå ±ç¥ããããïŒããŸããéæé²è¡äžãåœããããããºã¬ã®æ¹ãé«ç¢ºçã§åœéžããïŒåœããããããºã¬ã®çºçé »åºŠãé«ãïŒããã®ãããªèгç¹ãããæçµã®äºåããªãšãŒã·ã§ã³ãšããŠãç¹å®ã®åœããµãå€åãå®ããŠãããšãããšãã°ãã¡ã€ã³å€åãããºã¬å€åã§ããå Žåã«äžå ·åãçããŠããæ¬æ¥ã®æŒåºæéïŒå€åæéïŒäžã¯ãæçµã®äºåããªãšãŒã·ã§ã³ã«ä¿ãæŒåºãçŸåºãããããšãã§ããããã«ãªãããã£ãŠãæçµã®äºåããªãšãŒã·ã§ã³ã«ä¿ãåœããµãå€åã¯ãæé·ã®å€åæéïŒæŒåºæéïŒãæããåœããµãå€åïŒæ¬å®æœåœ¢æ ã®å Žåãäžè¿°ã®ãTH_001_å€åå_å¥åºSP 埩掻_å¥åºSP 埩掻_3__ããã_ãïŒãå®ããŠããããšã奜ãŸãããšãããããããããã«éãããæçµã®äºåããªãšãŒã·ã§ã³ã«ä¿ãåœããµãå€åãšããŠãããšãã°ã次ã®ïŒãµïŒïŒïœïŒãµïŒïŒã®ããã«ãïŒãŸãã¯è€æ°ã®ç¹å®ã®ããºã¬å€åïŒããºã¬ãµãå€åïŒãããå€åæéïŒæŒåºæéïŒãçžå¯Ÿçã«é·æéã®åœããµãå€åãå®ããããšãã§ããã Most of the sub-variations related to winning (hereinafter also referred to as "winning sub-variations") are set to have a longer presentation time (average presentation time) than the sub-variations related to losing (hereinafter also referred to as "losing sub-variations") (to notify the final game result through the reach presentation in the case of winning). Also, in the course of the game, there is a higher probability of winning a losing win than a winning win (losing occurs more frequently than winning). From this perspective, if a specific winning sub-variation is set as the final preview variation, for example, even if a malfunction occurs when the main variation is a losing variation, the presentation related to the final preview variation can be made to appear during the original presentation time (variation time). Therefore, it is preferable to set the winning sub-variation related to the final preview variation to the winning sub-variation with the longest variation time (presentation time) (in the case of this embodiment, the above-mentioned "TH_001_before_variation_Medieval SP Resurrection_Medieval SP Resurrection_3__Win_"). However, without being limited to this, for example, as the winning sub-fluctuation related to the final preview variation, a winning sub-fluctuation with a relatively longer fluctuation time (presentation time) than one or more specific losing fluctuations (losing sub-fluctuations) can be determined, such as the following (Sa1) to (Sa4).
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(Sa1) A winning sub-fluctuation that is longer than a losing fluctuation (losing sub-fluctuation) that has the longest fluctuation time (presentation time).
(Sa2) A winning sub-fluctuation that lasts longer than a losing fluctuation (such as
(Sa3) A hit sub-fluctuation that is longer than the normal fluctuation having the longest fluctuation time (for example, the
(Sa4) A winning sub-fluctuation that is longer than a reach-miss fluctuation having at least the longest fluctuation time (for example, "Pseudo 3 + SP reach + SPSP reach" in Figure 26).
ãªããããºã¬å€åã§ããå Žåã«äžå ·åãçããŠãæçµã®äºåããªãšãŒã·ã§ã³ã«ä¿ãåœããµãå€åãéžæãããå Žåã«ã¯ãæŒåºäžããã®åœããµãå€åã«ä¿ãæŒåºãå®è¡ãããããšã«ãªãããåœè©²åœãå€åã«ä¿ãæŒåºã·ããªãªã«ã€ããŠã¯ãããºã¬å€åã®å€åæéå ã«ãåœç¢ºç³»ïŒåœãå ±ç¥ç³»ïŒã®äºåæŒåºïŒããšãã°ãè£ é£Ÿå³æãŸãã¯ãã峿ãåœã峿ã§è¡šç€ºããæŒåºãåœéžå ±ç¥ã«ä¿ãäºåæŒåºãªã©ïŒãå®è¡ãããªããããªæŒåºã·ããªãªãšããããšã奜ãŸããããã®ããã«ããã°ãäžå ·åãçããå Žåã§ãã£ãŠããåœãã«åœéžãããšèª€èªãããŠããŸãããšã鲿¢ããããšãã§ããã If a malfunction occurs during a losing variation and a winning sub-variation related to the final preview variation is selected, the performance related to that winning sub-variation will be executed for the performance, but it is preferable that the performance scenario related to that winning variation be such that a winning system (winning notification system) preview performance (for example, a performance that displays a decorative pattern or mini pattern as a winning pattern, a preview performance related to a winning notification, etc.) is not executed during the variation time of the losing variation. In this way, it is possible to prevent the player from mistakenly believing that they have won, even if a malfunction occurs.
ãŸããã¡ã€ã³å€åãšããŠãªãŒããçºçãããããºã¬å€åïŒéåžžå€åãšæ¯ããçžå¯Ÿçã«é·ãå€åæéãæããããºã¬å€åïŒãéžæãããå Žåã«ãæŒåºæœéžã«äžå ·åãçºçããå Žåãèæ ®ããæçµã®äºåããªãšãŒã·ã§ã³ã«ä¿ãåœããµãå€åã®æŒåºã·ããªãªã§ã¯ãé«æåŸ åºŠäºåãçºçãããªãããã«å·¥å€«ããæŒåºã·ããªãªãšããããšã奜ãŸããããã奜ãŸããã¯ãå°ãªããšãåœç¢ºç³»ã®äºåæŒåºã¯çºçãããªãããã«å·¥å€«ããæŒåºã·ããªãªãšããïŒåœè©²ããºã¬å€åã®å€åæéå ã«ãããŠãå°ãªããšãåœç¢ºç³»ã®äºåæŒåºãçºçããªãããã«ããïŒããã®ããã«ããã°ãçµæçã«ããºã¬ã§ããç¶æ³äžã§ããã«ãããããããéæè ã«éåºŠãªæåŸ ãæ±ãããŠããŸãããšã鲿¢ããããšãã§ãããç¹ã«ãåœç¢ºå ±ç¥ãããªãæŒåºã·ããªãªãšããããšã¯ãéæè ãšããã³ã³ããŒã«ãšã®éã§å€§ããªãã©ãã«ã«çºå±ããŸãæãã鲿¢ããäžã§éèŠã§ããã In addition, in the case where a failure variation that generates a reach (a failure variation that has a relatively long variation time compared to a normal variation) is selected as the main variation, and a malfunction occurs in the performance selection, it is preferable that the performance scenario of the winning sub-variation related to the final preview variation is a performance scenario that is devised so as not to generate a high expectation preview, and more preferably, a performance scenario that is devised so as not to generate at least a sure-win type preview performance (at least a sure-win type preview performance is not generated within the variation time of the losing variation). In this way, it is possible to prevent players from having excessive expectations even in a situation that ultimately results in a loss. In particular, it is important to have a performance scenario that does not notify a sure-win, in order to prevent the risk of developing into a major problem between players and pachinko parlors.
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In the above, an example in which a "win sub-variation" is provided in the final preview variation has been described, but a "miss sub-variation" may also be provided in the final preview variation. In this case, if a malfunction occurs in the case of a win variation and a miss sub-variation related to the final preview variation is selected, the performance related to the miss sub-variation is executed in terms of presentation, and a miss is ultimately notified (for example, the decorative pattern stops with a miss). However, since the jackpot lottery and jackpot game are controlled by the
ãªããåœãã®å Žåã¯å€åæéãé·ããªãŒãå€åïŒç¹ã«ããªãŒãç³»ïŒãé«ç¢ºçã§éžæãããããããæçµã®äºåããªãšãŒã·ã§ã³ã«ã¯ãæŒåºå°ºãçããµãå€åïŒããšãã°ãæçã®å€åæéãå®ããéåžžå€åã«ä¿ããµãå€åïŒã§ã¯ãªããæŒåºå°ºïŒæŒåºæéïŒãæ¯èŒçé·ããµãå€åãå®ãïŒããšãã°ããªãŒãå€åã«ä¿ããµãå€åïŒãäžå ·åãçããŠãåºæ¥ãã ãæŒåºãæµããŠããããšã奜ãŸãããšããããããã§ãæçµã®äºåããªãšãŒã·ã§ã³ã«ä¿ãããºã¬ãµãå€åãšããŠãããšãã°ã次ã®ïŒã·ïŒïŒïœïŒã·ïŒïŒã®ããã«ãã®ãå®ããããšã奜é©ã§ããã In addition, since there is a high probability that a reach variation with a long variation time (especially an SP reach type) will be selected in the case of a hit, it is preferable to set a sub-variation with a relatively long presentation length (presentation time) for the final preview variation (for example, a sub-variation related to a reach variation) rather than a sub-variation with a short presentation length (for example, a sub-variation related to a normal variation with the shortest variation time), so that the presentation can continue as long as possible even if a malfunction occurs. Therefore, it is preferable to set the following (Shi1) to (Shi5) as losing sub-variations for the final preview variation.
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(Si1) A sub-fluctuation related to the longest miss fluctuation among all miss fluctuations (a sub-miss fluctuation with the longest performance time (fluctuation time)).
(Si2) Sub-fluctuations related to the longest normal fluctuation among all normal fluctuations. For example, sub-fluctuations related to the
(Si3) Sub-miss fluctuation related to reach fluctuation. Specifically, among reach fluctuations belonging to the N reach system or the SP reach system (including the SPSP reach system), a sub-miss fluctuation related to a specific reach fluctuation.
(Si4) A sub-fluctuation related to the longest reach miss fluctuation among all reach miss fluctuations.
(Si5) A miss sub-fluctuation that occurs with the lowest frequency.
äžèšã§ã¯ãæçµã®äºåããªãšãŒã·ã§ã³ãå®ãæ¹ã«ã€ããŠããµãå€åã«ä¿ãæŒåºæœéžïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã®ãæ¯åã000(TH_001ãµãå€åãã¿ãŒã³ T1)ãã«ããæŒåºæœéžïŒã«ã€ããŠèª¬æããããçš®ã ã®äºåæŒåºã«ä¿ãæœéžïŒåŸè¿°ã®å³ïŒïŒïŒãå³ïŒïŒïŒãªã©ã®äºåæŒåºã«ä¿ãæœéžïŒã«ãããæçµã®äºåããªãšãŒã·ã§ã³ã«ã€ããŠã¯ã次ã®ããã«å®ããããšãã§ããïŒäºåæŒåºã®å šéšã§ãããããå°ãªããšãïŒã€ã§ãããïŒã Above, we have explained how to determine the final preview variation in the performance lottery related to the sub-fluctuation (the performance lottery based on "Allocation 000 ([TH_001] Sub-fluctuation Pattern T1)" in Figures 84A to 85B), but the final preview variation in lotteries related to various preview performances (lotteries related to preview performances such as Figures 105 and 106 described below) can be determined as follows (this may be for all of the preview performances, or at least one of them).
ïŒã¹ïŒïŒå®è¡æéãç°ãªãäºåæŒåºã«ä¿ãæŒåºæœéžã«ãããŠãæçµã®äºåããªãšãŒã·ã§ã³ã«ããã®æœéžå¯Ÿè±¡ã®äºåæŒåºã®ãã¡å®è¡æéãæé·ã®ãã®ãèšå®ãããäžäŸãšããŠãåŸè¿°ã®å³ïŒïŒïŒã«ç€ºããTH_016æçµåœèœããã¿ã³æœéžããçšããŠèª¬æãããå³ïŒïŒïŒã®äºåæœéžã§ã¯ãïŒïœïŒŽïŒ¹ïŒ°ïŒ¥ïŒã®æŒåºå å®¹ãæœéžå¯Ÿè±¡ã§ããããä»®ã«å®è¡æéã®é·çã®é¢ä¿ããïŒïŒæçïŒïŒïŒŽïŒ¹ïŒ°ïŒ¥ïŒïŒïŒŽïŒ¹ïŒ°ïŒ¥ïŒïŒæé·ïŒãã§ããå Žåãæçµã®äºåããªãšãŒã·ã§ã³ãšããŠãïŒãå®ããããã®å Žåãäžå ·åãçããŠãæçµã®äºåããªãšãŒã·ã§ã³ãéžæãããå Žåã«ã¯ãæŒåºå°ºãçžå¯Ÿçã«é·ãäºåæŒåºãå®è¡ãããããšãã§ãããã€ãŸããäžèšããæçµã®äºåããªãšãŒã·ã§ã³ã«ããºã¬ãµãå€åãå®ããäŸãšåæ§ã®äœçšå¹æïŒäžå ·åãçããŠãåºæ¥ãã ãæŒåºãæµããŠããããšãå¯èœã«ãªãïŒãåŸãããšãã§ããã (S1) In a performance lottery for preview performances with different execution times, the preview performance with the longest execution time among the preview performances subject to the lottery is set as the final preview variation. As an example, the "[TH_016] Final Win/Loss Button Lottery" shown in FIG. 106 described later will be used for explanation. In the preview lottery in FIG. 106, the performance contents of TYPE1 to TYPE3 are the objects of the lottery, but if the relationship of the execution times is "TYPE1 (shortest) < TYPE2 < TYPE3 (longest)", TYPE3 is set as the final preview variation. In this case, if a malfunction occurs and the final preview variation is selected, a preview performance with a relatively long execution time can be executed. In other words, it is possible to obtain the same effect as the example in which a miss sub variation is set as the final preview variation described above (it becomes possible to keep the performance running as long as possible even if a malfunction occurs).
ïŒã¹ïŒïŒæŒåºå å®¹ã«æåãã¿ãŒã³ãšå€±æãã¿ãŒã³ãå«ãäºåæŒåºã«ä¿ãæŒåºæœéžã«ãããŠãæçµã®äºåããªãšãŒã·ã§ã³ã«ãæåãã¿ãŒã³ãå«ãäºåæŒåºãèšå®ããããã ããããã§ã®æåãã¿ãŒã³ã¯ã倧åœãåœç¢ºãå ±ç¥ãããã®ã§ã¯ãªããåœéžæåŸ 床ãé«ãããšãå ±ç¥ãããã®ãšããããšã奜ãŸããããã®ããã«ããã°ãåœããŸãã¯ããºã¬ã«äžå ·åãçããŠãæçµã®äºåããªãšãŒã·ã§ã³ãéžæãããŠããéæè ã«å¯ŸããŠæŒåºäžã®ççŸãæããããªãããã«ããããšãã§ãããå ·äœçã«ã¯ãããºã¬ã§æåãã¿ãŒã³ã®æŒåºå 容ãçŸåºãããå ŽåãåœéžæåŸ 床ãé«ãããšã瀺åããããçµæçã«ã¯ããºã¬ã§ãã£ãã±ãŒã¹ãåœãã§æåãã¿ãŒã³ã®æŒåºå 容ãçŸåºãããã±ãŒã¹ã§ããã°ãåœéžæåŸ 床ãé«ãããšã瀺åãããŠåœãã§ãã£ãã±ãŒã¹ãšãªããããããã®ã±ãŒã¹ã®å ŽåãæŒåºäžã®ççŸã¯ç¡ããéæè ã«éåæãäžããªãããã«ããããšãã§ããã (S2) In a presentation lottery for a preview presentation whose presentation contents include a success pattern and a failure pattern, a preview presentation including a success pattern is set as the final preview variation. However, it is preferable that the success pattern here is one that does not notify a guaranteed jackpot, but notifies a high probability of winning. In this way, even if a problem occurs with a hit or miss and the final preview variation is selected, the player will not feel a contradiction in the presentation. Specifically, if the presentation contents of the success pattern appear with a miss, it is a case where a high probability of winning is suggested but it turns out to be a miss, and if the presentation contents of the success pattern appear with a hit, it is a case where a high probability of winning is suggested and it turns out to be a hit, but in either case there is no contradiction in the presentation, and it is possible to prevent the player from feeling uncomfortable.
ãªããæåãã¿ãŒã³ã倧åœãåœç¢ºãå ±ç¥ããæŒåºå 容ïŒåœç¢ºå ±ç¥ãå«ãäºåæŒåºã®ã±ãŒã¹ïŒã§ãã£ãŠããããããã®å Žåã«ã¯ãéæè ã«å¯ŸããŠæŒåºäžã®ççŸãæããããªãããã«ãæåãã¿ãŒã³ãšå€±æãã¿ãŒã³ãããäºåæŒåºã®å®è¡éå§æéããããºã¬å€åã®å€åæéãããåŸã«ãªãããã«æŒåºå 容ïŒå€åäžæŒåºã·ããªãªïŒã工倫ããããšã奜ãŸããããã®å Žåãå°ãªããšãããºã¬æã«é«ç¢ºçã§éžæããããéåžžå€åïŒå šéåžžå€åã®ãã¡ãéæé²è¡äžããå¹³åçãªéžæçãçžå¯Ÿçã«é«ç¢ºçã®éåžžå€åïŒããšãã°ãéåžžå€åïŒïŒïœïŒã®å€åæéãããåœè©²äºåæŒåºã®å®è¡éå§æéãæç³»åçã«åŸã«ããã°ïŒããšãã°ãå€åéå§ããïŒïŒïœåŸïŒãããºã¬ã®å Žåã«äžå ·åãçããŠãããã®æ®ã©ã®ã±ãŒã¹ã§åœè©²äºåæŒåºã®å®è¡åã«ããºã¬å€åãçµäºãããããšãå¯èœã«ãªãã®ã§æŒåºçãªéåæãçããªãããã«ããããšãã§ããïŒçºçé »åºŠã®é«ãå€åãã¿ãŒã³ã«å¯Ÿå¿ãã广çãªäžå ·å察çãå¯èœã«ãªãïŒã The success pattern may be a presentation content that notifies the player of a sure jackpot (in the case of a preview presentation including a sure jackpot announcement), but in this case, it is preferable to devise the presentation content (presentation scenario during the change) so that the start time of the preview presentation with a success pattern and a failure pattern is later than the change time of the miss change, so that the player does not feel a contradiction in the presentation. In this case, if the start time of the preview presentation is chronologically later than the change time of the normal change that can be selected with a high probability at least in the case of a miss (a normal change with a relatively high average selection rate in the game progress among all normal changes: for example, a normal change of 13 seconds), then even if a malfunction occurs in the case of a miss, in most cases it will be possible to end the miss fluctuation before the preview presentation is executed, so that a sense of incongruity in the presentation will not occur (effective malfunction countermeasures corresponding to the frequently occurring fluctuation patterns will be possible).
æ¬å®æœåœ¢æ ã§ã¯ãç°åžžæã«ã¯äºåããªãšãŒã·ã§ã³ã«é¢ããæœéžåŠçãæããããšã§ãç¡éã«ãŒãçãªåŠçïŒããã°ã©ã ã®æŽèµ°ãªã©ïŒãåé¿ããããšãã§ããããŸããäžèšïŒéïŒïŒïœïŒéïŒïŒã®æ§æãæ¡çšããããšã«ãããäžæž¬ãªæœéžåŠçãå®è¡ãããŠããŸãããšïŒããšãã°ãççŸããæŒåºå 容ãåœéžããŠããŸããªã©ïŒã鲿¢ããããšãã§ããã In this embodiment, in the event of an abnormality, the lottery process for the preview variation is terminated, making it possible to avoid infinite loop-like processing (such as a program going out of control). In addition, by adopting the configurations (Yasushi 1) to (Yasushi 5) above, it is possible to prevent unexpected lottery processing from being executed (for example, a contradictory performance content being won).
ãªãäžèšã§ã¯ãã¡ã€ã³å€åã«åºã¥ããµãå€åã®æœéžåŠçã®äžäŸã«ã€ããŠèª¬æããããä»ã®æ¯åããŒã¿ããŒãã«ïŒããšãã°åŸè¿°ã®å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ãå³ïŒïŒãå³ïŒïŒãå³ïŒïŒïŒãå³ïŒïŒïŒã®ãªã©ïŒãçšããæŒåºæœéžã«ã€ããŠããåŠçã®ä»æ¹ïŒäžå ·åæã®åŠçãå«ãïŒãããŒãã«æ§æã¯ãåºæ¬çã«ã¯åãã§ããããŸãããããæ¯åããŒã¿ããŒãã«ã«ããããããã©ã«ããã¯ããšã©ãŒçšäºåããªãšãŒã·ã§ã³ã瀺ãããå³ïŒïŒïŒãå³ïŒïŒïŒã§ã¯ããã®èšèŒãçç¥ããŠããã Note that, although an example of the lottery process for sub-fluctuations based on main fluctuations has been explained above, the processing method (including processing in the event of a malfunction) and table configuration are basically the same for performance lotteries using other allocation data tables (such as those in Figures 85A to 89B, 90, 91, 105, and 106 described below). Also, the "default" in these allocation data tables indicates a warning variation for errors, but this has been omitted from Figures 105 and 106.
å³ïŒïŒïŒ¢ã®èª¬æã«æ»ããã¹ãããïŒïŒã®åŠçãçµãããšã次ãã§ãæœéžãã©ã°ããŒãèšå®åŠçïŒã¹ãããïŒïŒïŒãæœéžäºçŽèšå®åŠçïŒã¹ãããïŒïŒïŒãã·ããªãªèšå®åŠçïŒã¹ãããïŒïŒïŒã®åŠçãé æ¬¡å®è¡ããŠããã以äžããããïŒã€ã®åŠçã«ã€ããŠèª¬æããŠããã Returning to the explanation of FIG. 71B, once step SC32 has been completed, the following steps are executed in sequence: lottery flag part setting process (step SC41), lottery reservation setting process (step SC42), and scenario setting process (step SC43). These three processes will be explained below.
ïŒæœéžãã©ã°ããŒãèšå®åŠçïŒã¹ãããïŒïŒïŒïŒå³ïŒïŒïŒ
ãŸããæœéžãã©ã°ããŒãèšå®åŠçïŒã¹ãããïŒïŒïŒã«ã€ããŠèª¬æãããå³ïŒïŒã¯ãæœéžãã©ã°ããŒãèšå®åŠçïŒã¹ãããïŒïŒïŒã®è©³çްã瀺ããããŒãã£ãŒãã§ããããã®æœéžãã©ã°ããŒãèšå®åŠçã¯ãäž»ã«ãä»åã®æœéžåŠçã§åŸãããçµæïŒã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçã«ããåŸãããçµæïŒã«åºã¥ããæ¬¡åïŒæ¬¡å以éãå«ãïŒã®æœéžåŠçã§æŒåºå
å®¹ãæ±ºå®ããéã«å©çšããåŸè¿°ã®ãæœéžãã©ã°æ
å ±ïŒæœéžãã©ã°å€ïŒããèšå®ããããã®åŠçã§ããããªãããæ¬¡åã®æœéžåŠçããšã¯ãä»åã®æœéžéå§åŠçãå®è¡ãããå Žåã«ãããŠãä»åã®æœéžåŠçïŒå°ãªããšãäºåããªãšãŒã·ã§ã³ã«é¢ããæœéžåŠçïŒã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒïŒãå«ãåŠçïŒã®å®è¡åŸã次ã«å®è¡ãããæœéžåŠçïŒæ¬¡åã®äºåããªãšãŒã·ã§ã³ã«é¢ããæœéžåŠçïŒãæå³ããããä»åã®äžé£ã®æœéžåŠçïŒå³ïŒïŒã®æœéžéå§åŠçäžã®æœéžå®è¡åŠçïŒã¹ãããïŒïŒããã®è©³çްã瀺ãå³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ïŒïŒãçµããåŸã次ã«å®è¡ãããæœéžå®è¡åŠçïŒãä»åã®æœéžå®è¡ã«ãŠã³ãæ°ïŒïŒãã«ä¿ãã¹ãããïŒïŒïŒããæ¬¡åã®æœéžåŠçãšæ±ã£ãŠãããã
(Lottery Flag Parts Setting Process (Step SC41): FIG. 72)
First, the lottery flag part setting process (step SC41) will be described. FIG. 72 is a flowchart showing the details of the lottery flag part setting process (step SC41). This lottery flag part setting process is a process for setting "lottery flag information (lottery flag value)" to be described later, which is used when determining the performance content in the next lottery process (including the next time and thereafter), based on the result obtained in the current lottery process (the result obtained by the processing in steps SC27 to SC31). Note that "next lottery process" means the lottery process (lottery process for the next preview variation) that is executed next after the current lottery process (processing including at least the lottery process for the preview variation (steps SC27 to SC31)) is executed when the current lottery start process is executed. However, the lottery execution process that is executed next after the current series of lottery processes (lottery execution process during the lottery start process in Figure 70 (step SB40, details of which are shown in Figures 71A and 71B)) is completed (step SB40 relating to "current lottery execution count number + 1") may also be treated as the next lottery process.
å³ïŒïŒã«ãããŠãæŒåºå¶åŸ¡éšïŒïŒïŒïŒ£ïŒ°ïŒµïŒïŒïŒïŒã¯ããŸããäžèšããªãšãŒã·ã§ã³çªå·çšããŒãã«ïŒå³ïŒïŒïŒã«ãããæœéžãã©ã°ããŒãæ å ±ïŒæœéžãã©ã°ããŒãæ å ±ããŒãã«æå®æ å ±ïŒãååŸãïŒã¹ãããïŒïŒïŒããã®æœéžãã©ã°ããŒãæ å ±ã®æç¡ãå€å®ããïŒã¹ãããïŒïŒïŒã In FIG. 72, the performance control unit 24 (CPU 241) first acquires the lottery flag parts information (lottery flag parts information table designation information) in the variation number table (FIG. 79) (step SE11), and determines whether or not the lottery flag parts information is present (step SE12).
ããã§ã¯ãããªãšãŒã·ã§ã³çªå·ãïŒã§ããã±ãŒã¹ã説æããŠããã®ã§ãæ¢ã«èª¬æããããã«ãããªãšãŒã·ã§ã³çªå·çšããŒãã«ïŒå³ïŒïŒïŒã®ããªãšãŒã·ã§ã³çªå·ïŒã«å¯Ÿå¿ããã
ã»ã{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, //TH_001ãµãå€åãã¿ãŒã³ã
ããæœéžãã©ã°ããŒãæ
å ±ãååŸããããããã§ã®æœéžãã©ã°ããŒãæ
å ±ã¯ãå³ç€ºã®éãããEn_lot_dt_parts000ãã§ããããLïŒæ
å ±ç¡ãïŒãã§ã¯ãªãããããã£ãŠãã®å Žåã¯ãã¹ãããïŒïŒã®å€å®çµæããããšãªããã¹ãããïŒïŒã«é²ãã
Here, the case where the variation number is 0 is explained. Therefore, as already explained, the following, which corresponds to the
ã»"{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, // [TH_001] Sub-fluctuation pattern"
The lottery flag parts information is acquired from the lottery flag parts information "En_lot_dt_parts000" as shown in the figure, and is not "NULL (no information)." Therefore, in this case, the determination result of step SE12 is "NO," and the process proceeds to step SE13.
次ãã§ãååŸããæœéžãã©ã°ããŒãæ å ±ã§æå®ãããæœéžãã©ã°ããŒãæ å ±ããŒãã«ãããæœéžãã©ã°ããŒãæ°ãååŸããæœéžãã©ã°ããŒãæ°èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã Next, the number of lottery flag parts is obtained from the lottery flag parts information table specified by the obtained lottery flag parts information, and set in the lottery flag parts number storage area (step SE13).
ããã§ã¯ãäžèšã¹ãããïŒïŒã§ååŸãããEn_lot_dt_parts000ãã§æå®ããããå³ïŒïŒã®æœéžãã©ã°ããŒãæ å ±ããŒãã«ïŒããŒãèšå®ããŒã¿äœæïŒ[TH_001]ãµãå€åãã¿ãŒã³ïŒïŒããæœéžãã©ã°ããŒãæ°ïŒãã®äŸã§ã¯ãå³ç€ºã®ããŒãæå€§æ°ã«å¯Ÿå¿ããïŒïŒïŒãååŸãããã®å€ãæœéžãã©ã°ããŒãæ°èšæ¶é åã«èšå®ããã Here, the number of lottery flag parts (in this example, 18, which corresponds to the maximum number of parts shown in the figure) is obtained from the lottery flag parts information table (part setting data creation ([TH_001] sub-variable pattern)) in Figure 92 specified by "En_lot_dt_parts000" obtained in step SE12 above, and this value is set in the lottery flag parts number storage area.
次ãã§ãããŒãå€å®ã«ãŠã³ãæ°ãã¯ãªã¢ããïŒããŒãå€å®ã«ãŠã³ãæ°âïŒïŒïŒã¹ãããïŒïŒïŒããã®ããŒãå€å®ã«ãŠã³ãæ°ã¯ãæœéžãã©ã°ããŒãæ å ±ããŒãã«ã«ããããæœéžãã©ã°ããŒãïŒä»¥äžãæœéžããŒãããšç¥ãïŒçš®å¥ããæèšããã°ãæœéžãã©ã°ã®èšå®å¯Ÿè±¡çš®å¥ãæå®ããããã«å©çšãããããŸããããŒãå€å®ã«ãŠã³ãæ°ã¯ãä»åã®æœéžãã©ã°æ å ±ã®èšå®ããã¹ãŠçµäºãããåŠãã®å€å®æ å ±ãšããŠãå©çšãããã Then, the parts determination count is cleared (parts determination countâ0) (step SG14). This parts determination count is used to specify the "lottery flag part (hereafter abbreviated as "lottery part") type" in the lottery flag parts information table, in other words, the type for which the lottery flag is to be set. The parts determination count is also used as information for determining whether or not all lottery flag information settings have been completed this time.
å³ïŒïŒã«ç€ºãæœéžãã©ã°ããŒãæ å ±ããŒãã«ã®å Žåããµãå€åã®å 容ã现ååããèŠçŽ ããæœéžããŒãçš®å¥ãïŒæŒåºæœéžèŠçŽ ïŒãšããŠå®ããŠãããæœéžããŒãã®å®ãæ¹ã«ã€ããŠã¯ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠãçšããŠèª¬æããäžèšãç¹å®ã®ããŒãïŒèŠçŽ ïŒãã®åé¡ã®ä»æ¹ãšåºæ¬çãªèãæ¹ã¯åãã§ãããæ¯æ§ãªæœéžããŒãã¯ãæŒåºå å®¹ïŒæŒåºã·ããªãªïŒã決å®ããéã«éèŠãªèŠçŽ ã§ããããã®èŠçŽ ã«ä¿ãæŒåºæœéžãè¡ãããšã§ãæŒåºããªãšãŒã·ã§ã³ã®èªç±åºŠãå¢ããåäžã®å€åãã¿ãŒã³ã§ãã£ãŠããæŒåºæ æ§ã®ç°ãªãçš®ã ã®å€åäžæŒåºãå èªã¿äºåãäœãåºãããšãå¯èœã«ãªãã In the case of the lottery flag parts information table shown in Figure 92, the elements into which the contents of the sub-variations are subdivided are defined as "lottery part types" (effect lottery elements). The method of determining lottery parts is basically the same as the method of classifying "specific parts (elements)" described above using Figures 97A to 97F. Such lottery parts are important elements when determining the performance content (performance scenario), and by holding a performance lottery for these elements, the freedom of performance variation is increased, making it possible to create various in-flight performances and pre-reading announcements with different performance modes, even with the same variation pattern.
æœéžããŒãã«ä¿ãæ å ±ïŒæœéžãã©ã°æ å ±ïŒåŸè¿°ã®æœéžãã©ã°å€ïŒïŒã¯ã次å以éã®æœéžåŠçã§ãæŒåºå 容ïŒããšãã°ãä»å決å®ãããµãå€åã«ä¿ãæŒåºå 容ïŒäž»ã«ãå€åäžæŒåºã«ãããäºåæŒåºïŒïŒã決å®ããéã«å©çšãããæ å ±ïŒåç §æ å ±ïŒã§ãããæ¯æ§ãªæ å ±ã¯ã次å以éã®ïŒãŸãã¯è€æ°ã®æœéžåŠçã«ãããŠãæ¯åããŒã¿ããŒãã«ïŒæœéžããŒãã«ïŒãéžæïŒæ±ºå®ïŒããéã«å©çšãããããäºåããªãšãŒã·ã§ã³ãéžæïŒæœéžïŒããéã«å©çšããããããã詳述ããã°ãæœéžãã©ã°æ å ±ã¯ãè€æ°ã®æ¯åããŒã¿ããŒãã«ã®ãã¡ããä»åã®æœéžåŠçã§äœ¿çšãããæœéžããŒãã«ã決å®ããéã«åç §ããç¬¬ïŒæ å ±ãšããã®æ±ºå®ããæœéžããŒãã«ãçšããŠä»åã®æœéžå å®¹ïŒæŒåºå 容ïŒäºåããªãšãŒã·ã§ã³ïŒïŒã決å®ããéã«åç §ããç¬¬ïŒæ å ±ãšãå«ãŸããã The information related to the lottery parts (lottery flag information (lottery flag value, described below)) is information (reference information) used when determining the performance content (for example, the performance content related to the currently determined sub-variation (mainly the preview performance in the during-variation performance)) in the next or subsequent lottery process. Such information is used when selecting (determining) an allocation data table (lottery table) or when selecting (lottery) a preview variation in one or more subsequent lottery processes. In more detail, the lottery flag information includes first information referenced when determining the lottery table to be used in the current lottery process from among multiple allocation data tables, and second information referenced when determining the current lottery content (performance content (preview variation)) using the determined lottery table.
ããšãã°ããµãå€åã®å
容ã«é¢ããå³ïŒïŒäžã®ãªãã»ããããŒãçªå·ïŒïŒïŒã®ãåŸ©æŽ»ç®æãããªãã»ããããŒãçªå·ïŒïŒïŒã®ãå€ååãããªãã»ããããŒãçªå·ïŒïŒïŒã®ããµãå€åãããªãã»ããããŒãçªå·ïŒïŒïŒã®ããªãŒãã®çš®é¡ãã»ã»ã»ãªãã»ããçªå·ïŒïŒïŒã®ãç䌌é£åæ°ããªã©ããæœéžããŒããã«çžåœããä»åã®æœéžãã©ã°ã®èšå®å¯Ÿè±¡ãšãªãæœéžããŒãçš®å¥ïŒæœéžãã©ã°èšå®å¯Ÿè±¡æœéžããŒãçš®å¥ïŒããããŒãå€å®ã«ãŠã³ãæ°ã«å¿ããŠæå®ãããïŒå³äžã®äžçªå·Šã®ãªãã»ããçªå·ããé ã«æå®ãããŠããïŒããã ãå³ïŒïŒã«ã¯ãæœéžããŒãã®äžéšã瀺ããŠãããå®éã«ã¯ãããŒãæå€§æ°ïŒæœéžãã©ã°ããŒãæ°ïŒã«çžåœããïŒïŒçš®é¡ããä»åã®æœéžçµæã«ä¿ãæœéžããŒããšããŠå®ããããŠããã
For example, with regard to the content of the sub-variation, the "revival location" of offset
次ãã§ãããŒãå€å®ã«ãŠã³ãæ°ãæœéžãã©ã°ããŒãæ°èšæ¶é åã®å€ïŒæœéžãã©ã°ããŒãæ°ïŒæªæºã§ãããåŠããã€ãŸããæœéžãã©ã°ã®èšå®ãããã¹ãŠçµäºãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒãããŒãå€å®ã«ãŠã³ãæ°ãæœéžãã©ã°ããŒãæ°èšæ¶é åã®å€æªæºã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãæœéžãã©ã°ããŒãã®èšå®ãçµäºãããšããŠãæœéžãã©ã°ããŒãèšå®åŠçãæããã Then, it is determined whether the part determination count number is less than the value in the lottery flag parts number storage area (lottery flag parts number), i.e., whether all lottery flag settings have been completed (step SE15). If the part determination count number is not less than the value in the lottery flag parts number storage area (step SE15: NO), it is determined that the lottery flag parts settings have been completed, and the lottery flag parts setting process is exited.
äžæ¹ãããŒãå€å®ã«ãŠã³ãæ°ãæœéžãã©ã°ããŒãæ°èšæ¶é åã®å€æªæºã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãã€ãŸããæªã æœéžãã©ã°ã®èšå®ãçµäºããŠããªãå Žåã«ã¯ã以äžã®ã¹ãããïŒïŒïœïŒ³ïŒ¥ïŒïŒã®åŠçãå®è¡ããŠãããå ãããããã®åŠçã®æŠèŠã«ã€ããŠèª¬æããåŠçå 容ã®è©³çްã«ã€ããŠã¯ã远ã£ãŠèª¬æããïŒåŸè¿°ã®ïŒæïŒïŒïœïŒæïŒïŒåç §ïŒã On the other hand, if the part determination count number is less than the value in the lottery flag part number storage area (step SE15: YES), in other words, if the lottery flag has not yet been set, the following steps SE16 to SE20 are executed. First, an overview of these processes is provided, and the details of the process content are provided later (see (Asahi 1) to (Asahi 5) below).
æœéžãã©ã°ã®èšå®ãçµäºããŠããªãå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãããŒãå€å®ã«ãŠã³ãæ°ãã€ã³ã¯ãªã¡ã³ããïŒã¹ãããïŒïŒïŒãæœéžãã©ã°ããŒãæ
å ±ããŒãã«ïŒå³ïŒïŒïŒãããããŒãå€å®ã«ãŠã³ãæ°ã«ããæå®ããããªãã»ããããŒãçªå·ãååŸããïŒã¹ãããïŒïŒïŒãããšãã°ãçŸåšã®ããŒãå€å®ã«ãŠã³ãæ°ãïŒã§ããã°ããªãã»ããããŒãçªå·ïŒïŒïŒã®ãåŸ©æŽ»ç®æããååŸãããã
If the lottery flag setting has not been completed (step SE15: YES), the part determination count number is incremented (step SE16), and the offset part number specified by the part determination count number is obtained from the lottery flag parts information table (Figure 92) (step SE17). For example, if the current part determination count number is 1, the "resurrection location" of offset
次ãã§ãçŸåšã®ããŒãå€å®ã«ãŠã³ãæ°ãšãå€å®ã«ãŠã³ãæ°ãšã«åºã¥ããæœéžãã©ã°ããŒãæ å ±ããŒãã«ãããæœéžãã©ã°æ å ±ïŒæœéžããŒãã«å¯Ÿå¿ããæœéžãã©ã°å€ïŒãååŸããæœéžãã©ã°èšå®å€èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒããªããå€å®ã«ãŠã³ãæ°ã«ã€ããŠã¯ãåè¿°ã®å³ïŒïŒïŒ¢ã®æœéžåŠçã§çšããå€å®ã«ãŠã³ãæ°ãå ·äœçã«ã¯ãã¹ãããïŒïŒã®åŠçã§çšããå€å®ã«ãŠã³ãæ°ïŒã¹ãããïŒïŒã®ã€ã³ã¯ãªã¡ã³ãåã®å€å®ã«ãŠã³ãæ°ïŒã§ããã Next, based on the current part judgment count number and the judgment count number, lottery flag information (lottery flag value corresponding to the lottery part) is obtained from the lottery flag parts information table and set in the lottery flag setting value memory area (step SE18). Note that the judgment count number is the judgment count number used in the lottery process in FIG. 71B described above, specifically, the judgment count number used in the processing of step SC28 (the judgment count number before the increment in step SC31).
次ãã§ãæœéžãã©ã°èšå®å€èšæ¶é åã®å€ãèªç¶æ°ïŒæœéžãã©ã°èšå®å€èšæ¶é åã®å€ïŒïŒïŒã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒãæœéžãã©ã°èšå®å€èšæ¶é åã®å€ãèªç¶æ°ã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒããã®æœéžãã©ã°èšå®å€èšæ¶é åã®å€ãããªãã»ããããŒãçªå·ã«å¯Ÿå¿ãããªãã»ããããŒãèšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒã«èšå®ãïŒã¹ãããïŒïŒïŒãã¹ãããïŒïŒã®åŠçã«æ»ãã Next, it is determined whether the value in the lottery flag setting value storage area is a natural number (value in the lottery flag setting value storage area > 0) (step SE19). If the value in the lottery flag setting value storage area is a natural number (step SE19: YES), the value in the lottery flag setting value storage area is set in the offset part storage area (Figures 76A to 76D) corresponding to the offset part number (step SE20), and the process returns to step SE15.
äžæ¹ãæœéžãã©ã°èšå®å€èšæ¶é åã®å€ãèªç¶æ°ã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãã€ãŸããæœéžãã©ã°èšå®å€èšæ¶é åã®å€ãïŒã§ããå Žåãã¹ãããïŒïŒã®åŠçãã¹ãããããŠãã¹ãããïŒïŒã®åŠçã«æ»ãã以åŸãããŒãå€å®ã«ãŠã³ãæ°ãæœéžãã©ã°ããŒãæ°èšæ¶é åã®å€ïŒæœéžãã©ã°ããŒãæ°ïŒã«éãããŸã§ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãã¹ãããïŒïŒïœïŒ³ïŒ¥ïŒïŒã®åŠçãç¹°ãè¿ãå®è¡ããã On the other hand, if the value in the lottery flag setting value storage area is not a natural number (step SE19: NO), that is, if the value in the lottery flag setting value storage area is 0, the process skips step SE20 and returns to step SE15. Thereafter, the processes in steps SE15 to SE20 are repeated until the part determination count number reaches the value in the lottery flag part number storage area (lottery flag part number) (step SE15: NO).
äžèšã¹ãããïŒïŒïœïŒ³ïŒ¥ïŒïŒã®åŠçå 容ãå ·äœçã«èª¬æããã°ãäžèšã®ïŒæïŒïŒïœïŒæïŒïŒã®ããã«ãªããããã§ã¯ãæœéžãã©ã°ããŒãæ å ±ããŒãã«ãšããŠãå³ïŒïŒã«ç€ºããããŒãèšå®ããŒã¿äœæ(TH_001ãµãå€åãã¿ãŒã³ïŒããåç §ãããã®ã§ããããçšããã±ãŒã¹ãäŸã«ãšã説æããã The processing contents of steps SE16 to SE20 above are specifically explained as follows: (Asahi 1) to (Asahi 5). Here, the lottery flag parts information table "Parts setting data creation ([TH_001] sub-variable pattern)" shown in Figure 92 is referenced, so a case using this will be explained as an example.
ïŒæïŒïŒå³ïŒïŒã®æœéžãã©ã°ããŒãèšå®åŠçã«å ¥ããæåã«ã¹ãããïŒïŒãå®è¡ãããå Žåã¯ãããŒãå€å®ã«ãŠã³ãæ°ããïŒãã«èšå®ãããïŒã¹ãããïŒïŒïœïŒ³ïŒ¥ïŒïŒåç §ïŒã (Asahi 1) When the lottery flag part setting process in FIG. 72 is entered and step SE16 is executed for the first time, the part determination count number is set to "1" (see steps SE14 to SE16).
ïŒæïŒïŒæ¬¡ãã§ãå³ïŒïŒã®æœéžãã©ã°ããŒãæ
å ±ããŒãã«ã«åºã¥ããçŸåšã®ããŒãå€å®ã«ãŠã³ãæ°ã«å¯Ÿå¿ãããªãã»ããããŒãçªå·ïŒæœéžããŒãïŒãååŸãããïŒã¹ãããïŒïŒïŒãããã§ã¯ãçŸåšã®ããŒãå€å®ã«ãŠã³ãæ°ãïŒã§ããã®ã§ãæœéžããŒããšããŠããªãã»ããããŒãçªå·ïŒïŒïŒã®ãåŸ©æŽ»ç®æããååŸããããããã«ãããæœéžãã©ã°ã®èšå®å¯Ÿè±¡ã®æœéžããŒããæå®ãããã
(Asahi 2) Next, based on the lottery flag parts information table in Figure 92, the offset part number (lottery part) corresponding to the current part judgment count number is obtained (step SE17). In this case, since the current part judgment count number is 1, the "revival point" of offset
ïŒæïŒïŒæ¬¡ãã§ãå€å®ã«ãŠã³ãæ°ïŒäžèšå³ïŒïŒïŒ¢ã®æœéžåŠçã§çšããå€å®ã«ãŠã³ãæ°ïŒã¹ãããïŒïŒã®åŠçã§çšããå€å®ã«ãŠã³ãæ°ïŒïŒãšãããŒãå€å®ã«ãŠã³ãæ°ïŒããã§ã¯ãããŒãå€å®ã«ãŠã³ãæ°ïŒïŒïŒãšã«åºã¥ããæœéžãã©ã°ããŒãæ å ±ããŒãã«ããæœéžãã©ã°å€ïŒæœéžãã©ã°æ å ±ïŒãååŸãããã®ååŸå€ãæœéžãã©ã°èšå®å€èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã (Asahi 3) Next, based on the judgment count number (the judgment count number used in the lottery process in FIG. 71B above (the judgment count number used in the process of step SC28)) and the part judgment count number (here, the part judgment count number = 1), the lottery flag value (lottery flag information) is obtained from the lottery flag part information table, and the obtained value is set in the lottery flag setting value memory area (step SE18).
ããšãã°ãçŸåšã®ããŒãå€å®ã«ãŠã³ãæ°ãïŒãäžã€å€å®ã«ãŠã³ãæ°ãïŒã®å Žåã¯ãããŒãå€å®ã«ãŠã³ãæ°ïŒã«å¯Ÿå¿ãããªãã»ããããŒãçªå·ïŒïŒïŒã®ãåŸ©æŽ»ç®æããååŸãããæœéžãã©ã°å€ãšããŠãå€å®ã«ãŠã³ãæ°ïŒã«å¯Ÿå¿ãããïŒããååŸãããïŒå³ïŒïŒãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠã®ãåŸ©æŽ»ç®æãã®æ¬åç
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For example, if the current part judgment count number is 1 and the judgment count number is also 1, the "Resurrection Location" of offset
äžèšãåŸ©æŽ»ç®æããšã¯ãæ¬å®æœåœ¢æ ã§ã¯ã埩掻æŒåºçš®å¥ïŒåŸ©æŽ»æŒåºã®æç¡ã埩掻æŒåºã®çºçã¿ã€ãã³ã°ãªã©ãå«ãïŒã®æå®ã«ä¿ãæœéžããŒãã§ãããæœéžãã©ã°å€ã«å¿ããŠãã埩掻ç¡ããããå¥åºç³»ãªãŒã埩掻ïŒå¥åºç³»åŸ©æŽ»ïŒãããã€ãã³ããªãŒã系埩掻ïŒã€ãã³ã系埩掻ïŒãããç¹æ®ç³»ãªãŒã埩掻ïŒç¹æ®ç³»åŸ©æŽ»ïŒããã埩掻æãïŒåŸ©æŽ»æŒåºçºçæå®ïŒããªã©ãæå®ãããã In this embodiment, the "revival location" is a lottery part that specifies the type of revival effect (including whether or not there is a revival effect, the timing of the revival effect, etc.), and depending on the lottery flag value, "no revival," "underworld-type reach revival (underworld-type revival)," "event-type reach revival (event-type revival)," "special-type reach revival (special-type revival)," "revival (revival effect occurrence specified)," etc. are specified.
å ·äœçã«ã¯ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠã®ãåŸ©æŽ»ç®æãã®æ¬ã«ç€ºãããã«ããµãå€åçªå·ïŒå€å®ã«ãŠã³ãæ°ïŒã«å¿ããŠãïŒïœïŒã®ããããã®å€ãæœéžãã©ã°æ å ±ãšããŠååŸãããã詳ããã¯ã次ã®éãã§ããã Specifically, as shown in the "Resurrection Location" column in Figures 98A to 98F, a value between 0 and 4 is obtained as the lottery flag information depending on the sub-variation number (judgment count number). The details are as follows.
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In the case of a sub-variation type related to a miss, that is, a sub-variation in which a revival effect cannot occur, the lottery flag value 0 (setting value = 0) specifying "no revival" is set. Also, even if the sub-variation is related to a win, in the case of a "sub-variation not requiring a revival effect" that does not require a revival effect to occur for the sake of the effect, "no revival" (setting value 0) is set. Examples of sub-variations that do not require revival include "normal reach hit type" (
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(Drink 1) "Underworld Reach" (Anime Reach)
Underworld-related reaches include "Underworld Special" (SP4), "Underworld SP" (SP5), and "Underworld SPSP" (SPSP1).
(Drink 2) "Event reach" (manga (still image) reach)
Event reaches include "ZERO reach via normal" (SP1), "gravure reach" (SP2), and "manga SP reach" (SP3).
(Drinking 3) "Special reach" (live-action reach)
Special reaches include "Mangoku vs. Highball" (SPSP4).
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(Regarding processing for part determination counts 2 and above)
In this embodiment, in addition to the above-mentioned "revival location" (offset part number 252), a total of 18 types of lottery parts (some of which are shown in Figure 92) are provided as lottery flag setting target types (lottery part types) related to the results of the sub-fluctuation lottery process ([TH_001] sub-fluctuation pattern), including "before fluctuation" (offset part number 266), "sub-fluctuation" (offset part number 334), "type of SP reach" (offset part number 331), ..., "pseudo-consecutive" (offset part number 390), and "number of pseudo-consecutives" (offset part number 310), and the like. Lottery flag information is set sequentially according to the part
äžèšãå€ååãïŒãªãã»ããããŒãçªå·ïŒïŒïŒïŒãšã¯ãå€ååïŒéå€åã®æå®ã«ä¿ãæœéžããŒãã§ãããæœéžãã©ã°å€ãïŒã®å Žåã¯ãéå€ååã«å±ãããµãå€åçš®å¥ããæœéžãã©ã°å€ïŒã®å Žåã¯ãå€ååã«å±ãããµãå€åçš®å¥ããæå®ãããã The above "before change" (offset part number 266) is a lottery part related to the designation of before change/non-change. If the lottery flag value is 0, the "sub-change type belonging to non-before change" is specified, and if the lottery flag value is 1, the "sub-change type belonging to before change" is specified.
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"Sub-variation" (offset part number 334) is a lottery part that specifies the variation mode of the sub-variation, and the variation mode type is specified according to the lottery flag value (0 to 31 in this example). As shown in the "Sub-variation" column in Figures 98A to 98F, the variation mode type is a classification that focuses on the variation mode itself, rather than classifying the sub-variation type in consideration of whether it is a hit/miss, pre-variation, or non-pre-variation. For example,
ãŸãããªãŒãã®çš®é¡ãïŒãªãã»ããããŒãçªå·ïŒïŒïŒïŒãšã¯ãåäžç³»çµ±ïŒåçš®ïŒã®ãªãŒãçš®å¥ïŒéãªãŒãããªãŒãããªãŒãããªãŒãïŒã®æå®ã«ä¿ãæœéžããŒãã§ãããæœéžãã©ã°å€ïŒæ¬äŸã§ã¯ãïŒïœïŒïŒïŒã«å¿ããŠãéãªãŒãïŒéåžžå€åãç䌌é£ã¬ã»ïŒããªãŒãããªãŒãããªãŒãã®å¥ãæå®ããããå ·äœçã«ã¯ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠã«ç€ºãããã«ããªãŒãåºåã«å¿ããŠãç°ãªãæœéžãã©ã°å€ãå²ãåœãŠãããŠããã The "SP reach type" (offset part number 331) is a lottery part that specifies the reach type (non-reach, N reach, SP reach, SPSP reach) of the same system (kind), and non-reach (normal fluctuation, pseudo consecutive false), N reach, SP reach, or SPSP reach is specified according to the lottery flag value (0 to 11 in this example). Specifically, as shown in Figures 99A to 99F, different lottery flag values are assigned depending on the reach classification.
ããšãã°ãæœéžãã©ã°å€ãïŒã®å Žåã¯ãéãªãŒããïŒéåžžå€åãç䌌é£ã¬ã»ïŒãæå®ããæœéžãã©ã°å€ãïŒã®å Žåã¯ããªãŒãããæå®ããããŸãããªãŒãç³»ã«ã€ããŠã¯ããªãŒãçš®å¥ã®ïŒ³ïŒ°ïŒïœïŒã®å¥ããªãŒãçš®å¥ã®ïŒ³ïŒ°ïŒ³ïŒ°ïŒïœïŒ³ïŒ°ïŒ³ïŒ°ïŒã®å¥ã«å¿ããŠãæœéžãã©ã°å€ïŒïœïŒïŒãå²ãåœãŠãããŠããïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒŠã®ããªãŒãã®çš®é¡ãæ¬åç §ïŒã For example, if the lottery flag value is 0, "non-reach" (normal fluctuation, pseudo consecutive false) is specified, and if the lottery flag value is 1, "N-reach" is specified. Also, for SP reach types, lottery flag values 3 to 11 are assigned according to the SP reach type SP1 to 5 and the SPSP reach type SPSP1 to SPSP4 (see the "SP reach type" column in Figures 98A to 98F and 99A to 99F).
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Although "Direct Hit Reach" (
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The "pseudo consecutive wins" (offset part number 331) is a lottery part that specifies whether or not there is a pseudo consecutive win, and specifies whether or not there is a pseudo consecutive win (pseudo fluctuation) depending on the lottery flag value. For example, a lottery flag value of 1 specifies "pseudo consecutive wins", and a setting value of 0 specifies "no pseudo consecutive wins". There is a lottery part related to this "pseudo consecutive wins" called "pseudo consecutive win count" (offset part number 310), and the pseudo consecutive win count can be specified according to lottery flag values 0 to 3. Note that a lottery flag value of 0 specifies the pseudo consecutive win count of 0, that is, "no pseudo consecutive wins", and corresponds to the sub-fluctuation of the "pseudo consecutive wins" setting value 0 (no pseudo consecutive wins). The value specified by "pseudo consecutive win count" may be "1 main fluctuation + pseudo consecutive win count", which includes the main fluctuation and the pseudo consecutive win. In this case, a lottery flag value of 1 specifies only the main fluctuation, and lottery flag values of 2 to 4 specify "1 main fluctuation + pseudo
äžè¿°ããæœéžããŒãããã³ãã®æœéžãã©ã°æ å ±ïŒæœéžãã©ã°å€ïŒã¯ããããŸã§ãäžäŸã§ãããããšãã°ãç䌌é£ã埩掻æŒåºçã®ç¹å®ã®äºåæŒåºãæå®ããå Žåãããå ·äœçãªå 容ãæå®ããæœéžããŒããèšããŠããããããšãã°ãéåžžç䌌é£ïŒéåžžã®è£ é£Ÿå³æãçšããç䌌é£ïŒãšç¹æ®ç䌌é£ïŒç䌌é£å°çšå³æãçšããç䌌é£ïŒãæå®ããæœéžããŒããéæè åå åãšééæè åå åãæå®ããæœéžããŒããç¹å®ã®æŒåºäžã®å®¢äœçš®å¥ïŒããšãã°ãç»å Žãã£ã©ã¯ã¿çš®å¥ãå¯åäœåœ¹ç©ã®åäœãã¿ãŒã³çš®å¥ïŒãæå®ããæœéžããŒããç¹å®ã®æŒåºã®çºçã¿ã€ãã³ã°ãæå®ããæœéžããŒãïŒããšãã°ãå€åéå§æããªãŒãåããªãŒãæïŒãªãŒãç¶æ 圢ææïŒãã³ãã€æïŒïŒããªãŒãåŸïŒãªãŒãäžïŒããªãŒãçµæå°åºæãªã©ïŒã§ããããŸãããªãŒãç³»ã§ããã°ããªãŒãã«çºå±ãããçºå±ããªãããæå®ããæœéžããŒãããªãŒãäžã«ç»å Žãããã£ã©ã¯ã¿ãæå®ããããã®æœéžããŒãããªãŒããã³ãã€ã©ã€ã³æ°ïŒããšãã°ãè€æ°ã©ã€ã³ã«å¢å ãããããåã©ã€ã³ã®ãŸãŸã«ãããïŒãæå®ããæœéžããŒããªã©ãæŒåºå 容ãèæ ®ããçš®ã ã®æœéžããŒãçš®å¥ãèšããããšãå¯èœã§ããããŸãããã®æœéžãã©ã°æ å ±ã¯ãæœéžããŒãã®å 容ã«å¿ããŠãé©å®å®ããã°ããã The above-mentioned lottery parts and their lottery flag information (lottery flag value) are merely examples. For example, when specifying a specific preview performance such as a pseudo-consecutive or revival performance, lottery parts that specify more specific content may be provided. For example, lottery parts that specify normal pseudo-consecutive (pseudo-consecutive using normal decorative symbols) and special pseudo-consecutive (pseudo-consecutive using symbols dedicated to pseudo-consecutive), lottery parts that specify player participation type and non-player participation type, lottery parts that specify the type of object during a specific performance (for example, the type of character that appears, the type of movement pattern of a movable role object), and lottery parts that specify the timing of occurrence of a specific performance (for example, at the start of fluctuation, before a reach, at the time of a reach (when a reach state is formed (when a ready state is reached)), after a reach (during a reach), when a reach result is derived, etc.). Also, for reach-type games, it is possible to provide various types of lottery parts that take into consideration the content of the presentation, such as lottery parts that specify whether or not the game will develop into an SP reach, lottery parts for specifying characters that appear during the reach, and lottery parts that specify the number of reach tenpai lines (for example, whether to increase the number to multiple lines or leave it as a single line). Also, the lottery flag information can be determined appropriately depending on the content of the lottery parts.
ïŒæïŒïŒäžèšã®ã¹ãããïŒïŒã®åŠçãçµãããšã次ãã§ãæœéžãã©ã°èšå®å€èšæ¶é åã®å€ïŒã¹ãããïŒïŒã«ãããŠèšå®ãããæœéžãã©ã°å€ïŒãèªç¶æ°ã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒã (Asahi 4) After completing the processing of step SE18 above, it is then determined whether the value in the lottery flag setting value memory area (lottery flag value set in step SE18) is a natural number (step SE19).
æœéžãã©ã°èšå®å€èšæ¶é åã®å€ãèªç¶æ°ïŒèšå®å€ïŒïŒïŒãã€ãŸãèšå®å€ãïŒã§ãªããªãã°ïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒããã®å€ããä»åã®ãªãã»ããããŒãçªå·ïŒä»åã®èšå®å¯Ÿè±¡ãšæå®ãããæœéžããŒãçš®å¥ïŒã«å¯Ÿå¿ãããªãã»ããããŒãèšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒã«èšå®ãïŒã¹ãããïŒïŒïŒãã¹ãããïŒïŒã®åŠçã«æ»ãïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãããããèšå®å€ãïŒã§ããã°ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãã¹ãããïŒïŒãã¹ãããããŠãã¹ãããïŒïŒã®åŠçã«æ»ãããªããèšå®å€ãïŒã®å Žåã¯ãèšå®å¯Ÿè±¡ãšãªããªãã»ããããŒãèšæ¶é åã®å€ã¯æŽæ°ãããªãããªãã»ããããŒãèšæ¶é åãªã©ã®ä»åã®ã²ãŒã ã§å¿ èŠãšãªãã¯ãŒã¯é åã¯ãååã®ã²ãŒã ã§åæåãããŠããïŒåŸè¿°ã®å³ïŒïŒã®æœéžçµäºæå€æ°åæååŠçïŒã¹ãããïŒïŒïŒåç §ïŒããŸããä»åã®ã²ãŒã éå§æã«æå®å€ãèšå®ãããŠããã®ã§ïŒå³ïŒïŒã®äžèšå¶åŸ¡ããŒãäœæåŠçã®ã¹ãããïŒïŒïŒãæœéžãã©ã°èšå®å€èšæ¶é åã®å€ãïŒã®å Žåã¯ãèšæ¶é åã®å€ãæŽæ°ããããä»åã®ã²ãŒã éå§æã«ãããèšå®å€ãä¿æãããããã®ç¹ã¯ãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åïŒæœéžäºçŽæ å ±ïŒãåãã§ããã If the value of the lottery flag setting value storage area is a natural number (setting value > 0), that is, if the setting value is not 0 (step SE19: YES), the value is set in the offset part storage area (Fig. 76A to 76D) corresponding to the current offset part number (lottery part type designated as the current setting target) (step SE20), and the process returns to step SE15 (step SE19: YES). However, if the setting value is 0 (step SE19: NO), step SE20 is skipped and the process returns to step SE15. Note that if the setting value is 0, the value of the offset part storage area to be set is not updated. The work area required for the current game, such as the offset part storage area, was initialized in the previous game (see the lottery end variable initialization process (step SA34) in Fig. 67 described later), and a predetermined value was set at the start of the current game (step SA32 of the above control part creation process in Fig. 69), so if the value of the lottery flag setting value storage area is 0, the value of the storage area is not updated and the setting value at the start of the current game is maintained. This also applies to the variation lottery reservation information storage area (lottery reservation information).
ããã§ã¯ãããŒãå€å®ã«ãŠã³ãæ°ïŒã®ã±ãŒã¹ã®ãåŸ©æŽ»ç®æãïŒãªãã»ããããŒãçªå·ïŒïŒïŒïŒãæå®ããäŸã説æããŠããã®ã§ãã¹ãããïŒïŒã®åŠçã§èšå®ãããæœéžãã©ã°èšå®å€èšæ¶é åã®å€ãïŒã§ãªããªãã°ïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒããã®å€ããªãã»ããããŒãèšæ¶é åã®ãªãã»ããããŒãçªå·ïŒïŒïŒïŒå³ïŒïŒïŒ£åç
§ïŒã«å¯Ÿå¿ããã
ã»ãEN_E_FLG_HuKkaTuKaSyo, //åŸ©æŽ»ç®æã
ã«èšå®ããïŒã¹ãããïŒïŒïŒãããã«ãããåŸ©æŽ»ç®æãã«å¯Ÿããæœéžãã©ã°æ
å ±ãæå®ãããã
Here, an example is described in which the "resurrection location" (offset part number 252) in the case where the part determination count number is 1 is specified. Therefore, if the value in the lottery flag setting value storage area set in the processing of step SE18 is not 0 (step SE19: YES), the value is set to the offset
ã» "EN_E_FLG_HuKkaTuKaSyo, //Resurrection point"
(Step SE20). This specifies the lottery flag information for the "resurrection location."
ïŒæïŒïŒä»¥åŸãããŒãå€å®ã«ãŠã³ãæ°ãæœéžãã©ã°ããŒãæ°èšæ¶é åã®å€ïŒæœéžãã©ã°ããŒãæ°ïŒã«éãããŸã§ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãã¹ãããïŒïŒïœïŒ³ïŒ¥ïŒïŒã®åŠçãç¹°ãè¿ããããšãã°ãããŒãå€å®ã«ãŠã³ãæ°ïŒã®å Žåã¯ãå€ååããããŒãå€å®ã«ãŠã³ãæ°ïŒã®å Žåã¯ããµãå€åããããŒãå€å®ã«ãŠã³ãæ°ïŒã®å Žåã¯ããªãŒãã®çš®é¡ããã»ã»ã»ãããŒãå€å®ã«ãŠã³ãæ°ïŒïŒã®å Žåã¯ãç䌌é£ããããŒãå€å®ã«ãŠã³ãæ°ïŒïŒã®å Žåã¯ãïŒçäŒŒåæ°ïŒããšãã£ãå ·åã«ãã¹ãããïŒïŒïœïŒ³ïŒ¥ïŒïŒã®åŠçãå®è¡ããæœéžãã©ã°æ å ±ãèšå®ããŠããã (Asahi 5) After that, the process of steps SE15 to SE20 is repeated until the part determination count reaches the value of the lottery flag part count storage area (lottery flag part count) (step SE15: NO). For example, if the part determination count is 2, it is set to "before change", if the part determination count is 3, it is set to "sub-change", if the part determination count is 4, it is set to "SP reach type", ... if the part determination count is 17, it is set to "pseudo consecutive", if the part determination count is 18, it is set to "(pseudo number of times)", and so on.
æ¬å®æœåœ¢æ ã§ã¯ãä»åã®æœéžåŠççµæã«åºã¥ãæœéžãã©ã°æ å ±ãèšå®ãããããšã«ãããæ¬¡å以éã®æœéžåŠçã«ãŠãä»å決å®ããããµãå€åã«ä¿ãæŒåºå 容ïŒäºåæŒåºãªã©ïŒã決å®ãããŠãããããšãã°ã次åã®æœéžåŠçã«ãããŠãä»åèšå®ããããåŸ©æŽ»ç®æãã®æœéžãã©ã°æ å ±ãçšããæå®ã®æœéžãå®è¡ãããæ±ºå®ãããæŒåºå 容ããã以éã®æœéžåŠçã«å©çšãããå€åäžæŒåºã·ããªãªã®äžèŠçŽ ãšããŠçµã¿èŸŒãŸããŠããã In this embodiment, lottery flag information is set based on the results of the current lottery process, and the performance content (such as a preview performance) related to the currently determined sub-variation is determined in the next lottery process onwards. For example, in the next lottery process, a predetermined lottery is executed using the lottery flag information of the currently set "revival point," and the determined performance content is used in the subsequent lottery processes and is incorporated as one element of the performance scenario during the variation.
ãŸããçš®ã ã®æœéžããŒãã®æœéžãã©ã°æ å ±ïŒæœéžãã©ã°å€ïŒïŒã¯ãæœéžãã©ã°æ å ±ã¯ãæ¯åããŒã¿ããŒãã«ããã³ïŒãŸãã¯äºåããªãšãŒã·ã§ã³ã決å®ããéã«å©çšãããåç¬ã§å©çšãããã ãã§ãªããè€æ°ã®æœéžãã©ã°æ å ±ãé£ä¿ããŠãæãã¯ãä»ã®æœéžèŠçŽ ãšé£ä¿ããŠãè€æ°ã®æœéžãã©ã°æ å ±ãçšããŠæœéžåŠçãå®è¡ãããå Žåããããããšãã°ã次åã®æœéžåŠçã§å®è¡ãããåŸè¿°ã®ãTH_004ïŒœå³ææœéžãã§ã¯ããã¡ã€ã³å³æïŒTH_ã¡ã€ã³å³æïŒãïŒä»ã®æœéžèŠçŽ ïŒäž»å¶åŸ¡éšïŒïŒåŽã§æ±ºå®ãããæ å ±ïŒããã³ãåŸ©æŽ»ç®æãïŒä»åã®æœéžçµæã«åºã¥ãèšå®ãããæœéžãã©ã°æ å ±ïŒã«åºã¥ããŠãæœéžåŠçãå®è¡ãããïŒåŸè¿°ã®å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢åç §ïŒã The lottery flag information (lottery flag value) of various lottery parts is used when determining the distribution data table and/or preview variation, and may not only be used alone, but may also be linked with multiple lottery flag information or linked with other lottery elements to execute the lottery process using multiple lottery flag information. For example, in the "[TH_004] Pattern Lottery" to be described later that is executed in the next lottery process, the lottery process is executed based on the "Main Pattern (TH_Main Pattern)" (other lottery elements: information determined by the main control unit 24) and the "Resurrection Location" (lottery flag information set based on the current lottery result) (see Figures 85A to 89B described later).
äžèšã§ã¯ããµãå€åã®æ±ºå®ã«é¢ããåŠçã«ã€ããŠèª¬æããããæçµçãªæŒåºå 容ã«ã€ããŠã¯ãå³ïŒïŒã®æœéžéå§åŠçãçµããããšã«ããïŒå ·äœçã«ã¯ãå³ïŒïŒïŒ¡ã®ã¹ãããïŒïŒã®å€å®çµæããšãªããŸã§ïŒæ±ºå®ããããããªãã¡ãä»åèšå®ãããæœéžãã©ã°æ å ±ïŒæœéžãã©ã°å€ïŒã«åºã¥ããæ¬¡å以éã®æœéžåŠçã«ãŠãããã«è©³çŽ°ãªæŒåºå å®¹ãæ±ºå®å¯èœãªæ§æã§ããããªããæœéžãã©ã°æ å ±ã¯ãåã«ãçŸåºãã¹ãæŒåºæ æ§ïŒããšãã°ãåæãç»åã衚瀺ããæŒåºïŒ¡ïŒç¬¬ïŒäºåæŒåºïŒããã€ããŒã«ç»åã衚瀺ããæŒåºïŒ¢ïŒç¬¬ïŒäºåæŒåºïŒãªã©ïŒã決å®ããéã«å©çšãããã ãã§ãªããç¹å®ã®äºåæŒåºã®åºçŸçã®é«äœãæå®ããæœéžãã©ã°æ å ±ïŒããšãã°ãæœéžããŒãã®ãåŸ©æŽ»ç®æãïŒæœéžãã©ã°å€ãïŒã®å Žåã埩掻æŒåºçºçãïŒïŒïŒïŒ ã§ããããšãæå®ïŒãåŸè¿°ã®ã仮峿ãïŒé«æåŸ 床äºåæŒåºãŸãã¯äœæåŸ 床äºåæŒåºã®åºçŸçã«åœ±é¿ãåãŒãæœéžãã©ã°æ å ±ïŒãªã©ïŒãå«ãŸããã The above describes the process for determining the sub-variation, but the final performance content is determined by completing the lottery start process in FIG. 70 (specifically, until the judgment result of step SB32 in FIG. 71A becomes NO). In other words, based on the lottery flag information (lottery flag value) set this time, more detailed performance content can be determined in the next lottery process and thereafter. Note that the lottery flag information is not only used to determine the performance mode to be displayed (for example, performance A (first preview performance) that displays a fried chicken image, performance B (second preview performance) that displays a highball image, etc.), but also includes lottery flag information that specifies the high or low appearance rate of a specific preview performance (for example, the "revival location" of the lottery part (when the lottery flag value is 4, it specifies that the revival performance occurs at 100%), the "temporary pattern" (lottery flag information that affects the appearance rate of a high expectation preview performance or a low expectation preview performance), etc.).
ãããã£ãŠãä»å決å®ããããµãå€åçš®å¥ãåããã®ã§ãã£ãŠãããã®æŒåºå 容ãç°ãªããã®ãšããããšãã§ãããããšãã°ãã«ã¹ã¿ãã€ãºæ©èœã«å¿ããŠæŒåºãç°ãªãã±ãŒã¹ïŒããšãã°ãåŸè¿°ã®ãTH_004ïŒœå³ææœéžãïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒïŒã«ä¿ãæœéžåŠçïŒã«é¢ããåŠçå 容ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ãå³ïŒïŒïŒçåç §ïŒãç¹å®æŒåºçºçã®æç¡ïŒããšãã°ã埩掻æŒåºçºçã®æç¡ïŒãç°ãªãã±ãŒã¹ãç¹å®ã®äºåæŒåºäžã«åºçŸããããã£ã©ã¯ã¿ãç°ãªãã±ãŒã¹ãçäŒŒé£æŒåºãç°ãªãïŒããšãã°ãç䌌é£å³æãç°ãªãïŒããªã©ãæŒåºã®ããªãšãŒã·ã§ã³ã®èªç±åºŠãå¢ããå€åœ©ãªæŒåºãçºçãããããšãã§ããã Therefore, even if the sub-variable type determined this time is the same, the content of the effect can be different. For example, the effect can be different depending on the customization function (for example, the processing content related to the "[TH_004] symbol lottery" (lottery processing related to the lottery execution count number = 1) described below, see Figures 85A to 89B, 101, etc.), the presence or absence of a specific effect (for example, the presence or absence of a revival effect), the characters that appear during a specific preview effect are different, the pseudo consecutive effects are different (for example, the pseudo consecutive symbols are different), etc., and the freedom of variation in the effects is increased, making it possible to generate a variety of effects.
ãªããä»åã®æœéžåŠçã«ãããŠãèšå®å¯Ÿè±¡ãšãªãæœéžããŒãèªäœãç¡ãå Žåã§ãã£ãŠããæ¬¡å以éã®æœéžåŠçã«ãããŠãæ°ããªæœéžããŒãã®æœéžãã©ã°æ å ±ãèšå®ãããã°ããã以éã®æœéžåŠçã§ããã®æœéžãã©ã°æ å ±ãå©çšãããããããšãã°ãä»åã®æœéžãã©ã°ããŒãèšå®åŠçã§ãããŒãã¯èšå®å¯Ÿè±¡å€ã§ãã£ãããæ¬¡åã®æœéžãã©ã°ããŒãèšå®åŠçã§ãããŒããèšå®å¯Ÿè±¡ãšãªãã±ãŒã¹ã§ãããæœéžãã©ã°æ å ±ã¯ã次å以éã®æœéžåŠçã«å©çšããããã®ã§ããããšããããªãã»ããããŒãèšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒã«ã¯ããã®èšå®é åã確ä¿ãããŠããããããã£ãŠããªãã»ããããŒãèšæ¶é åã«èšæ¶ãããªãæœéžçµææ å ±ã¯ãå³ïŒïŒïŒ¢ã®ã¹ãããïŒïŒã§ãæŒåºã·ããªãªããŒã¿ãšããŠèšæ¶ããããã®æ å ±ãæ¬¡å以éã®æœéžåŠçã§å©çšãããããšããªãã Note that even if there are no lottery parts to be set in the current lottery process, if lottery flag information for a new lottery part is set in the next lottery process or later, that lottery flag information can be used in the subsequent lottery processes. For example, part A was not a setting target in the current lottery flag part setting process, but part A will be a setting target in the next lottery flag part setting process. Since the lottery flag information is used in the next lottery process or later, a setting area for it is reserved in the offset part storage area (Figures 76A to 76D). Therefore, lottery result information that is not stored in the offset part storage area is stored as performance scenario data in step SC32 of Figure 71B, and the information will not be used in the next lottery process or later.
ãªããæœéžãã©ã°æ å ±ã¯ãä»åã®ã²ãŒã ã ãã§ãªããæ¬¡ã²ãŒã ã«åç §ããããã®ãå«ãŸãããããšãã°ãå ¥è³ææœéžåŠçïŒã¹ãããïŒïŒïŒã«ãããå èªã¿äºåã«é¢ããæœéžãã©ã°æ å ±ããã®ä»£è¡šäŸã§ãããããšãã°ãå èªã¿å€å®çµæã¯ããºã¬ã§ããããä¿çå€åäºåã§é«æåŸ 床ä¿çè²ïŒèµ€è²ä¿çïŒãçºçãããå Žåããã®èµ€è²ä¿ççºçäžãšããæ å ±ã«åºã¥ããŠã次ã²ãŒã ã§ã¯ãããºã¬ã§ããã«ãããããããæŽŸæãªæŒåºãåºçŸããããšãã£ãã±ãŒã¹ã§ããããŸãããšãã°ãä»åã®ã²ãŒã ã®å€§åœãæœéžçµæãã確å€å€§åœããã§ããããä»åã®ã²ãŒã çµæã§ã¯ãé垞倧åœããã§ããæšãå ±ç¥æå®ããæœéžãã©ã°æ å ±ãèšå®ããŠããããã®åŸã«å®è¡ããã倧åœãéæäžã«ãåœè©²ãã©ã°æ å ±ãåç §ããŠãåœãäžæŒåºãå©çšããŠãå®ã¯ç¢ºå€å€§åœãã§ãã£ãæšãå ±ç¥ãããããªã±ãŒã¹ã§ããã The lottery flag information includes information that is referenced not only for the current game, but also for the next game. For example, the lottery flag information related to the look-ahead notice in the lottery process at the time of winning (step SA19) is a typical example. For example, if the look-ahead judgment result is a miss, but the reserve change notice generates a high expectation reserve color (red reserve), a flashy effect will be displayed in the next game despite the miss, based on the information that the red reserve is occurring. Another example is when the jackpot lottery result of the current game is a "high probability jackpot," but lottery flag information is set to notify that the current game result is a "normal jackpot," and then during the jackpot game that is executed afterwards, the flag information is referenced and the win-in-time effect is used to notify that it was actually a high probability jackpot.
ä»åã®æœéžåŠçã«ããããã¹ãŠã®æœéžããŒãã«å¯ŸããŠæœéžãã©ã°æ å ±ã®èšå®ãçµããå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãæœéžãã©ã°ããŒãèšå®åŠçãæããŠãå³ïŒïŒïŒ¢ã«æ»ããæ¬¡ãã§ãåŸè¿°ã®æœéžäºçŽèšå®åŠçïŒã¹ãããïŒïŒïŒãå®è¡ããã When the lottery flag information has been set for all lottery parts in this lottery process (step SE15: NO), the lottery flag part setting process is exited and the process returns to FIG. 71B, and then the lottery reservation setting process (step SC42) described below is executed.
ïŒæœéžäºçŽèšå®åŠçïŒã¹ãããïŒïŒïŒïŒå³ïŒïŒïŒ
次ã«ãæœéžäºçŽèšå®åŠçïŒã¹ãããïŒïŒïŒã«ã€ããŠèª¬æãããå³ïŒïŒã¯ãæœéžäºçŽèšå®åŠçïŒã¹ãããïŒïŒïŒã®è©³çްã瀺ããããŒãã£ãŒãã§ããããã®æœéžäºçŽèšå®åŠçã¯ãä»åã®æœéžåŠççµæã«å¿ããŠã次åã®æœéžåŠçã«é¢ããã©ã®ãããªæœéžåŠçãè¡ããã«ã€ããŠãæœéžäºçŽæ
å ±ïŒæœéžäºçŽæãïŒæœéžäºçŽç¡ãïŒãèšå®ããåŠçã§ãããå
·äœçã«ã¯ãããªãšãŒã·ã§ã³æœéžäºçŽæ
å ±èšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒã«å¯Ÿããèšå®åŠçãå®è¡ãããã®èšå®åŠççµæã«åºã¥ããæ¬¡åã®å³ïŒïŒã®æœéžéå§åŠçäžã«ãããŠããæœéžäºçŽç¡ãã®åŠçã«ãŒãïŒã¹ãããïŒïŒã®å€å®çµæãââã®åŠçã«ãŒãïŒãã蟿ããããæœéžäºçŽæžã¿ã®åŠçã«ãŒãïŒã¹ãããïŒïŒã®å€å®çµæãââã®åŠçã«ãŒãïŒãã蟿ãããæå®ãããããã«ãªã£ãŠããã
(Lottery reservation setting process (step SC42): FIG. 73)
Next, the lottery reservation setting process (step SC42) will be described. FIG. 73 is a flowchart showing the details of the lottery reservation setting process (step SC42). This lottery reservation setting process is a process for setting lottery reservation information (lottery reservation/no lottery reservation) for what kind of lottery processing will be performed for the next lottery processing according to the result of the current lottery processing. Specifically, a setting process is executed for the variation lottery reservation information storage area (FIGS. 77A to 77D), and based on the result of the setting process, during the next lottery start processing of FIG. 70, it is specified whether to follow the "processing route without lottery reservation (processing route with the determination result of "NO" in step SB35)" or the "processing route with lottery reservation (processing route with the determination result of "YES" in step SB35)".
å³ïŒïŒã«ãããŠãæŒåºå¶åŸ¡éšïŒïŒïŒïŒ£ïŒ°ïŒµïŒïŒïŒïŒã¯ããŸããããªãšãŒã·ã§ã³çªå·çšããŒãã«ïŒå³ïŒïŒïŒã«ãããæœéžåŒã³åºãæ å ±ïŒæœéžåŒã³åºãèšå®ããŒãã«æå®æ å ±ïŒãååŸãïŒã¹ãããïŒïŒïŒããã®æœéžåŒã³åºãæ å ±ã®æç¡ãå€å®ããïŒã¹ãããïŒïŒïŒã In FIG. 73, the performance control unit 24 (CPU 241) first acquires the lottery call information (lottery call setting table specification information) in the variation number table (FIG. 79) (step SG11), and determines whether or not the lottery call information is present (step SG12).
ããã§ã¯ãããªãšãŒã·ã§ã³çªå·ãïŒã§ããã±ãŒã¹ã説æããŠããã®ã§ãæ¢ã«èª¬æããããã«ãããªãšãŒã·ã§ã³çªå·çšããŒãã«ïŒå³ïŒïŒïŒã®ããªãšãŒã·ã§ã³çªå·ïŒã«å¯Ÿå¿ããã
ã»ã{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, //TH_001ãµãå€åãã¿ãŒã³ã
ãåç
§ããããããã§ã®æœéžåŒã³åºãæ
å ±ã¯ãå³ç€ºã®éãããEn_lot_dt_lot000ãã§ããããLïŒæ
å ±ç¡ãïŒãã§ã¯ãªãããããã£ãŠãã®å Žåã¯ãã¹ãããïŒïŒã®å€å®çµæããããšãªããã¹ãããïŒïŒã«é²ãã
Here, the case where the variation number is 0 is explained. Therefore, as already explained, the following, which corresponds to the
ã»"{NULL, En_lot_dt_parts000, En_lot_dt_lot000, NULL}, // [TH_001] Sub-fluctuation pattern"
The lottery call information here is "En_lot_dt_lot000" as shown in the figure, and is not "NULL (no information)." Therefore, in this case, the determination result of step SG12 is "NO," and the process proceeds to step SG13.
次ãã§ãååŸããæœéžåŒã³åºãæ å ±ã§æå®ããããåŸè¿°ã®ãæœéžåŒã³åºãèšå®ããŒãã«ããããæœéžåŒã³åºãèšå®æ°ãååŸããæœéžåŒã³åºãèšå®æ°èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã Next, the lottery call setting number is obtained from the "lottery call setting table" described below, which is specified by the obtained lottery call information, and set in the lottery call setting number memory area (step SG13).
ããã§ã¯ãäžèšã¹ãããïŒïŒã§ååŸããæœéžåŒã³åºãæ
å ±ïŒEn_lot_dt_lot000ïŒã§æå®ããããæœéžåŒã³åºãèšå®ããŒãã«ããå
·äœçã«ã¯ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ç€ºãã
ã»æœéžåŒã³åºãèšå®ããŒã¿äœæ(TH_001ãµãå€åãã¿ãŒã³)
ããæœéžåŒã³åºãèšå®æ°ïŒãã®äŸã§ã¯ãå³ç€ºã®äºç޿倧æ°ïŒïŒïŒãååŸãããã®å€ãæœéžåŒã³åºãèšå®æ°èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒããã®æœéžåŒã³åºãèšå®æ°ã¯ã次å以éã§å®è¡ãããæœéžåŠçæ°ïŒæœéžäºçŽæ°ïŒãšãªã£ãŠããã
Here, the "lottery call setting table" specified by the lottery call information (En_lot_dt_lot000) acquired in step SG12 is used. Specifically, the "lottery call setting table" shown in FIG. 94A to FIG. 94B is used.
ã»Create lottery call setting data (TH_001 sub-variable pattern)
The lottery call setting number (in this example, the illustrated maximum reservation number = 8) is obtained from the lottery call setting number storage area, and the value is set in the lottery call setting number storage area (step SG13). This lottery call setting number is the number of lottery processes (lottery reservations) to be executed from the next time onwards.
次ãã§ãåŒã³åºãå€å®ã«ãŠã³ãæ°ãã¯ãªã¢ããïŒã¹ãããïŒïŒïŒããã®åŒã³åºãå€å®ã«ãŠã³ãæ°ã¯ãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒã«ãããæœéžäºçŽå¯Ÿè±¡çš®å¥ïŒæœéžäºçŽæ å ±ã®èšå®å¯Ÿè±¡ãšãªãããªãšãŒã·ã§ã³çªå·ïŒãæå®ããããã«å©çšãããããŸãåŒã³åºãå€å®ã«ãŠã³ãæ°ã¯ãä»åã®æœéžäºçŽæ å ±ã®èšå®ããã¹ãŠçµäºãããåŠãã®å€å®æ å ±ãšããŠãå©çšãããã Then, the call judgment count is cleared (step SG14). This call judgment count is used to specify the lottery reservation target type (the variation number for which the lottery reservation information is set) in the variation lottery reservation information storage area (Figs. 77A to 77D). The call judgment count is also used as information to determine whether or not all the settings for the current lottery reservation information have been completed.
次ãã§ãåŒã³åºãå€å®ã«ãŠã³ãæ°ãæœéžåŒã³åºãèšå®æ°èšæ¶é åã®å€ïŒæœéžåŒã³åºãèšå®æ°ïŒæªæºã§ãããåŠããã€ãŸããæœéžäºçŽæ å ±ã®èšå®ãçµäºãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒãåŒã³åºãå€å®ã«ãŠã³ãæ°ãæœéžåŒã³åºãèšå®æ°èšæ¶é åã®å€æªæºã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãæœéžäºçŽæ å ±ã®èšå®ãçµäºãããšããŠãæœéžäºçŽèšå®åŠçãæããã Then, it is determined whether the call determination count number is less than the value in the lottery call setting number storage area (lottery call setting number), that is, whether the setting of the lottery reservation information has been completed (step SG15). If the call determination count number is not less than the value in the lottery call setting number storage area (step SG15: NO), it is determined that the setting of the lottery reservation information has been completed, and the lottery reservation setting process is exited.
äžæ¹ãåŒã³åºãå€å®ã«ãŠã³ãæ°ãæœéžåŒã³åºãèšå®æ°èšæ¶é åã®å€æªæºã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãã€ãŸããæªã æœéžäºçŽæ å ±ã®èšå®ãçµäºããŠããªãå Žåã«ã¯ã以äžã®ã¹ãããïŒïŒïœïŒ³ïŒ§ïŒïŒã®åŠçãå®è¡ããŠãããå ãããããã®åŠçã®æŠèŠã«ã€ããŠèª¬æããåŠçå 容ã®è©³çްã«ã€ããŠã¯ã远ã£ãŠèª¬æããïŒåŸè¿°ã®ïŒæïŒïŒïœïŒæïŒïŒåç §ïŒã On the other hand, if the call determination count number is less than the value in the lottery call setting number memory area (step SG15: YES), in other words, if the lottery reservation information setting has not yet been completed, the following steps SG16 to SG20 are executed. First, an overview of these processes is provided, and the details of the process content are provided later (see (Flag 1) to (Flag 5) described below).
æœéžäºçŽæ å ±ã®èšå®ãçµäºããŠããªãå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãåŒã³åºãå€å®ã«ãŠã³ãæ°ãã€ã³ã¯ãªã¡ã³ããïŒã¹ãããïŒïŒïŒãæœéžåŒã³åºãèšå®ããŒãã«ãããåŒã³åºãå€å®ã«ãŠã³ãæ°ã«ããæå®ãããããªãšãŒã·ã§ã³çªå·ãååŸããïŒã¹ãããïŒïŒïŒã If the lottery reservation information setting has not been completed (step SG15: YES), the call determination count is incremented (step SG16), and the variation number specified by the call determination count is obtained from the lottery call setting table (step SG17).
次ãã§ãå€å®ã«ãŠã³ãæ°ïŒäžèšå³ïŒïŒïŒ¢ã®æœéžåŠçã§çšããå€å®ã«ãŠã³ãæ°ïŒã¹ãããïŒïŒã®åŠçã§çšããå€å®ã«ãŠã³ãæ°ïŒïŒãšãåŒã³åºãå€å®ã«ãŠã³ãæ°ã«åºã¥ããæœéžåŒã³åºãèšå®ããŒãã«ïŒããã§ã¯ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ïŒããæœéžäºçŽæ å ±ïŒå³ç€ºã®å€å®ã«ãŠã³ãæ°ã«å¯Ÿå¿ããæ°å€ïŒãååŸããæœéžäºçŽæ å ±èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã Next, based on the judgment count number (the judgment count number used in the lottery process in Figure 71B above (the judgment count number used in the process of step SC28)) and the call judgment count number, lottery reservation information (a numerical value corresponding to the judgment count number shown in the figure) is obtained from the lottery call setting table (here, Figures 94A to 94B) and set in the lottery reservation information storage area (step SG18).
次ãã§ãæœéžäºçŽæ å ±èšæ¶é åã®å€ãïŒã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒãæœéžäºçŽæ å ±èšæ¶é åã®å€ãïŒã§ããå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãããªãšãŒã·ã§ã³çªå·ã«åºã¥ããæœéžäºçŽæ å ±èšæ¶é åã®å€ãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã«èšå®ãïŒã¹ãããïŒïŒïŒãã¹ãããïŒïŒã®åŠçã«æ»ããã¹ãããïŒïŒã®åŠçã«ãããæ¬¡åã®æœéžéå§åŠçïŒå³ïŒïŒïŒã«ãããŠãã©ã®ãããªæŒåºæœéžãå®è¡ããããæå®ãããããšã«ãªãã Next, it is determined whether the value of the lottery reservation information storage area is 1 (step SG19). If the value of the lottery reservation information storage area is 1 (step SG19: YES), the value of the lottery reservation information storage area is set to the variation lottery reservation information storage area based on the variation number (step SG20), and the process returns to step SG15. The process of step SG20 specifies what type of presentation lottery will be executed in the next lottery start process (Figure 70).
äžæ¹ãæœéžäºçŽæ å ±èšæ¶é åã®å€ãïŒã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãã€ãŸããæœéžäºçŽæ å ±èšæ¶é åã®å€ãïŒã§ããå Žåãã¹ãããïŒïŒã®åŠçãã¹ãããããŠãã¹ãããïŒïŒã®åŠçã«æ»ãã On the other hand, if the value in the lottery reservation information storage area is not 1 (step SG19: NO), that is, if the value in the lottery reservation information storage area is 0, the processing of step SG20 is skipped and the processing returns to step SG15.
以åŸãåŒã³åºãå€å®ã«ãŠã³ãæ°ãæœéžäºçŽæ å ±èšæ¶é åã®å€ïŒæœéžåŒã³åºãèšå®æ°ïŒã«éãããŸã§ïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãã¹ãããïŒïŒïœïŒ³ïŒ§ïŒïŒã®åŠçãç¹°ãè¿ãå®è¡ãããã¹ãŠã®æœéžäºçŽæ å ±ã®èšå®ãçµäºããå Žåã¯ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãæœéžäºçŽèšå®åŠçãæããŠãåŸè¿°ã®ã·ããªãªèšå®åŠçïŒã¹ãããïŒïŒïŒãå®è¡ããã After that, steps SG15 to SG20 are repeatedly executed until the call judgment count reaches the value in the lottery reservation information storage area (lottery call setting number) (step SE15: YES), and when all lottery reservation information has been set (step SG15: NO), the lottery reservation setting process is exited and the scenario setting process (step SC43) described below is executed.
äžèšã¹ãããïŒïŒïœïŒ³ïŒ§ïŒïŒã®åŠçå 容ãå ·äœçã«èª¬æããã°ãäžèšïŒæïŒïŒïœïŒæïŒïŒã®ããã«ãªããããã§ã¯ãæœéžåŒã³åºãèšå®ããŒãã«ãšããŠãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ç€ºããæœéžåŒã³åºãèšå®ããŒã¿äœæ(TH_001ãµãå€åãã¿ãŒã³ïŒããåç §ãããã®ã§ããããçšããã±ãŒã¹ãäŸã«ãšã説æããã The processing contents of steps SG16 to SG20 above are specifically explained as follows (Flag 1) to (Flag 5). Here, the "Lottery Call Setting Data Creation ([TH_001] Sub-Variation Pattern)" shown in Figures 94A to 94B is referenced as the lottery call setting table, so a case in which this is used will be explained as an example.
ïŒæïŒïŒå³ïŒïŒã®æœéžäºçŽèšå®åŠçã«å ¥ããæåã«ã¹ãããïŒïŒãå®è¡ãããå Žåã¯ãåŒã³åºãã«ãŠã³ãæ°ããïŒãã«èšå®ãããïŒã¹ãããïŒïŒïœïŒ³ïŒ§ïŒïŒåç §ïŒã (Flag 1) When the lottery reservation setting process in FIG. 73 is entered and step SG16 is executed for the first time, the call count is set to "1" (see steps SG14 to SG16).
ïŒæïŒïŒæ¬¡ãã§ãçŸåšã®åŒã³åºãå€å®ã«ãŠã³ãæ°ã«å¯Ÿå¿ãããæœéžåŒã³åºãèšå®ããŒã¿äœæ(TH_001ãµãå€åãã¿ãŒã³)ãã®ããªãšãŒã·ã§ã³çªå·ãååŸãããïŒã¹ãããïŒïŒïŒãããã§ã¯ãçŸåšã®åŒã³åºãå€å®ã«ãŠã³ãæ°ãïŒã§ããã®ã§ãæœéžäºçŽæ
å ±çš®å¥ãšããŠãããªãšãŒã·ã§ã³çªå·ïŒã®ã(TH_004ïŒœå³ææœéž)ããååŸãããã
(Flag 2) Next, the variation number of "lottery call setting data creation ([TH_001] sub-variable pattern)" corresponding to the current call judgment count number is obtained (step SG17). Here, since the current call judgment count number is 1,
ïŒæïŒïŒæ¬¡ãã§ãå€å®ã«ãŠã³ãæ°ãšãçŸåšã®åŒã³åºãå€å®ã«ãŠã³ãæ°ïŒããã§ã¯ãåŒã³åºãå€å®ã«ãŠã³ãæ°ïŒïŒïŒãšã«åºã¥ããæœéžåŒã³åºãèšå®ããŒãã«ããæœéžäºçŽæ å ±ïŒå€å®ã«ãŠã³ãæ°ã«å¯Ÿå¿ããå€ïŒãååŸããæœéžäºçŽæ å ±èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã (Flag 3) Next, based on the judgment count number and the current call judgment count number (here, the call judgment count number = 1), the lottery reservation information (a value corresponding to the judgment count number) is obtained from the lottery call setting table and set in the lottery reservation information storage area (step SG18).
çŸåšã®åŒã³åºãå€å®ã«ãŠã³ãæ°ãïŒã§ããã°ãæœéžäºçŽå¯Ÿè±¡çš®å¥ãšããŠãããªãšãŒã·ã§ã³çªå·ïŒã®ã(TH_004ïŒœå³ææœéžïŒããæå®ãããåŒã³åºãå€å®ã«ãŠã³ãæ°ãïŒã§ããã°ãããªãšãŒã·ã§ã³çªå·ïŒã®ãTH_003SPæœéžïŒããæå®ããããšãã£ãå
·åã«ãåŒã³åºãå€å®ã«ãŠã³ãæ°ã«å¿ããããªãšãŒã·ã§ã³çªå·ãæå®ãããïŒå³äžã®äžçªå·Šã®ãªãã»ããçªå·ããé ã«æå®ãããŠããïŒããŸããå€å®ã«ãŠã³ãæ°ã«ã€ããŠã¯ãåè¿°ã®å³ïŒïŒïŒ¢ã®æœéžåŠçïŒå
·äœçã«ã¯ãã¹ãããïŒïŒã®åŠçïŒã§çšããå€å®ã«ãŠã³ãæ°ã§ããããããã£ãŠããšãã°ãâçŸåšã®åŒã³åºãå€å®ã«ãŠã³ãæ°ãïŒãäžã€å€å®ã«ãŠã³ãæ°ãïŒâã®å Žåã¯ãçŸåšã®åŒã³åºãå€å®ã«ãŠã³ãæ°ïŒã«å¯Ÿå¿ããããªãšãŒã·ã§ã³çªå·ïŒã®ã(TH_004ïŒœå³ææœéž)ããååŸãããæœéžäºçŽæ
å ±ãšããŠãå€å®ã«ãŠã³ãæ°ã«å¯Ÿå¿ãããïŒããååŸãããããªããæœéžäºçŽæ
å ±ãïŒã®å Žåã¯ãæœéžäºçŽç¡ãããæœéžäºçŽæ
å ±ãïŒã®å Žåã¯ãæœéžäºçŽæžã¿ïŒæœéžäºçŽæãïŒããæå®ãããã
If the current call judgment count is 1,
ïŒæïŒïŒæ¬¡ãã§ãæœéžäºçŽæ å ±èšæ¶é åã®å€ãïŒã§ãããåŠããã€ãŸãããæœéžäºçŽæãïŒïŒïŒïŒãã§ãããããæœéžäºçŽç¡ãïŒïŒïŒïŒãã§ããããå€å®ããïŒã¹ãããïŒïŒïŒãæœéžäºçŽæ å ±èšæ¶é åã®å€ãïŒã§ããã°ïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãçŸåšã®ããªãšãŒã·ã§ã³çªå·ã«å¯Ÿå¿ããããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã«ããã®å€ïŒæœéžäºçŽæãïŒãèšå®ãïŒã¹ãããïŒïŒïŒãã¹ãããïŒïŒã®åŠçã«æ»ãã (Flag 4) Next, it is determined whether the value in the lottery reservation information storage area is 1, that is, whether "lottery reservation available (= 1)" or "lottery reservation not available (= 0)" (step SG19). If the value in the lottery reservation information storage area is 1 (step SG19: YES), that value (lottery reservation available) is set in the variation lottery reservation information storage area corresponding to the current variation number (step SG20), and the process returns to step SG15.
ããã§ã¯ããTH_004ïŒœå³ææœéžãïŒããªãšãŒã·ã§ã³çªå·ïŒïŒãäºçŽããäŸã説æããŠããã®ã§ãæœéžäºçŽæ
å ±èšæ¶é åã®å€ïŒèšå®å€ïŒïŒïŒãããªãšãŒã·ã§ã³æœéžäºçŽæ
å ±èšæ¶é åã®ããªãšãŒã·ã§ã³çªå·ïŒã«å¯Ÿå¿ããã
ã»ãEN_E_TH_004_ZuGaRaTyuUSeNn, //TH_004ïŒœå³ææœéžã
ã«èšå®ãããããã«ãããæ¬¡åã®æœéžåŠçã§ã¯ããTH_004ïŒœå³ææœéžãã«ä¿ãæœéžåŠçãå®è¡ãããããšã«ãªãã
Here, an example of reserving â[TH_004] Design Lotteryâ (variation number 1) is described, so the value of the lottery reservation information storage area (set value = 1) corresponds to the
ã» "EN_E_TH_004_ZuGaRaTyuUSeNn, // [TH_004] Design lottery"
As a result, in the next lottery process, the lottery process related to the "[TH_004] symbol lottery" will be executed.
æœéžäºçŽæ å ±èšæ¶é åã®èšå®å€ãïŒã§ããã°ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒããæœéžäºçŽç¡ãããšããŠãã¹ãããïŒïŒãã¹ãããããã¹ãããïŒïŒã®åŠçã«æ»ãããªããèšå®å€ãïŒã®å Žåã¯ãèšå®å¯Ÿè±¡ãšãªãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã®å€ã¯æŽæ°ãããªããããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã¯ãååã®ã²ãŒã ã§åæåãããŠããïŒåŸè¿°ã®å³ïŒïŒã®æœéžçµäºæå€æ°åæååŠçïŒã¹ãããïŒïŒïŒåç §ïŒããŸããä»åã®ã²ãŒã éå§æã«æå®å€ãèšå®ãããŠããã®ã§ïŒå³ïŒïŒã®äžèšå¶åŸ¡ããŒãäœæåŠçïŒå€åéå§æïŒïŒã¹ãããïŒïŒïŒãå³ïŒïŒã®ã¹ãããïŒïŒãåç §ïŒãèšå®å€ãïŒã®å Žåã¯ãä»åã®ã²ãŒã éå§æã«ãããèšå®å€ãä¿æãããã If the setting value in the lottery reservation information storage area is 0 (step SG19: NO), it is assumed that there is no lottery reservation, step SG20 is skipped, and processing returns to step SG15. Note that if the setting value is 0, the value in the variation lottery reservation information storage area to be set is not updated. The variation lottery reservation information storage area was initialized in the previous game (see the lottery end variable initialization processing (step SA34) in FIG. 67 described below), and a predetermined value was set at the start of the current game (see the above control part creation processing (at the start of variation) (step SA32) in FIG. 67, and step SB69 in FIG. 69), so if the setting value is 0, the setting value at the start of the current game is retained.
ïŒåŒã³åºãå€å®ã«ãŠã³ãæ°ïŒä»¥éã®åŠçã«ã€ããŠïŒ
ïŒæïŒïŒä»¥åŸãåŒã³åºãå€å®ã«ãŠã³ãæ°ãæœéžäºçŽæ
å ±èšæ¶é åã®å€ïŒæœéžåŒã³åºãèšå®æ°ïŒã«éãããŸã§ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãã¹ãããïŒïŒïœïŒ³ïŒ§ïŒïŒã®åŠçãç¹°ãè¿ããããšãã°ãåŒã³åºãå€å®ã«ãŠã³ãæ°ïŒã®å Žåã¯ã(TH_003SPæœéž)ãïŒãªãŒãæŒåºã®è©³çŽ°ãªæŒåºå
å®¹ãæ±ºå®ããããã®æœéžïŒãã»ã»ã»ãåŒã³åºãå€å®ã«ãŠã³ãæ°ïŒã®å Žåã¯ã(TH_ïŒïŒïŒïŒœå€§åœãææ¬¡åéå§èæ¯)ããšãã£ãå
·åã«ã¹ãããïŒïŒïœïŒ³ïŒ§ïŒïŒã®åŠçãå®è¡ããæœéžäºçŽæ
å ±ãèšå®ããŠããããªãæ¬äŸã§ã¯ãäžå³ç€ºã®ããªãšãŒã·ã§ã³çªå·ãå«ããèšïŒçš®é¡ïŒäºç޿倧æ°åïŒã®ããªãšãŒã·ã§ã³çªå·ã察象ã«ãæœéžäºçŽæ
å ±ãèšå®ãããã
(Regarding processing for call determination counts 2 and above)
(Flag 5) After that, the processing of steps SG15 to SG20 is repeated until the call judgment count reaches the value of the lottery reservation information storage area (lottery call setting number) (step SG15: NO). For example, when the call judgment count is 2, the processing of steps SG15 to SG20 is executed to set the lottery reservation information, such as "([TH_003] SP lottery)" (lottery to determine the detailed performance content of the reach performance), ..., and when the call judgment count is 8, the processing of steps SG15 to SG20 is executed to set the lottery reservation information, such as "([TH_275] Next start background when a big win occurs)". In this example, the lottery reservation information is set for a total of eight types of variation numbers (maximum number of reservations), including the variation numbers not shown.
ãããŠãä»åã®æœéžåŠçã«ããããã¹ãŠã®ããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã«å¯ŸããŠæœéžäºçŽæ å ±ã®èšå®ãçµããå ŽåïŒïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãæœéžäºçŽèšå®åŠçãæããŠããã·ããªãªåŠçïŒã¹ãããïŒïŒïŒããå®è¡ããã When the lottery reservation information has been set for all variation lottery reservation information storage areas in this lottery process (step SE15: NO), the lottery reservation setting process is exited and "scenario processing (step SC43)" is executed.
ãã®ã·ããªãªèšå®åŠçïŒã¹ãããïŒïŒïŒã¯ãäž»ã«ãå³ïŒïŒã®å ¥è³ææœéžåŠçïŒã¹ãããïŒïŒïŒã«é¢ãããã®ã§ãããå èªã¿äºåã®æŒåºã·ããªãªãèšå®ããåŠçïŒå èªã¿äºåã«é¢ããæŒåºæœéžåŠçïŒããšãã°ãã©ã®ãããªä¿çå€åäºåãå®è¡ããã®ããèšå®ããåŠçïŒãšå ±éåŠçãšãªã£ãŠããã This scenario setting process (step SC43) is mainly related to the winning lottery process (step SA19) in FIG. 66, and is a common process with the process of setting the presentation scenario for the pre-reading notice (presentation lottery process for the pre-reading notice: for example, the process of setting what type of hold change notice will be executed).
å³ç€ºã¯ããŠããªãããã·ããªãªèšå®åŠçäžã«ãã·ããªãªèšå®æ
å ±ãïŒå³ïŒïŒã®ããªãšãŒã·ã§ã³çªå·çšããŒãã«ã«ãããã·ããªãªèšå®æ
å ±ïŒå³ïŒïŒã®åèæ¬åç
§ïŒïŒã®æç¡ãå€å®ãããã·ããªãªèšå®æ
å ±ãç¡ããã°ïŒã·ããªãªèšå®æ
å ±ïŒïŒ®ïŒµïŒ¬ïŒ¬ïŒãäœãããã«ãã·ããªãªèšå®åŠçãæããããã«ãªã£ãŠãããæ¬å®æœåœ¢æ
ã§ã¯ãå€åäžæŒåºã«ä¿ãæœéžåŠçïŒããªãšãŒã·ã§ã³çªå·ïŒïœïŒïŒïŒïŒã®ã·ããªãªèšå®æ
å ±ããã¹ãŠããïŒã·ããªãªèšå®æ
å ±ç¡ãïŒã«å®ããããŠããããããã£ãŠãå€åäžæŒåºã«ä¿ãæœéžåŠçãå®è¡ãããéã«ã¯ãã·ããªãªèšå®åŠçïŒã¹ãããïŒïŒïŒã¯ã¹ããããããããã«ãªã£ãŠããã
Although not shown, during the scenario setting process, the presence or absence of "scenario setting information" (scenario setting information in the variation number table in FIG. 79 (see the notes column in FIG. 79)) is determined, and if there is no scenario setting information (scenario setting information = NULL), nothing is done and the scenario setting process is exited. In this embodiment, all scenario setting information for the lottery process related to the during-variation performance (
æ¬å®æœåœ¢æ ã§ã¯ãæœéžäºçŽèšå®åŠçïŒã¹ãããïŒïŒïŒãçµããåŸã¯ãã·ããªãªèšå®åŠçãå®è¡ãããããšãªããä»åã®æœéžå®è¡åŠçïŒå³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ïŒãæããŠïŒä»åã®æœéžåŠçã®çµäºïŒãåŠçç¶æ ãå³ïŒïŒïŒ¡ã®ã¹ãããïŒïŒã«ç§»è¡ããããã«ãªã£ãŠããã In this embodiment, after the lottery reservation setting process (step SC42) is completed, the scenario setting process is not executed, the current lottery execution process (Figures 71A and 71B) is exited (end of the current lottery process), and the processing state transitions to step SB42 in Figure 71A.
ïŒïŒïŒæ¬¡åã®æœéžåŠçïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒã®ã±ãŒã¹ïŒã«ä¿ãæœéžåŠçã«ã€ããŠïŒ
å³ïŒïŒã®æœéžéå§åŠçã®èª¬æã«æ»ããä»åã®æœéžåŠçïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒã®ã±ãŒã¹ïŒã§ã¯ãäžäŸãšããŠããTH_001ãµããå€åããã¿ãŒã³ãïŒäœç¢ºæïŒéåžžç¶æ
æïŒãµãå€åãã¿ãŒã³ïŒã«ä¿ãæœéžåŠçãäžå¿ã«èª¬æãããæ¬¡ã«ã次åã®æœéžåŠçïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒã®ã±ãŒã¹ïŒã«ã€ããŠèª¬æããã
<2. About the lottery process for the next lottery process (case where the lottery execution count is 1)>
Returning to the explanation of the lottery start process in Fig. 70. In the lottery process this time (the case where the lottery execution count number is 0), the lottery process related to the "[TH_001] sub-variation pattern" (the sub-variation pattern at low probability (normal state)) was mainly explained as an example. Next, the next lottery process (the case where the lottery execution count number is 1) will be explained.
ä»åã®æœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒãçµäºãããšãæœéžå®è¡ã«ãŠã³ãæ°ãïŒããïŒã«æŽæ°ããïŒãããïŒïŒïŒãå床ãã¹ãããïŒïŒã®åŠçã«æ»ããïŒåç®ã®æœéžåŠçãå®è¡ãããŠããããšã«ãªãã以äžãæœéžå®è¡ã«ãŠã³ãæ°ïŒã«ãããäžé£ã®æœéžåŠçããä»åã®æœéžåŠçããšç§°ããŠèª¬æããŠããããªããæ¢ã«èª¬æããåŠçå 容ã«ã€ããŠã¯ãéè€èšèŒãé¿ããããã«é©å®çç¥ããŠèª¬æããã When the current lottery execution process (step SB40) is completed, the lottery execution count is updated from 0 to 1 (step SB42), and the process returns to step SB32, and the second lottery process is executed. In the following, the series of lottery processes when the lottery execution count is 1 will be referred to as the "current lottery process". Note that the process contents that have already been explained will be omitted as appropriate to avoid duplication.
ä»åã®æœéžåŠçã§ã¯ãæœéžå®è¡ã«ãŠã³ãæ°ïŒã®å Žåã説æããŠããã®ã§ãã¹ãããïŒïŒã®å€å®çµæã¯ïŒ¹ïŒ¥ïŒ³ãšãªããã¹ãããïŒïŒã®åŠçã«é²ã¿ãããªãšãŒã·ã§ã³çªå·ã«ãçŸåšã®æœéžå®è¡ã«ãŠã³ãæ°ïŒãèšå®ããïŒã¹ãããïŒïŒïŒãä»åæå®ãããããªãšãŒã·ã§ã³çªå·ã¯ïŒãšãªãã In this lottery process, the case where the lottery execution count is 1 is explained, so the result of the determination in step SB32 is YES, and the process proceeds to step SB34, where the current lottery execution count of 1 is set as the variation number (step SB34). The variation number specified this time is 1.
次ãã§ãæå®ãããããªãšãŒã·ã§ã³çªå·ã®ããªãšãŒã·ã§ã³æœéžäºçŽæ
å ±èšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒããæœéžäºçŽæãïŒæœéžäºçŽæžã¿ïŒã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒãããã§ã¯ãããªãšãŒã·ã§ã³çªå·ïŒã«å¯Ÿå¿ããã
ã»ãEN_E_TH_004_ZuGaRaTyuUSeNn, //TH_004ïŒœå³ææœéžã
ãåç
§ãããã
Next, it is determined whether the variation reservation information storage area (FIGS. 77A to 77D) of the specified variation number has a lottery reservation (lottery reservation completed) (step SB35).
ã» "EN_E_TH_004_ZuGaRaTyuUSeNn, // [TH_004] Design lottery"
is referenced.
ããã§ãååã®æœéžäºçŽèšå®åŠçïŒå³ïŒïŒïŒã§ã¯ãæ¢ã«èª¬æããéããããªãšãŒã·ã§ã³çªå·ïŒã¯ãæœéžäºçŽæããã«èšå®ãããŠããïŒå³ïŒïŒã®æœéžäºçŽèšå®åŠçäžã®ã¹ãããïŒïŒïœïŒ³ïŒ§ïŒïŒåç
§ïŒãã¹ãããïŒïŒã®å€å®çµæã¯ïŒ¹ïŒ¥ïŒ³ãšãªããã¹ãããïŒïŒã®åŠçã«é²ã¿ãå³ïŒïŒã®ããªãšãŒã·ã§ã³çªå·çšããŒãã«ãããæœéžããŒãã«éžææ
å ±ãååŸããïŒã¹ãããïŒïŒïŒã
As already explained, in the previous lottery reservation setting process (Figure 73),
æ¬äŸã§æ±ã£ãŠããããªãšãŒã·ã§ã³çªå·ïŒã®ã±ãŒã¹ã§ã¯ã
ã»ã{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, //TH_004ïŒœå³ææœéžã
ãåç
§ãããïŒå³ïŒïŒã®ããªãšãŒã·ã§ã³çªå·ïŒã®å¯Ÿå¿æ¬åç
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å ±ïŒæœéžããŒãã«éžæçšããŒãã«æå®æ
å ±ïŒã¯ãå³ç€ºã®éãããEn_lot_dt_tbl001ãã§ããããLïŒæ
å ±ç¡ãïŒãã§ã¯ãªãããããã£ãŠãã¹ãããïŒïŒã®å€å®çµæã¯ãããšãªãããæœéžããŒãã«éžæåŠçïŒã¹ãããïŒïŒïŒããå®è¡ãããããšã«ãªãããªããããã§æå®ãããæœéžããŒãã«éžæçšããŒãã«ã¯ãå³ïŒïŒã«ç€ºããæœéžããŒãã«éžæçšããŒãã«(TH_004ïŒœå³ææœéž)ããšãªã£ãŠããã
In the case of
ã»"{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, // [TH_004] Design lottery"
is referenced (see the corresponding column for
ïŒæœéžããŒãã«éžæåŠçïŒã¹ãããïŒïŒïŒïŒå³ïŒïŒïŒ
äžèšæœéžããŒãã«éžæåŠçïŒã¹ãããïŒïŒïŒã«ã€ããŠèª¬æãããå³ïŒïŒã¯ãæœéžããŒãã«éžæåŠçïŒã¹ãããïŒïŒïŒã®è©³çްã瀺ããããŒãã£ãŒãã§ããã
(Lottery Table Selection Process (Step SB41): FIG. 74)
The lottery table selection process (step SB41) will now be described with reference to a flow chart of FIG.
å³ïŒïŒã«ãããŠãæŒåºå¶åŸ¡éšïŒïŒïŒïŒ£ïŒ°ïŒµïŒïŒïŒïŒã¯ããŸããæœéžããŒãã«éžæçšããŒãã«ã®å€å®åæ°æ å ±ãååŸããïŒã¹ãããïŒïŒïŒãããã§ã¯ãå³ïŒïŒã«ç€ºããæœéžããŒãã«éžæçšããŒãã«(TH_004ïŒœå³ææœéž)ãããå€å®åæ°æ å ±ïŒå³ç€ºã®ããŒãæå€§æ°ïŒïŒïŒãååŸãããã In FIG. 74, the performance control unit 24 (CPU 241) first obtains the judgment count information of the lottery table selection table (step SD11). Here, the judgment count information (maximum number of parts shown = 3) is obtained from the "lottery table selection table ([TH_004] pattern lottery)" shown in FIG. 96.
次ãã§ãå€å®åæ°æ å ±ãïŒã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒãå€å®åæ°æ å ±ãïŒã§ãªããã°ïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãå€å®åæ°æ å ±ãïŒã«ãªããŸã§ã以äžã«è¿°ã¹ãã¹ãããïŒïŒïœïŒ³ïŒ€ïŒïŒã®åŠçãç¹°ãè¿ãå®è¡ããã Then, it is determined whether the judgment count information is 0 (step SD12). If the judgment count information is not 0 (step SD12: YES), the process of steps SD13 to SD20 described below is repeated until the judgment count information becomes 0.
å€å®åæ°æ å ±ãïŒã§ãªãå ŽåïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ïŒãå€å®åæ°æ å ±ããã¯ãªã¡ã³ããïŒã¹ãããïŒïŒïŒãæœéžããŒãã«éžæçšããŒãã«ïŒå³ïŒïŒïŒã®ãªãã»ããããŒãçªå·ãååŸããã If the judgment count information is not 0 (step SD12: YES), the judgment count information is decremented (step SD13), and the offset part number of the lottery table selection table (Figure 96) is obtained.
次ãã§ãååŸãããªãã»ããããŒãçªå·ã«å¯Ÿå¿ãããªãã»ããããŒãèšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ£ïŒã®å€ãååŸããïŒã¹ãããïŒïŒïŒãããã§ã¯ãå€å®åæ°æ
å ±ããïŒâïŒâïŒãïŒã¹ãããïŒïŒã«ãããã¯ãªã¡ã³ãåŸã®å€å®åæ°æ
å ±ã®å€ïŒã«å¿ããŠããªãã»ããããŒãçªå·ïŒãïŒïŒãïŒïŒã®ã(TH_ãã¬ãã¢ã¢ãã)ããã(TH_ã»ãã³ã«ãŠã³ã¿)ããã(TH_埩掻æŒåºåºçŸçUP)ãã®èšå®æ
å ±ïŒãªãã»ããããŒãèšæ¶é åã®å€ïŒãé æ¬¡ååŸãããããããã¯ãã«ã¹ã¿ãã€ãºæ©èœã«ä¿ãèšå®æ
å ±ãšãªã£ãŠãããã«ã¹ã¿ãã€ãºæãïŒïŒ¯ïŒ®èšå®ã®å ŽåïŒã®å Žåã¯ãïŒããã«ã¹ã¿ãã€ãºç¡ãã®å ŽåïŒïŒ¯ïŒŠïŒŠèšå®ã®å ŽåïŒã¯ãïŒããèšæ¶ãããŠããã
Next, the value of the offset parts storage area (Figs. 76A to 76C) corresponding to the acquired offset parts number is acquired (step SD15). Here, depending on the number of judgments information being "2 â 1 â 0" (the value of the number of judgments information after decrement in step SD13), the setting information (values of the offset parts storage area) of "(TH_Premium Up)", "(TH_Seven Counter)", and "(TH_Revival Performance Appearance Rate Up)" for offset
次ãã§ããªãã»ããããŒãçªå·ã«åºã¥ãããªãã»ããããŒãæ°ããŒãã«ïŒå³ïŒïŒïŒããããªãã»ããããŒãã®æå€§å€ãååŸããïŒã¹ãããïŒïŒïŒãæ¬åŠçã®å 容ã¯ãåºæ¬çã«ã¯ãäžèšå³ïŒïŒïŒ¡ã®ã¹ãããïŒïŒã®åŠçå 容ãšåãã§ããã Next, based on the offset part number, the maximum value of the offset parts is obtained from the offset parts count table (Figure 83) (step SD17). The contents of this process are basically the same as the processing contents of step SC20 in Figure 71A above.
ãããã£ãŠãããã§ã¯ã
ãªãã»ããããŒãçªå·ïŒã®ãTH_ãã¬ãã¢ã¢ãããã®å Žåã¯ã
ã»ã0x0002, //TH_ãã¬ãã¢ã¢ããã
ã§æå®ãããå€ããªãã»ããããŒãã®æå€§å€ãã
ãªãã»ããããŒãçªå·ïŒïŒã®ãTH_ã»ãã³ã«ãŠã³ã¿ãã®å Žåã¯ã
ã»ã0x0002, //TH_ã»ãã³ã«ãŠã³ã¿ã
ã§æå®ãããå€ããªãã»ããããŒãã®æå€§å€ãã
ãªãã»ããããŒãçªå·ïŒïŒã®ãTH_埩掻æŒåºåºçŸçUPãã®å Žåã¯ã
ã»ã0x0002, //TH_埩掻æŒåºåºçŸçUPã
ã§æå®ãããå€ããªãã»ããããŒãã®æå€§å€ãããªãã»ããããŒãã®æå€§å€ãšããŠååŸãããããªããããã¬ãã¢ã¢ãããããã»ãã³ã«ãŠã³ã¿ããã埩掻æŒåºåºçŸçãã®åã«ã¹ã¿ãã€ãºæ©èœã®èšå®æ
å ±ã¯ãïŒïŒ¯ïŒŠïŒŠã®ïŒçš®é¡ïŒïŒ¯ïŒ®ïŒïŒãïŒïŒïŒã§æå®å¯èœã§ããã®ã§ããªãã»ããããŒãæå€§å€ããïŒïŒžïŒïŒïŒïŒããšãªã£ãŠããã
Therefore, here,
In the case of "TH_Premium Up" offset
ã»"0x0002, //TH_Premium Up"
The maximum value of the offset part is
In the case of "TH_Seven Counter" with offset
ã»"0x0002, //TH_SevenCounter"
The maximum value of the offset part is
In the case of offset
ã»"0x0002, //TH_Resurrection performance appearance rate UP"
The value specified in is acquired as the maximum value of the offset parts. Note that the setting information for each customization function of "Premium Up", "Seven Counter", and "Revival Performance Appearance Rate Up" can be specified in two types, ON/OFF (ON=1, OFF=0), so the maximum value of the offset parts is "0X0002".
次ãã§ãã¹ãããïŒïŒïœïŒ³ïŒ€ïŒïŒã®åŠçãå®è¡ããã¹ãããïŒïŒã®åŠçãçµãããšãã¹ãããïŒïŒã®å€å®åŠçã«æ»ããå€å®åæ°æ å ±ãïŒã«ãªããŸã§ïŒã¹ãããïŒïŒã§ïŒ®ïŒ¯ãšå€å®ããããŸã§ïŒãã¹ãããïŒïŒïœïŒ³ïŒ€ïŒïŒã®åŠçãç¹°ãè¿ãå®è¡ããã Then, the process of steps SD17 to SD20 is executed, and when the process of step SD20 is completed, the process returns to the judgment process of step SC12, and the process of steps SC17 to SD20 is repeatedly executed until the judgment count information becomes 0 (until the judgment of step SD12 is NO).
ã¹ãããïŒïŒïœïŒ³ïŒ€ïŒïŒã®åŠçã«ã€ããŠããåºæ¬çã«ã¯ãäžèšå³ïŒïŒïŒ¡ã®ã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçå 容ãšåãã§ããããã ããã¹ãããïŒïŒïœã¹ãããïŒïŒã®åŠçã§ã¯ãã«ã¹ã¿ãã€ãºæ©èœã®èšå®ç¶æ ïŒããã¬ãã¢ã¢ãããããã»ãã³ã«ãŠã³ã¿ããã埩掻æŒåºåºçŸçãã®ïŒ¯ïŒ®ïŒïŒ¯ïŒŠïŒŠã®èšå®ç¶æ ïŒã«å¿ããéžæçšãªãã»ããå€ãç®åºããããæçµçã«ã¹ãããïŒïŒã§éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ãã€ãŸããå€å®åæ°æ å ±ãïŒã®ãšãã«ãã¹ãããïŒïŒã§éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ã«ã€ããŠã¯ãäžèšã®ãïŒïŒèµ€ïŒïŒïŒåç®ïŒæçµåç®ïŒã®ã¹ãããïŒïŒãå®è¡ãããå ŽåïŒããŒãå€å®åæ°æ å ±ïŒïŒïŒãã«ãããç®åºå€ãšåºæ¬çã«åãã«ãªãïŒããŒãå€å®åæ°æ å ±ããæ¬åŠçã®ãå€å®åæ°æ å ±ãã«èªã¿æ¿ããŠæºçšïŒã The processing of steps SD17 to SD20 is basically the same as the processing of steps SC21 to SC24 in FIG. 71A above. However, in the processing of steps SD19 to SD20, a selection offset value is calculated according to the setting state of the customization function (ON/OFF setting state of "Premium Up", "Seven Counter", and "Revival Performance Appearance Rate Up"). The value finally set in the selection offset value storage area in step SD20, that is, the value set in the selection offset value storage area in step SD20 when the judgment count information is 0, is basically the same as the calculated value in "<(Red 3) When step SC24 is executed the third (final) time (part judgment count information 0)>" above (part judgment count information is read as "judgment count information" in this processing and applied mutatis mutandis).
ã€ãŸããæçµçã«ã¹ãããïŒïŒã§éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ã¯ã
äžèšã®ãÎÃÎÃγïŒÎÃβïŒÎ±ãïŒç¬¬ïŒç®åºå€ïŒ
ã§ç®åºãããããªãã
ãÎãã¯ã(TH_ãã¬ãã¢ã¢ãã)ãã®ãªãã»ããããŒãã®æå€§å€ïŒïŒ
ãÎãã¯ãã(TH_ã»ãã³ã«ãŠã³ã¿)ãã®ãªãã»ããããŒãã®æå€§å€ïŒïŒ
ãαãã¯ããã¬ãã¢ã¢ããã®èšå®æ
å ±ïŒïŒ¯ïŒ®ïŒïŒãïŒïŒïŒ
ãβãã¯ãã»ãã³ã«ãŠã³ã¿ã®èšå®æ
å ±ïŒïŒ¯ïŒ®ïŒïŒãïŒïŒïŒ
ãγãã¯ãã»ãã³ã«ãŠã³ã¿ã®èšå®æ
å ±ïŒïŒ¯ïŒ®ïŒïŒãïŒïŒïŒ
ã§ãããäžèšïŒçŸœïŒïŒïœïŒçŸœïŒïŒã®å€ãç®åºããããããã§ã¯ãã(TH_ãã¬ãã¢ã¢ãã)ããã(TH_ã»ãã³ã«ãŠã³ã¿)ãããã³ã(TH_埩掻æŒåºåºçŸçUP)ãã«èšå®æ
å ±ããã®é ã«ãïŒïŒ¯ïŒŠïŒŠãã§ç€ºãã
In other words, the value finally set in the selection offset value storage area in step SD20 is
The above "ÎÃÎÃγïŒÎÃβïŒÎ±" (third calculated value)
It is calculated as follows:
"A" is the maximum value of the offset parts of "(TH_Premium Up)" = 2
"B" is the maximum value of the offset part of "(TH_Seven Counter)" = 2
"α" is the premium up setting information (ON=1, OFF=0)
"β" is the setting information of the seven counter (ON=1, OFF=0)
"γ" is the setting information of the seven counter (ON=1, OFF=0)
The following values (wing 0) to (wing 7) are calculated. Here, the setting information for "(TH_Premium Up)", "(TH_Seven Counter)" and "(TH_Revival Performance Appearance Rate Up)" is shown in this order as "ON/OFF".
ïŒçŸœïŒïŒããããïŒããŒãã«ã¢ãŒãïŒïŒïŒ
ïŒçŸœïŒïŒããããïŒãã¬ãã¢ïŒµïŒ°ïŒïŒïŒ
ïŒçŸœïŒïŒããããïŒã»ãã³ã²ãŒã ïŒïŒïŒ
ïŒçŸœïŒïŒããããïŒãã¬ãã¢ïŒµïŒ°ïŒã»ãã³ã²ãŒã ïŒïŒïŒ
ïŒçŸœïŒïŒããããïŒåŸ©æŽ»åºçŸçïŒïŒïŒ
ïŒçŸœïŒïŒããããïŒã»ãã¬ãã¢ïŒµïŒ°ïŒåŸ©æŽ»åºçŸçïŒïŒïŒ
ïŒçŸœïŒïŒããããïŒã»ãã³ã²ãŒã ïŒåŸ©æŽ»åºçŸçïŒïŒïŒ
ïŒçŸœïŒïŒããããã®ïŒå
šã¢ãŒãïŒïŒïŒ
(Feather 0) "OFF, OFF, OFF" (Normal mode) = 0
(Feather 1) "ON, OFF, OFF" (Premium UP) = 1
(Feather 2) "OFF, ON, OFF" (Seven Game) = 2
(Wing 3) "ON, ON, OFF" (Premium Up + Seven Games) = 3
(Feather 4) "OFF, OFF, ON" (revival appearance rate UP) = 4
(Feather 5) "ON, OFF, ON" (Sep Premiere UP + Revival Appearance Rate UP) = 5
(Feather 6) "OFF, ON, ON" (Seven games + revival appearance rate UP) = 6
(Feather 7) "ON, ON, ON" (all modes ON) = 7
ãããŠãæçµçã«ã¹ãããïŒïŒã§éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ãä¿æãããŸãŸãã¹ãããïŒïŒã®åŠçã«é²ãã Then, the process proceeds to step SD21 while retaining the value finally set in the selection offset value storage area in step SD20.
ã¹ãããïŒïŒã®åŠçã«é²ããšãäžèšã®æçµçã«ã¹ãããïŒïŒã§éžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ã«åºã¥ããæœéžããŒãã«éžæçšããŒãã«ïŒæ¬äŸã§ã¯ãå³ïŒïŒã«ç€ºããæœéžããŒãã«éžæçšããŒãã«(TH_004ïŒœå³ææœéž)ãïŒïŒããããŒãã«çªå·ãååŸããŠãããŒãã«çªå·èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã When the process proceeds to step SD21, a table number is obtained from the lottery table selection table (in this example, the "lottery table selection table ([TH_004] pattern selection)" shown in Figure 96) based on the value finally set in the selection offset value memory area in step SD20, and set in the table number memory area (step SD21).
äžèšæœéžããŒãã«éžæçšããŒãã«ã«ã¯ãå³ç€ºã®éããéžæçšãªãã»ããå€èšæ¶é åã®å€ïŒå³ç€ºã®éžæçšãªãã»ããçªå·ã«çžåœïŒãšãéžæãã¹ãããŒãã«çªå·ãšãé¢é£ä»ããŠå®ããããŠãããããã§ã¯ãæçµçã«ã¹ãããïŒïŒã§åŸãããéžæçšãªãã»ããå€èšæ¶é åã®å€ã«åºã¥ããŠãããŒãã«çªå·ïŒïœïŒã®ãããããååŸãããååŸããå€ãããŒãã«çªå·èšæ¶é åã«èšå®ããããããšãã°ãäžèšïŒçŸœïŒïŒïœïŒçŸœïŒïŒã®ã±ãŒã¹ã§ããã°ãå³ïŒïŒãŸãã¯å³ïŒïŒïŒã«ç€ºãéãããããããããŒãã«çªå·ïŒãïŒãïŒãïŒãïŒãïŒãïŒãïŒãååŸãããããªããå³ïŒïŒïŒã«ã¯ãåã«ã¹ã¿ãã€ãºæ©èœã®èšå®ç¶æ
ãšãããŒãã«çªå·ãšã®å¯Ÿå¿é¢ä¿ã瀺ããŠããã
As shown in the figure, the lottery table selection table associates the value of the selection offset value storage area (corresponding to the selection offset number shown in the figure) with the table number to be selected. Here, based on the value of the selection offset value storage area finally obtained in step SD20, one of
äžèšã¹ãããïŒïŒã®åŠçãçµãããšãæœéžããŒãã«éžæåŠçãæããŠãå³ïŒïŒã®æœéžéå§åŠçã®ã¹ãããïŒïŒã«é²ãã When the processing of step SD21 above is completed, the lottery table selection process is exited and the process proceeds to step SB39 of the lottery start process in FIG. 70.
å³ïŒïŒã®æœéžéå§åŠçã«æ»ããã¹ãããïŒïŒã®åŠçã§ã¯ãããŒãã«çªå·èšæ¶é åã®å€ã«åºã¥ããŠãã·ãŒãçªå·æ ŒçŽããŒãã«ïŒå³ïŒïŒïŒãããä»åæœéžãè¡ãæœéžã·ãŒãçªå·ãååŸããã Returning to the lottery start process in FIG. 70, in step SB39, the lottery sheet number for the current lottery is obtained from the sheet number storage table (FIG. 80) based on the value in the table number storage area.
ããã§ã¯ãäžèšæœéžããŒãã«éžæåŠçã®ã¹ãããïŒïŒã§èšå®ãããããŒãã«çªå·èšæ¶é åã®å€ïŒããã§ã¯ãããŒãã«çªå·èšæ¶é åã®å€ïŒïŒïœïŒããããã®å€ïŒãšããªãšãŒã·ã§ã³çªå·ãšã«åºã¥ããã·ãŒãçªå·æ ŒçŽããŒãã«ïŒå³ïŒïŒïŒãããä»åæœéžãè¡ãæœéžã·ãŒãçªå·ãååŸããïŒæœéžã·ãŒãçªå·ãæå®ããã¢ãã¬ã¹æ
å ±ã®ã0x0001ãïœã0x0005ãïŒæœéžã·ãŒãçªå·ïŒïœïŒã®ãããããååŸããïŒå³ïŒïŒã®ããªãšãŒã·ã§ã³çªå·ïŒã®æ¬åç
§ïŒã
Here, based on the value of the table number storage area set in step SD21 of the lottery table selection process (here, the value of the table number storage area = any value between 1 and 5) and the variation number, the lottery sheet number for this lottery is obtained from the sheet number storage table (Figure 80) (address information specifying the lottery sheet number is "0x0001" to "0x0005" = any one of
ãããŠãã¹ãããïŒïŒã®åŠçãçµãããšãåŠçç¶æ ãæœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒã«ç§»è¡ãããã Then, when the processing of step SB39 is completed, the processing state is shifted to the lottery execution processing (step SB40).
ïŒä»åã®æœéžåŠçïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒã®ã±ãŒã¹ïŒã«ä¿ãæœéžå®è¡åŠçã«ã€ããŠïŒå³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ïŒ
äžèšæœéžå®è¡åŠçïŒå³ïŒïŒïŒ¡ããã³å³ïŒïŒïŒ¢ïŒã«å
¥ããšãæ¢ã«èª¬æããããã«ãã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçã«ãããä¹±æ°å€ãååŸããã
(Regarding the lottery execution process related to this lottery process (case where the lottery execution count number is 1): Fig. 71A and Fig. 71B)
When the lottery execution process (FIGS. 71A and 71B) is started, a random number value is obtained by the processes of steps SC11 to SC13 as already explained.
次ãã§ãä»åæœéžã«çšããæœéžã·ãŒãçªå·ã«åºã¥ããã·ãŒãçªå·çšããŒãã«ïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ïŒããæœéžã·ãŒãæ
å ±ãååŸããïŒã¹ãããïŒïŒïŒãããšãã°ãä»åæœéžã«çšããæœéžã·ãŒãçªå·ãïŒã§ããã°ã
ã»ã{En_lot_dt_off001, En_lot_dt_sht001}, //TH_004ïŒœå³ææœéž T1ã
ãååŸãããïŒå³ïŒïŒïŒ¡åç
§ïŒãä»ã®æœéžã·ãŒãçªå·ïŒïœïŒã§ããå Žåãåæ§ã«ã察å¿ããæœéžã·ãŒãæ
å ±ïŒå³ç€ºã®ãTH_004ïŒœå³ææœéž T2ïœT5ãåç
§ïŒãååŸãããã
Next, based on the lottery sheet number used in the current lottery, lottery sheet information is obtained from the sheet number table (FIGS. 81A-81B) (step SC14). For example, if the lottery sheet number used in the current lottery is 1,
ã» "{En_lot_dt_off001, En_lot_dt_sht001}, // [TH_004] Pattern lottery T1"
is acquired (see FIG. 81A). Similarly, in the case of other
次ãã§ãååŸããæœéžã·ãŒãæ å ±ïŒãªãã»ããããŒã¿ããŒãã«æå®æ å ±ïŒã«ããæå®ããããªãã»ããããŒã¿ããŒãã«ããããŒãå€å®åæ°æ å ±ãååŸããïŒã¹ãããïŒïŒïŒã Next, part determination count information is obtained from the offset data table specified by the obtained lottery sheet information (offset data table designation information) (step SC15).
ããã§ã¯ãä»åæœéžã«çšããã·ãŒãçªå·ïŒïœïŒã«å¿ããŠãå³ïŒïŒïŒ¢ã«ç€ºãã
ã»ããªãã»ããããŒã¿001(TH_004ïŒœå³ææœéž T1)ãïŒEn_lot_dt_off001ïŒ
ã»ããªãã»ããããŒã¿002(TH_004ïŒœå³ææœéž T2)ãïŒEn_lot_dt_off002ïŒ
ã»ããªãã»ããããŒã¿003(TH_004ïŒœå³ææœéž T3)ãïŒEn_lot_dt_off003ïŒ
ã»ããªãã»ããããŒã¿004(TH_004ïŒœå³ææœéž T4)ãïŒEn_lot_dt_off004ïŒ
ã»ããªãã»ããããŒã¿005(TH_004ïŒœå³ææœéž T5)ãïŒEn_lot_dt_off005ïŒ
ã®ããããã®ãªãã»ããããŒã¿ããŒãã«ãåç
§ãããããŒãå€å®åæ°æ
å ±ïŒå³ç€ºã®ããŒãæ°ïŒïŒïŒãååŸãããã
Here, according to the
ã»"Offset data 001 (TH_004Pattern lottery T1)" (En_lot_dt_off001)
ã» "Offset data 002 ([TH_004] Design lottery T2)" (En_lot_dt_off002)
ã» "Offset data 003 ([TH_004] Design lottery T3)" (En_lot_dt_off003)
ã» "Offset data 004 ([TH_004] Design lottery T4)" (En_lot_dt_off004)
ã» "Offset data 005 ([TH_004] Design lottery T5)" (En_lot_dt_off005)
Any one of the offset data tables is referenced, and part determination count information (the number of parts shown in the figure is 2) is obtained.
次ãã§ãããŒãå€å®åæ°æ å ±ãïŒã§ãããåŠããå€å®ãïŒã¹ãããïŒïŒïŒãã¹ãããïŒïŒã®å€å®åŠçã«ãŠãããŒãå€å®åæ°æ å ±ïŒã§ãããšå€å®ããããŸã§ãã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçãå®è¡ããã Next, it is determined whether the part determination count information is 0 (step SC16), and steps SC16 to SC24 are executed until it is determined in the determination process of step SC16 that the part determination count information is 0.
ããã§ã¯ãããŒãå€å®åæ°æ
å ±ãïŒãïŒïŒã¹ãããïŒïŒã«ãããã¯ãªã¡ã³ãåŸã®ããŒãå€å®åæ°æ
å ±ïŒã«å¿ããŠããªãã»ããããŒãçªå·ïŒã®ãTH_ã¡ã€ã³å³æããšããªãã»ããããŒãçªå·ïŒïŒïŒã®ãåŸ©æŽ»ç®æãã®å€ãããããååŸãããããŒãå€å®åæ°æ
å ±ïŒãšãªãã¹ãããïŒïŒã«ãŠãæçµçãªéžæçšãªãã»ããå€ãç®åºããããã®å€ãéžæçšãªãã»ããå€èšæ¶é åã«èšå®ãããå€ãç®åºãããã
Here, depending on whether the part determination count information is 1 or 0 (the part determination count information after decrement in step SC17), the values of "TH_main design" of offset
ãªããäžèšãTH_ã¡ã€ã³å³æãã«ã¯ãåœéžçš®å¥æ
å ±ïŒã¡ã€ã³å³ææ
å ±ïŒã«åºã¥ãå€ïŒä»¥äžãã¡ã€ã³å³æçªå·ããšç§°ããïŒãèšå®ãããŠãããããšãã°ãã¡ã€ã³å³æçªå·ïŒïœïŒã¯ãããªãïŒæªäœ¿çšãŸãã¯ãšã©ãŒçšïŒãããããºã¬ããã確å€å€§åœããããé垞倧åœããã«ããããå²ãåœãŠãããŠããã
The above "TH_Main Symbol" is set to a value (hereafter referred to as "Main Symbol Number") based on the winning type information (Main Symbol Information). For example,
ãŸãããåŸ©æŽ»ç®æãã«ã€ããŠã¯ãååã®æœéžåŠçïŒååã®æœéžãã©ã°ããŒãèšå®åŠçïŒå³ïŒïŒïŒïŒã«ãããŠãæœéžãã©ã°ã®å€ïŒåŸ©æŽ»ãªãïŒïŒãå¥åºç³»åŸ©æŽ»ïŒïŒãã€ãã³ã系埩掻ïŒïŒãç¹æ®ç³»åŸ©æŽ»ïŒïŒã埩掻ããïŒïŒã®ããããïŒãèšå®ãããŠããããããã®å€ã«åºã¥ããŠãæçµçãªéžæçšãªãã»ããå€ïŒéžæçšãªãã»ããå€èšæ¶é åã«èšæ¶ããå€ïŒãå®ãŸããä»åã®æœéžåŠçïŒåŸè¿°ã®å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ç€ºãæ¯åããŒã¿ããŒãã«ã«åºã¥ãæœéžïŒã«å©çšãããããªããæçµçãªéžæçšãªãã»ããå€ã¯ããªãã»ããããŒãã®æå€§å€ãã¡ã€ã³å³æçªå·ããã³ãåŸ©æŽ»ç®æãã®æœéžãã©ã°å€ã«åºã¥ããïŒïœïŒïŒãååŸããããããã§ã¯ãâããŒãå€å®åæ°æ å ±ïŒïŒâã®ã±ãŒã¹ã§ããã®ã§ãäžèšãÎÃβïŒÎ±ãïŒç¬¬ïŒç®åºå€ïŒã§ãæçµçãªéžæçšãªãã»ããå€ãç®åºãããã For the "revival location", the value of the lottery flag (no revival = 0, underworld revival = 1, event revival = 2, special revival = 3, or revival = 4) was set in the previous lottery process (previous lottery flag part setting process (Fig. 73)). Based on these values, the final selection offset value (the value to be stored in the selection offset value storage area) is determined and used in the current lottery process (lottery based on the allocation data table shown in Figs. 85A to 89B described below). The final selection offset value is obtained as 0 to 19 based on the maximum value of the offset parts, the main pattern number, and the lottery flag value of the "revival location". In this case, since "part determination count information = 2", the final selection offset value is calculated by the above "A x β + α" (second calculation value).
ã¹ãããïŒïŒã®åŠçãçµããŠãã¹ãããïŒïŒã«é²ã¿ãããŒãå€å®åæ°æ å ±ïŒã§ãããšå€å®ãããå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãä»åæœéžã«çšããæœéžã·ãŒãçªå·ã«åºã¥ãæœéžã·ãŒãæ å ±ïŒæ¯åããŒãã«ããŒã¿æå®æ å ±ïŒãååŸãããã®æœéžã·ãŒãæ å ±ã«ããæå®ãããæ¯åããŒã¿ããŒãã«ãããããªãšãŒã·ã§ã³æ°æ å ±ãååŸããããªãšãŒã·ã§ã³æ°èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã After completing the processing of step SC24, proceed to step SC16. If it is determined that the part judgment count information is 0 (step SC16: NO), obtain lottery sheet information (allocation table data designation information) based on the lottery sheet number used in this lottery, obtain the number of variations information from the allocation data table designated by the lottery sheet information, and set it in the number of variations storage area (step SC25).
ããã§ã¯ãä»åæœéžã«çšããã·ãŒãçªå·ïŒïœïŒã«å¿ããŠãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ç€ºãã
ã»ãæ¯åã001(TH_004ïŒœå³ææœéž T1)ãïŒEn_lot_dt_sht001ïŒ
ã»ãæ¯åã002(TH_004ïŒœå³ææœéž T2)ãïŒEn_lot_dt_sht002ïŒ
ã»ãæ¯åã003(TH_004ïŒœå³ææœéž T3)ãïŒEn_lot_dt_sht003ïŒ
ã»ãæ¯åã004(TH_004ïŒœå³ææœéž T4)ãïŒEn_lot_dt_sht004ïŒ
ã»ãæ¯åã005(TH_004ïŒœå³ææœéž T5)ãïŒEn_lot_dt_sht005ïŒ
ã®ããããã®æ¯åããŒã¿ããŒãã«ãåç
§ãããããªãšãŒã·ã§ã³æ°æ
å ±ïŒå³ç€ºã®ããªãšãŒã·ã§ã³æ°æ
å ±ïŒïŒïŒïŒãååŸãããããªãã以äžã§ã¯ã説æã®äŸ¿å®ã®ããã«ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã®ãæ¯åã001(TH_004ïŒœå³ææœéžTïŒïœæ¯åã005(TH_004ïŒœå³ææœéž T5)ãã®åããŒãã«ãã峿æœéžïŒŽïŒïœå³ææœéžïŒŽïŒããšç§°ããå Žåãããã
Here, according to the
ã»"Allocation 001 (TH_004Pattern Lottery T1)"(En_lot_dt_sht001)
ã»"Allocation 002 (TH_004Pattern Lottery T2)"(En_lot_dt_sht002)
ã»"Allocation 003 (TH_004Pattern Lottery T3)"(En_lot_dt_sht003)
ã»"Allocation 004 (TH_004Pattern Lottery T4)"(En_lot_dt_sht004)
ã»"Allocation 005 (TH_004Pattern Lottery T5)" (En_lot_dt_sht005)
Any one of the allocation data tables is referenced, and the variation number information (variation number information shown in the figure = 20) is acquired. Note that, for ease of explanation, hereinafter, each table of "Allocation 001 ([TH_004] Symbol Lottery T1 to Allocation 005 ([TH_004] Symbol Lottery T5)" in Figures 85A to 89B may be referred to as "Pattern Lottery T1 to Pattern Lottery T5".
ãªããã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®æœéžåŠçã®ä»æ¹ïŒæœéžçšä¹±æ°ã«åºã¥ãæœéžã®ä»æ¹ïŒã«ã€ããŠã¯ãæ¢ã«è¿°ã¹ãéãã§ãããä»åã®æœéžåŠçã§ã¯ãå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ã«ç€ºãæ¯åããŒã¿ããŒãã«ïŒå³ææœéžïŒŽïŒïœïŒŽïŒïŒãçšããæœéžã«ãããå³ç€ºã®ïŒŽïŒ¹ïŒ°ïŒ¥ïŒïœïŒïŒïŒãæ¬å³æãã仮峿ãã埩掻ãã®çµåãïŒã®ãããããæ±ºå®ããããå
·äœçã«ã¯ãäž»å¶åŸ¡éšïŒïŒããåŸããããïŒTH_ã¡ã€ã³å³æïŒãïŒãªãã»ããçªå·ïŒïŒã®æ
å ±ãšãååã®æœéžåŠççµæã§åŸããããåŸ©æŽ»ç®æãïŒãªãã»ããçªå·ïŒïŒïŒïŒã®æœéžãã©ã°æ
å ±ãšã«åºã¥ããŠïŒå³äžã®è¡æ¹ååç
§ïŒãæœéžçµæãšããŠãå³ç€ºã®äºåããªãšãŒã·ã§ã³ïŒïŒŽïŒ¹ïŒ°ïŒ¥ïŒïœïŒïŒïŒã®ãããããæ±ºå®ãããããã«ãªã£ãŠããïŒå³äžã®åæ¹ååç
§ïŒããªããå€å®ã«ãŠã³ãæ°ïŒã«å¯Ÿå¿ãããããã©ã«ããã¯ãäžèšãšã©ãŒçšäºåããªãšãŒã·ã§ã³ã§ããã
The method of the lottery process in steps SC27 to SC31 (the method of lottery based on the random number for lottery) has already been described. In this lottery process, one of the illustrated
ä»åã®æœéžåŠçã§ã¯ãæ¢ã«èª¬æããéããã«ã¹ã¿ãã€ãºæ©èœã«å¿ããæ¯åããŒã¿ããŒãã«ãéžæããé¢ä¿äžã峿æœéžïŒŽïŒïœïŒŽïŒã®ãããã®æ¯åããŒã¿ããŒãã«ãçšãããããã«ãããæœéžå¯Ÿè±¡å€ãšãªã皮å¥ãããïŒå³äžã®ç°è²æ ãæœéžå¯Ÿè±¡å€ã®ïŒŽïŒ¹ïŒ°ïŒ¥çš®å¥ã瀺ãïŒããŸã峿æœéžïŒŽïŒïœïŒŽïŒã«å¿ããŠãïŒãŸãã¯è€æ°ã®ç¹å®ã®ïŒŽïŒ¹ïŒ°ïŒ¥çš®å¥ã®åœéžç¢ºçãç°ãªã£ãŠããã峿æœéžïŒŽïŒïœïŒŽïŒã®ããããã«ã€ããŠãæœéžã«ããæ±ºå®ãããå 容ãšãæœéžå¯Ÿè±¡ïŒæœéžå¯Ÿè±¡å€ã®ïŒŽïŒ¹ïŒ°ïŒ¥çš®å¥ã«ã¯ãå³ïŒïŒïŒã«ç€ºããããªé¢ä¿æ§ãããããªããä»åã®æœéžåŠççµæãšããŠå°åºããããæ¬å³æãã仮峿ãã埩掻ããæ¬ãããã¯ããããä»®ãããã¯ããããªã©ã®äºåããªãšãŒã·ã§ã³ã¯ãããããæœéžããŒããšããŠæ©èœããããã®ã§ããããäºåæŒåºã®ããã«å®éã«å€åäžæŒåºã®äžç°ãšããŠå®è¡ããããã®ã§ã¯ãªããããšãã°ãç¹å®ã®äºåæŒåºã®åºçŸçã«é¢ä¿ããæœéžããŒããšããŠæ©èœããããã®ãšãªã£ãŠããã As already explained, in this lottery process, since the allocation data table is selected according to the customization function, there are TYPE types that are not included in the lottery depending on which of the allocation data tables of the pattern lottery T1 to T5 is used (the gray frame in the figure indicates the TYPE types that are not included in the lottery), and the winning probability of one or more specific TYPE types differs depending on the pattern lottery T1 to T5. For each of the pattern lottery T1 to T5, there is a relationship as shown in Figure 102 between the content determined by the lottery and the TYPE types that are included/not included in the lottery. Note that the preview variations such as "main pattern", "temporary pattern", "revival", "main win/miss", and "temporary win/miss" derived as the result of this lottery process can each function as a lottery part, but are not actually executed as part of the variable performance like the preview performance, and can function as a lottery part related to the appearance rate of a specific preview performance, for example.
以äžã«ãä»åã®æœéžåŠçã§æ±ºå®ããããæ¬å³æãã仮峿ãã埩掻ããæ¬ãããã¯ããããä»®ãããã¯ãããã®å 容ã«ã€ããŠããããã®æœéžããŒããæããæŒåºæœéžçæ©èœïŒæŒåºå å®¹ã®æ±ºå®ã«ä¿ã圹å²ïŒã«è§Šããªãã説æããã The following will explain the contents of the "main pattern", "temporary pattern", "revival", "main win/lose", and "temporary win/lose" that are determined in this lottery process, while touching on the performance lottery functions (role in determining the performance contents) that these lottery parts have.
ïŒãæ¬å³æãã«ã€ããŠïŒ
ãæ¬å³æããšã¯ãå³ïŒïŒïŒã«ç€ºãããã«ã峿æœéžçµæçš®å¥ãšåŸ©æŽ»æŒåºã®æç¡ãæå®ã«ä¿ãæœéžããŒããšããŠæ©èœãããæ¬å®æœåœ¢æ
ã§ã¯ããæ¬å³æããæããæœéžãã©ã°æ
å ±ãšããŠããã¯ããããã確å€åœãïŒç¢ºå€å€§åœãïŒåŸ©æŽ»æŒåºç¡ãïŒãããéåžžåœãïŒæç倧åœãïŒåŸ©æŽ»æŒåºç¡ãïŒããã確å€åœãïŒåŸ©æŽ»ïŒç¢ºå€å€§åœãïŒåŸ©æŽ»æŒåºæãïŒãããéåžžåœãïŒåŸ©æŽ»ïŒé垞倧åœãïŒåŸ©æŽ»æŒåºæãïŒããèšããããŠãããåŸç¶åŠçã®æœéžãã©ã°ããŒãèšå®åŠçã§ã¯ããããã«å¯Ÿå¿ããæœéžãã©ã°å€ãèšå®ãããïŒå³ïŒïŒïŒã®ãæ¬å³æãã«å¯Ÿå¿ããããã®æ¬åç
§ïŒã
(About the "main design")
As shown in FIG. 102, the "main symbol" functions as a selection part for designating the type of symbol selection result and the presence or absence of a revival effect. In this embodiment, the selection flag information of the "main symbol" includes "miss", "probable win (probable big win + no revival effect)", "normal win (time-saving big win + no revival effect)", "probable win + revival (probable big win + revival effect)", and "normal win + revival (normal big win + revival effect)". In the selection flag part setting process of the subsequent process, the selection flag value corresponding to these is set (see the "LF" column corresponding to the "main symbol" in FIG. 103).
ãªããã確å€åœãïŒåŸ©æŽ»ããšãéåžžåœãïŒåŸ©æŽ»ãã¯ãåŸè¿°ã®å¥ã®ããŒãã®ã埩掻ãïŒåŸ©æŽ»æŒåºã®æç¡ãæå®ããæœéžããŒãïŒãããããã®å Žåã«æå®ãããæœéžãã©ã°æ å ±ãšãªã£ãŠããããæ¬å³æãã«ã埩掻ãã®æ å ±ãå«ãŸããã®ã¯ãè€æ°ã®æœéžããŒãã®æœéžãã©ã°æ å ±ãçºãããã®ã䜿çšããæ¹ããæŒåºã決å®ããäžã§å©äŸ¿æ§ãé«ãã±ãŒã¹ïŒè€æ°ã®æœéžãã©ã°æ å ±ãå¥ã å€å®ããå¿ èŠãç¡ãã±ãŒã¹ïŒãšãã埩掻ãã®æœéžãã©ã°æ å ±ãåç¬ã§äœ¿çšããæ¹ãæŒåºã決å®ããäžã§å©äŸ¿æ§ãé«ãã±ãŒã¹ã®ïŒãã¿ãŒã³ååšããããã§ããã The "Chance hit + Revival" and "Normal hit + Revival" are selection flag information that is specified when the "Revival" part (a selection part that specifies whether or not a revival effect occurs), which is described below, is set to "Yes". The reason "Revival" information is included in the "main pattern" is that there are two cases: when it is more convenient to use the selection flag information of multiple selection parts combined (when there is no need to judge multiple selection flag information separately) and when it is more convenient to use the selection flag information of "Revival" alone to determine the effect.
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The "main pattern" is also used to determine the preview performance, but is mainly used to determine the "pseudo consecutive temporary stop pattern" in pseudo consecutive performances (the combination of decorative patterns at the time of the temporary stop in the pseudo fluctuation), the "promotion temporary stop pattern" in promotion performances (the normal jackpot pattern that temporarily stops before being promoted to the special jackpot pattern), and the main pattern (decorative stop pattern) that will ultimately stop. Such temporary stop patterns and favorite patterns are determined by a lottery process for decorative patterns (decorative pattern lottery process: for example, variation number 171 ([TH_122] decorative pattern lottery_favorite to variation number 182 ([TH_253] lottery for temporary stop), etc.: see Figures 77B to 77C). Note that, for the "main pattern", if the main pattern (the pattern lottery result on the
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In addition, even if the main symbol is a "probable jackpot," the "main symbol" such as a "normal hit" or a "normal hit + revival" may be determined in the symbol selections T1 to T5 on the
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(Regarding "temporary designs")
A "temporary symbol" is a lottery part that is mainly related to (affects) the appearance rate of one or more specific preview effects. For example, it is used as one of the lottery elements when specifying the likelihood or difficulty of appearance of a high expectation preview effect (for example, an expectation rate of 50% or more (winning effects may be excluded)). A lottery part that can affect the appearance rate of a preview effect, such as this "temporary symbol," is also called a "prediction-influencing variation." Details will be described later, but this "temporary symbol" is an important lottery part in increasing the freedom of the performance during fluctuations (diversifying the performance, enriching the performance) in that it plays a role in affecting the appearance rate of the preview effect.
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(Regarding "Resurrection")
"Resurrection" is a lottery part that specifies whether or not a revival effect is to appear (can appear/cannot appear), and if "Resurrection" is selected, the appearance rate of the revival effect is higher than "no revival", or the occurrence will be 100%.
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(About "real hit/miss" and "temporary hit/miss")
In addition, the lottery parts which classify the "main patterns" as "win/lose" are called "main win/lose", and the lottery parts which classify the "temporary patterns" as "win/lose" are called "temporary win/lose". "Main win/lose" is used when information on the main patterns is needed to determine a certain performance, and only information on win/lose is needed (for example, specific information on wins such as a special jackpot or a regular jackpot is not needed). "Temporary win/lose" is also used when information on the temporary patterns is needed, and only information on win/lose is needed.
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(Regarding the lottery-like effect of the "temporary design")
Here, the performance lottery function of the "temporary symbol" will be explained with reference to Figs. 105 and 106. Fig. 105 shows a distribution data table for "[TH_016] Manga SP_Title Change Notice" (variation number 16) as an example of a notice performance, and Fig. 106 shows a distribution data table for "[TH_016] Final Win/Loss Button Lottery" (variation number 32) as another example of a notice performance. Note that Figs. 105 and 106 show the distribution data table in a simplified form to make the temporary symbol easy to understand. The notice performance in Figs. 105 and 106 is an example of a notice performance that uses a "temporary symbol" as a lottery part, and the "temporary symbol" can be used as one of the lottery elements in other lottery processes as well.
ãŸããå³ïŒïŒïŒã«ç€ºããTH_016挫ç»SP_ã¿ã€ãã«å€åäºåãïŒããªãšãŒã·ã§ã³çªå·ïŒïŒïŒã®ã±ãŒã¹ã«ã€ããŠèª¬æãããæ¬ã±ãŒã¹ã¯ãäºåæŒåºãæœéžããéã«ã仮峿ããåç¬ã§çšããã±ãŒã¹ãäŸç€ºãããã®ã§ããã First, we will explain the case of "[TH_016] Manga SP_Title Change Notice" (variation number 16) shown in Figure 105. This case is an example of a case where a "temporary design" is used alone when drawing the notice performance.
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Figure 105 shows an example of a distribution data table for the "title change notice" that appears during a manga reach (SP reach type). The likelihood of winning in this title change notice is indicated by the text color of the title display, with the likelihood of winning increasing in the order of "white text < red text < gold text < special pattern", and special patterns (for example, rainbow display) are text colors that are treated as premium (guaranteed win effect) (see
å³ããåããéããã仮峿ãããã¯ãããã®å Žåã¯ãåœéžæåŸ 床ãä»ã®ä»®å³æãããäœãæåè²ãé«ç¢ºçã§åœéžããããã ããã®äŸã®å Žåã仮峿ãã確å€åœãïŒåŸ©æŽ»ããšãéåžžåœãïŒåŸ©æŽ»ãã®å Žåããã¯ããããšåäžïŒç¥åäžïŒã®åœéžç¢ºçãšããŠãããããã®çç±ã¯ã仮峿ãã確å€åœãïŒåŸ©æŽ»ããŸãã¯ãéåžžåœãïŒåŸ©æŽ»ãã®å Žåãæçµçã«åŸ©æŽ»æŒåºã§å€§åœããå ±ç¥ããããšã«ãªãã®ã§ãããšããåœéžæåŸ 床ã®äœãæåè²ãéžã°ãããšããŠããéæè ã®åœéžæåŸ æãæåŸãŸã§ç¶æãããããã§ãããå¿è«ãã確å€åœãïŒåŸ©æŽ»ãããã³ïŒãŸãã¯ãéåžžåœãïŒåŸ©æŽ»ãã®å Žåã«ããã¯ããããããåœéžæåŸ 床ãé«ãæåè²ãé«ç¢ºçã§åœéžããããã«ããŠãããããŸããã仮峿ããããã¬ãã¢ã¢ããåœããã¯ãä»ã®ä»®å³æããããç¹æ®æãã®åºçŸçãé«ç¢ºçãšãªã£ãŠããã As can be seen from the figure, when the "temporary pattern" is a "miss", a text color with a lower winning expectation than the other temporary patterns has a higher winning probability. However, in this example, when the temporary pattern is a "high probability hit + revival" or a "normal hit + revival", the winning probability is the same (almost the same) as when it is a "miss". The reason for this is that when the temporary pattern is a "high probability hit + revival" or a "normal hit + revival", the jackpot is finally announced by the revival performance, so even if a text color with a lower winning expectation is selected, the player's expectation of winning is maintained until the end. Of course, when it is a "high probability hit + revival" and/or a "normal hit + revival", a text color with a higher winning expectation than a "miss" may be set to win with a higher probability. Also, when the "temporary pattern" is a "premium up hit", the appearance rate of the "special pattern" is higher than that of other temporary patterns.
æ¬äŸã®ã¿ã€ãã«å€åäºåã¯ããªãŒãçºå±åïŒïŒ³ïŒ°ãªãŒãæ¢ãŸãã®ãã®ãå«ãïŒã«åºçŸããããã仮峿ããçºå±ãŸã§èµ€ä»¥äžçŠæ¢ãã®å Žåã¯ãèµ€æåããåœéžæåŸ 床ã®é«ããéæåãããã³ãç¹æ®æãã¯éžæãããããã®çºçãçŠæ¢ãããããã«ãªã£ãŠããã In this example, the title change announcement appears before the SPSP reach develops (including those that only reach the SP reach), so if the provisional pattern is "prohibited from turning red or higher until development," "gold letters" and "special patterns," which have a higher chance of winning than red letters, are not selected and are prohibited from occurring.
次ã«ãå³ïŒïŒïŒã«ç€ºããTH_016æçµåœèœããã¿ã³æœéžãïŒããªãšãŒã·ã§ã³çªå·ïŒïŒïŒã®ã±ãŒã¹ã«ã€ããŠèª¬æãããæ¬ã±ãŒã¹ã¯ãäºåæŒåºãæœéžããéã«ã仮峿ããšä»ã®æœéžããŒããšãé£ä¿ããŠçšããã±ãŒã¹ãäŸç€ºãããã®ã§ãããããã§ã¯ããå¥åºç¹æ®ç³»ã®ãªãŒãïŒã¹ãããã¢ããç³»ã®ïŒ³ïŒ°ãªãŒãïŒãã«åºçŸãããæçµåœèœãã¿ã³äºåïŒåœèœå ±ç¥æŒåºïŒãã®æ¯åããŒã¿ããŒãã«ãäŸç€ºãããã®ã§ããã Next, we will explain the case of "[TH_016] Final Win/Loss Button Lottery" (variation number 32) shown in Figure 106. This case is an example of a case where a "temporary pattern" is used in conjunction with other lottery parts when drawing a preview effect. Here, an example is shown of the allocation data table for the "Final Win/Loss Button Notice (Win/Loss Notification Effect)" that appears in the "Hades Special Reach (Step-Up SP Reach)".
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The final winning/losing button announcement suggests the likelihood of winning based on the content of the button operation effect, with the likelihood of winning increasing in the order of "repeated presses (no button vibration) < one hit (no button vibration) < one hit (with button vibration)" (see
å³ããåããéããã仮峿ãããã¯ãããã®å Žåã¯ãåœéžæåŸ 床ãä»ã®ä»®å³æãããäœããé£æïŒæ¯åãªãïŒããé«ç¢ºçã§åœéžããããã«ãªã£ãŠããããŸããæ¬äŸã®æçµåœèœãã¿ã³äºåã¯ãã¹ãããã¢ããæçµæ®µéãŸã§çºå±ããåŸã®äºåæŒåºãšãªã£ãŠããããã仮峿ãããçºå±ãŸã§èµ€ä»¥äžçŠæ¢ãã§ãã£ãŠãããã®å¶éãåããããšãªãããäžæïŒãã¿ã³æ¯åããïŒãïŒãã¬ãã¢ã æŒåºïŒã®çºçã蚱容ãããããã«ãªã£ãŠããããã®ãããä»ã®ä»®å³æããããäžæïŒãã¿ã³æ¯åããïŒãã®åºçŸçãé«ç¢ºçãšãªã£ãŠããã As can be seen from the diagram, if the "temporary symbol" is a "miss," then "Continuous Hits (without vibration)," which has a lower chance of winning than other temporary symbols, has a higher chance of winning. Also, since the final winning/losing button announcement in this example is an announcement effect that occurs after the "temporary symbol" has progressed to the final step-up stage, even if the "temporary symbol" is "prohibited from turning red or higher until it progresses," the occurrence of "One Hit (with button vibration)" (premium effect) is permitted without being restricted. Therefore, "One Hit (with button vibration)" has a higher chance of appearing than other temporary symbols.
ãŸãã仮峿ãã確å€åœãïŒåŸ©æŽ»ããšãéåžžåœãïŒåŸ©æŽ»ãã®å Žåã¯ããäžæïŒãã¿ã³æ¯åããïŒãã®åºçŸçãæ¯èŒçäœç¢ºçã«å®ããŠããã®ã¯ã埩掻æŒåºã®çºçãèæ ®ãããã®ã§ããã In addition, when the provisional symbols are "Special Hit + Revival" and "Normal Hit + Revival", the appearance rate of "One Hit (with button vibration)" is set to a relatively low probability in consideration of the occurrence of the revival effect.
ãªããå³ïŒïŒïŒããã³å³ïŒïŒïŒã«ãããŠã仮峿ãã確å€åœãããã確å€åœãïŒåŸ©æŽ»ãããéåžžåœããããã³ãéåžžåœãïŒåŸ©æŽ»ãã®ãã¡ãå°ãªããšãïŒã€ãç°ãªãæ¯åå€ãå®ããŠãããããå°ãªããšãïŒã€ãåäžïŒç¥åäžïŒã®æ¯åå€ãå®ããŠãããããŸãã仮峿ãã確å€åœãããã確å€åœãïŒåŸ©æŽ»ãããéåžžåœããããã³ãéåžžåœãïŒåŸ©æŽ»ãã®ãã¡ãå°ãªããšãïŒã€ã仮峿ããã¯ãããã®æ¯åå€ãšåäžïŒç¥åäžïŒã«å®ããŠãããã In FIG. 105 and FIG. 106, at least one of the provisional symbols "probable hit", "probable hit + revival", "normal hit" and "normal hit + revival" may be assigned a different distribution value, or at least two of them may be assigned the same (almost the same) distribution value. Also, at least one of the provisional symbols "probable hit", "probable hit + revival", "normal hit" and "normal hit + revival" may be assigned the same (almost the same) distribution value as the provisional symbol "miss".
äžèšã®å³ïŒïŒïŒãå³ïŒïŒïŒã®æŒåºæœéžäŸããåããããã«ãä»åã®ã²ãŒã çµæã倧åœãïŒã¡ã€ã³å³æã倧åœãïŒã®å Žåã§ãã£ãŠããã仮峿ããšããŠãã¯ããããæ±ºå®ãããŠããå Žåã¯ãåœéžæåŸ 床ã®äœãäºåæŒåºãéžæããããããã仮峿ããšããŠåœãç³»ãéžæãããŠããå Žåã«ã¯ãåœéžæåŸ 床ã®é«ãäºåæŒåºãéžæããããããšãã£ãæŒåºå 容ãšããããšãã§ãããããšãã°ãæ¬å³æãšä»®å³æã®çµåãã«å¿ããŠãäžèšïŒåïŒïŒïœïŒåïŒïŒã®ãããªåŸåãæã€æŒåºãå±éãããããšãã§ããã As can be seen from the example of the performance selection in Figures 105 and 106 above, even if the result of the current game is a jackpot (the main symbol is a jackpot), if a "miss" has been determined as the "temporary symbol", a preview performance with a low probability of winning is likely to be selected, whereas if a winning symbol has been selected as the "temporary symbol", a preview performance with a high probability of winning is likely to be selected. For example, depending on the combination of the main symbol and the temporary symbol, it is possible to develop performances with the following tendencies of (1,000) to (1,000) 6.
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(1,000) When the combination of "(real symbol), (temporary symbol)" is "probable win, miss", "normal win, miss" (when "(real win, miss), (temporary win, miss)" is the "win, miss" type)
The result of this game is a "jackpot", but the performance during the fluctuation tends to be similar to a miss (a jackpot, but in terms of performance, a low expectation notice performance is likely to appear, as in a miss). For example, the substance of the performance during the fluctuation is a "SP reach performance related to a jackpot", but a performance similar to a "SP reach related to a miss" is developed, and finally, a performance during the fluctuation that notifies the jackpot by a decorative stop pattern may be developed. In short, if the expected winning probability suggested by one or more preview effects related to the during-variation effect is "special chance hit, miss," there is a strong tendency for a during-variation effect to be developed which suggests a winning probability at least equal to or less than the "special chance hit, special chance hit"("hit,hit" type) described below, and if it is "normal hit, miss," there is a strong tendency for a during-variation effect to be developed which suggests a winning probability at least equal to or less than the "normal hit, normal hit"("hit,hit" type) described below.
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(1,000 2) When the combination of "(real symbol), (temporary symbol)" is "probable win, probable win", "normal win, normal win" (when "(real win/miss), (temporary win/miss)" is a "win, win" type)
In this combination, contrary to the above (1,000, 1), the tendency is strong that the performance content during the fluctuation is unlikely to appear as if it is a miss (if it is a big hit, the performance content is likely to show a high expectation notice performance). In short, if the winning expectation suggested by one or more notice performances related to the fluctuation performance is "probable hit, probable hit", the tendency is strong that the fluctuation performance suggesting the winning expectation is at least equal to or greater than the above-mentioned "probable hit, miss"("hit,miss" type), and if it is "normal hit, normal hit", the tendency is strong that the fluctuation performance suggesting the winning expectation is at least equal to or greater than the later-described "normal hit, miss"("hit,miss" type).
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(Thousand 3) When the combination of "(real symbol) and (temporary symbol)" is "probable win + revival, miss", or "normal win + revival, miss" (when "(real win, miss)" and "(temporary win, miss)" are "win, miss" types)
This combination is basically the same as the above-mentioned (1,000,000). The difference is that the revival effect always occurs during the variation effect. The revival effect may always occur, or may occur with a predetermined probability by lottery.
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(Thousand 4) When the combination of "(real symbol), (temporary symbol)" is "probable win + revival, probable win + revival", "normal win _ revival, normal win _ revival" (when "(real win miss), (temporary win miss)" is a "win, win" type)
This combination is basically the same as the above-mentioned (1,000 2). The difference is that the revival effect can appear during the variation effect. The revival effect may be always appeared, or may be appeared with a predetermined probability by lottery.
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(Thousand 5) When the combination of "(Main pattern) and (Temporary pattern)" is "Probable hit, Premium Up hit", "Normal hit, Premium Up hit" (when "(Main hit miss), (Temporary hit miss)" is a "Hit, Hit" type)
When the "temporary symbol" includes a "premium up win", the occurrence rate of a predetermined winning effect during the varying effect is set to be at least higher than that in the normal mode (default).
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(Sen 6)) When the combination of "(Main pattern), (Temporary pattern)" is "Probable win, no red or more until development", "Normal win, no red or more until development" (when "(Main win, no miss), (Temporary win, no miss)" is a "win, win" type)
If the "temporary pattern" includes "no red or higher until development", a high expectation prediction (for example, winning expectation of 40% or more) will not appear at a specified timing during the variable performance. Therefore, for example, when an SPSP reach develops, the reserved K during game execution (see Figure 5A) can suddenly change to a display mode with a high winning expectation, or a hot prediction performance can occur after the development. Even if low expectation predictions occur frequently before the development, the player can enjoy the game by expecting a win in the subsequent developments (after the development).
ãªããå³ïŒïŒïŒã«ã¯ç€ºããŠããªããããšã©ãŒçšäºåããªãšãŒã·ã§ã³ïŒããã©ã«ãïŒïŒïŒŽïŒ¹ïŒ°ïŒ¥ïŒïŒïŒã決å®ãããå Žåã¯ãäºåããªãšãŒã·ã§ã³ãæ¬å³æãã仮峿ãã埩掻ããæ¬ãããã¯ããããä»®ãããã¯ãããã«ã¯ãããããããªãïŒæœéžç¡ãïŒãçã®æ å ±ãèšå®ãããããã«ãªã£ãŠããïŒåŸè¿°ã®å³ïŒïŒïŒã®ïŒŽïŒ¹ïŒ°ïŒ¥ãïŒãã®æ¬åç §ïŒã Although not shown in FIG. 102, when an error preview variation (default (=TYPE0)) is selected, the preview variations "Main design", "Temporary design", "Revival", "Main win/miss", and "Temporary win/miss" are each set to information such as "None (no lottery)" (see the TYPE "0" column in FIG. 103 described below).
æ¬å®æœåœ¢æ ã§ã¯ãã仮峿ããšããæœéžããŒããæããããšã«ãããæŒåºã®èªç±åºŠãé«ããããšãã§ããããã«ãªããåŸæ¥ã®ããã«ãã仮峿ããšããæœéžããŒããç¡ãå ŽåãæŒåºå 容ãã¡ã€ã³å³ææ å ±ïŒå€§åœãæœéžçµææ å ±ïŒã«äŸåãæããã¡ã€ã³å³æããããºã¬ãã®å Žåã¯åœéžæåŸ 床ãäœãäºåæŒåºã°ãããåºçŸãæããªããããšãã°é«æåŸ 床ã®ïŒ³ïŒ°ãªãŒãç³»ïŒç¹ã«ïŒ³ïŒ°ïŒ³ïŒ°ãªãŒãïŒãåºçŸããŠããä»éããäºåæŒåºãåœéžæåŸ 床ã®äœããã®ã§ããã°ã倧åœããžã®æåŸ æãé¡èã«å€±ãããåãªãããºã¬ã®æ¶åã²ãŒã ã®ãããªæ§çžãåããŠããŸããã€ãŸããåœéžæåŸ 床ãé«ãäºåæŒåºãåºçŸããªããã°ã倧åœãã«åœéžããªããšãã£ãæŒåºå 容ã°ãããå±éãããçµæãšãªããæŒåºãå調åããéæè ã«é屿ãéå»¶ã³æãäžããéæã®é¢çœã¿èããäœäžããŠããŸããããã«å¯Ÿãæ¬å®æœåœ¢æ ã§ã¯ãåœéžæåŸ 床ãäœãäºåæŒåºãè€åçã«åºçŸããŠããéæè ãã²ãŒã ã®æåŸãŸã§åœéžæåŸ æãæã£ãŠæŒåºã楜ããããšãã§ããããªããä»åã®æœéžåŠçã§ã¯ã峿æœéžïŒŽïŒïœïŒŽïŒã«çšããéžæçšãªãã»ããèšæ¶é åã®å€ïŒå³ïŒïŒïŒ¡ã®ã¹ãããïŒïŒã§æçµçã«åŸãããéžæçšãªãã»ããå€ïŒã¯ãã¡ã€ã³å³ææ å ±ã§ãããTH_ã¡ã€ã³å³æãïŒãªãã»ããçªå·ïŒïŒã®èšå®æ å ±ãšãååã®æœéžåŠççµæã§åŸããããåŸ©æŽ»ç®æãïŒãªãã»ããçªå·ïŒïŒïŒïŒã®èšå®æ å ±ïŒæœéžãã©ã°æ å ±ïŒãšã«åºã¥ãå€ã§ãããããªãã¡ãã仮峿ããªã©ãã©ã®ãããªçš®é¡ã«æ±ºå®ããããã¯ãå°ãªããšãã¡ã€ã³å³ææ å ±ã«äŸåããããïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢åç §ïŒãç¡éã«ãã¯ãããã®ã仮峿ããéžæãããããã§ã¯ãªããããæ ãã²ãŒã çµæïŒå€§åœãæœéžçµæïŒã®åœéžæåŸ 床ã«èŠåãé©åãªäºåæŒåºãçºçå¯èœã§ãããæŒåºã®èªç±åºŠãé£èºçã«åäžãããããšãã§ããããã®ç¹ã«ãåŸæ¥ã«ã¯ãªãæ¬æ°æ§ãããã In this embodiment, the freedom of the presentation can be increased by having a lottery part called a "temporary pattern". In the past, when there was no lottery part called a "temporary pattern", the presentation content was likely to depend on the main pattern information (jackpot lottery result information), and when the main pattern was a "miss", only pre-notification presentations with low winning expectation tended to appear. For example, even if a high-expectation SP reach type (especially an SPSP reach) appears, if the accompanying pre-notification presentation has a low winning expectation, the expectation of a jackpot is significantly lost, and the game becomes like a game of simply consuming misses. In other words, if a pre-notification presentation with a high winning expectation does not appear, the result will be that only the presentation content of not winning a jackpot will be developed, the presentation will become monotonous, giving the player a sense of boredom and procrastination, and the fun of the game will be significantly reduced. In contrast, in this embodiment, even if a pre-notification presentation with a low winning expectation appears in combination, the player can enjoy the presentation with a sense of expectation of winning until the end of the game. In addition, in this lottery process, the value of the selection offset memory area used for the symbol lottery T1 to T5 (the selection offset value finally obtained in step SC24 in FIG. 71A) is a value based on the setting information of the main symbol information "TH_main symbol" (offset number 1) and the setting information (lottery flag information) of the "resurrection point" (offset number 252) obtained in the previous lottery process result. In other words, the type of "temporary symbol" and the like is determined at least depends on the main symbol information (see FIG. 85A to FIG. 89B), so a "temporary symbol" that is a "miss" is not selected randomly. Therefore, it is possible to generate an appropriate advance notice performance that matches the expected probability of winning the game result (jackpot lottery result), and the degree of freedom in the performance can be dramatically improved. This is an innovative point that has not been seen before.
ãŸãæ¬å®æœåœ¢æ ã§ã¯ãååïŒåå以åãå«ãïŒã®æœéžåŠççµæã«åºã¥ãæŒåºæœéžãè€æ°åå®è¡å¯èœã«æ§æããæŒåºå å®¹ãæ±ºå®ããŠããæ§æãšãªã£ãŠãããæ¬å®æœåœ¢æ ã§ã¯ãåã«ãäžåã®æŒåºæœéžã«ããæŒåºã·ããªãªã決å®ããããä»åã®æœéžåŠççµæãšç¬ç«ããŠïŒä»åã®æœéžåŠççµæã«åºã¥ãããšãªãïŒæ¬¡åã®æœéžåŠçãè¡ããããããã®æœéžåŠçã§æ±ºå®ãããæŒåºèŠçŽ ïŒæŒåºã·ããªãªèŠçŽ ïŒãçµåããŠæçµçãªæŒåºã·ããªãªãæ§ç¯ãããšãã£ãåçŽãªãã®ã§ã¯ãªããååãŸãã¯ãã以åã®æœéžåŠççµæã«ä¿ãæœéžããŒãã®æœéžãã©ã°æ å ±ãå©çšããŠãæçµçãªæŒåºã·ããªãªãæ§ç¯ããŠãããšãã£ãæ§æã®ãããæŒåºã®èªç±åºŠãå¢ããæŒåºãå€åœ©ãªãã®ãšããããšãã§ããããŸããæŒåºåŠçïŒæŒåºæœéžåŠçïŒã®å¹çåã«ãå¯äžããããšãã§ããã In addition, in this embodiment, the effect lottery can be performed multiple times based on the result of the previous lottery process (including the time before the previous time), and the effect content is determined. In this embodiment, the effect scenario is not simply determined by a single effect lottery, or the next lottery process is performed independently of the result of the current lottery process (not based on the result of the current lottery process) and the effect elements (effect scenario elements) determined in each lottery process are combined to construct the final effect scenario.Instead, the final effect scenario is constructed using the lottery flag information of the lottery parts related to the result of the previous or previous lottery process, which increases the freedom of the effect and makes it possible to make the effect more diverse.It can also contribute to the efficiency of the effect processing (effect lottery processing).
å³ïŒïŒïŒ¢ã®èª¬æã«æ»ããä»åã®æœéžåŠçïŒå³ææœéžïŒŽïŒïœå³ææœéžïŒŽïŒã®ããããã«åºã¥ãæœéžåŠçïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ïŒã«ãããïŒïœïŒïŒã®ãããããåœéžãšæ±ºå®ãããå ŽåïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒããã®æœéžçµæïŒåœéžçµæïŒãèšå®ãïŒã¹ãããïŒïŒïŒãæœéžãã©ã°ããŒãèšå®åŠçïŒã¹ãããïŒïŒïŒãæœéžãã©ã°ããŒãèšå®åŠçïŒã¹ãããïŒïŒïŒãæœéžäºçŽèšå®åŠçïŒã¹ãããïŒïŒïŒãã·ããªãªèšå®åŠçïŒã¹ãããïŒïŒïŒã®åŠçãé æ¬¡å®è¡ããŠããã
Returning to the explanation of FIG. 71B, if any of
ïŒä»åã®æŒåºæœéžïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒã®ã±ãŒã¹ïŒã«ä¿ãæœéžãã©ã°ããŒãèšå®åŠçã«ã€ããŠïŒå³ïŒïŒïŒ¢ã®ã¹ãããïŒïŒãå³ïŒïŒïŒïŒ
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(Regarding the lottery flag part setting process related to the current performance lottery (case where the lottery execution count number is 1): Step SC41 in FIG. 71B, FIG. 72)
After the process of step SC32 is completed, a lottery flag part setting process (step SC41) is executed.
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å ±ãååŸãïŒã¹ãããïŒïŒïŒããã®æœéžãã©ã°ããŒãæ
å ±ã®æç¡ãå€å®ããïŒã¹ãããïŒïŒïŒãããã§ã¯ãçŸåšã®ããªãšãŒã·ã§ã³çªå·ãïŒã§ããã±ãŒã¹ã説æããŠããã®ã§ãããªãšãŒã·ã§ã³çªå·çšããŒãã«ïŒå³ïŒïŒïŒã®ããªãšãŒã·ã§ã³çªå·ïŒã«å¯Ÿå¿ããã
ã»ã{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, //TH_004ïŒœå³ææœéžã
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å ±ã¯ãå³ç€ºã®éããEn_lot_dt_parts001ãã§ããããLïŒæ
å ±ç¡ãïŒãã§ã¯ãªãããããã£ãŠãã¹ãããïŒïŒã®å€å®çµæã¯ïŒ®ïŒ¯ãšãªããã¹ãããïŒïŒã«é²ãã
72, in the lottery flag part setting process, first, lottery flag part information is obtained from the variation number table (FIG. 79) (step SE11), and it is determined whether or not the lottery flag part information exists (step SE12). Here, since the case where the current variation number is 1 is described, the following, which corresponds to the
ã»"{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, // [TH_004] Design lottery"
The lottery flag parts information (lottery flag parts information table specification information) is acquired from. The lottery flag parts information here is "En_lot_dt_parts001" as shown in the figure, and is not "NULL (no information)". Therefore, the determination result of step SE12 is NO, and the process proceeds to step SE13.
ã¹ãããïŒïŒã§ã¯ãäžèšæœéžãã©ã°ããŒãæ
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ã»ãããŒãèšå®ããŒã¿äœæ(TH_004ïŒœå³ææœéžïŒã
ããæœéžãã©ã°ããŒãæ°ïŒå³ç€ºã®ããŒãæå€§æ°ïŒïŒïŒãååŸããŠããã®å€ãæœéžãã©ã°ããŒãæ°èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã
In step SE13, the "lottery flag parts information table" specified by the lottery flag parts information, specifically, as shown in FIG.
ã»"Parts setting data creation (TH_004 Design lottery)"
The number of lottery flag parts (maximum number of parts shown = 5) is obtained from the lottery flag part number storage area (step SE13).
次ãã§ãããŒãå€å®ã«ãŠã³ãæ°ãã¯ãªã¢ãïŒã¹ãããïŒïŒïŒãããŒãå€å®ã«ãŠã³ãæ°ãæœéžãã©ã°ããŒãæ°èšæ¶é åã®å€ïŒæœéžãã©ã°ããŒãæ°ïŒæªæºã§ãããåŠããå€å®ããïŒã¹ãããïŒïŒïŒããããŠãããŒãå€å®ã«ãŠã³ãæ°ãæœéžãã©ã°ããŒãæ°èšæ¶é åã®å€ïŒæœéžãã©ã°ããŒãæ°ïŒã«éãããŸã§ãã¹ãããïŒïŒïœïŒ³ïŒ¥ïŒïŒã®åŠçãå®è¡ããïŒã¹ãããïŒïŒãã®åŠçã«ãŒãïŒã Then, the part determination count is cleared (step SE14), and it is determined whether the part determination count is less than the value of the lottery flag parts number storage area (lottery flag parts number) (step SE15). Then, steps SE15 to SE20 are executed until the part determination count reaches the value of the lottery flag parts number storage area (lottery flag parts number) (processing route when step SE15 is NO).
ã¹ãããïŒïŒïœïŒ³ïŒ¥ïŒïŒã®åŠçã«ã€ããŠã¯ãæ¢ã«èª¬æããéããå€å®ã«ãŠã³ãæ°ïŒå³ïŒïŒïŒ¢ã®æœéžåŠçã§çšããå€å®ã«ãŠã³ãæ°ïŒã¹ãããïŒïŒã®åŠçã§çšããå€å®ã«ãŠã³ãæ°ïŒïŒãšããŒãå€å®ã«ãŠã³ãæ°ã«åºã¥ããæœéžãã©ã°ããŒãæ å ±ããŒãã«ïŒããã§ã¯ãå³ïŒïŒã«ç€ºããããŒãèšå®ããŒã¿äœæ(TH_004ïŒœå³ææœéžïŒãïŒãããæœéžãã©ã°æ å ±ïŒæœéžãã©ã°å€ïŒãååŸããŠïŒã¹ãããïŒïŒïŒããã®å€ããªãã»ããçªå·ã«å¯Ÿå¿ãããªãã»ããããŒãèšæ¶é åã«èšå®ããŠããïŒã¹ãããïŒïŒãïŒïŒïŒã As already explained, in the processing of steps SE16 to SE20, based on the judgment count number (the judgment count number used in the lottery processing of FIG. 71B (the judgment count number used in the processing of step SC28)) and the part judgment count number, the lottery flag information (lottery flag value) is obtained from the lottery flag part information table (here, "Part setting data creation ([TH_004] Pattern lottery)" shown in FIG. 93) (step SE18), and the value is set in the offset part memory area corresponding to the offset number (steps SE19, SE20).
ä»åã®æœéžãã©ã°ããŒãèšå®åŠçã§ã¯ãå³ïŒïŒã«ç€ºããªãã»ããçªå·ïŒïŒïŒãïŒïŒïŒãïŒïŒïŒãïŒïŒïŒãïŒïŒïŒã®ãæ¬å³æããã仮峿ãããæ¬ãããã¯ãããããä»®ãããã¯ããããã埩掻ãã®ããããã«å¯ŸããŠãååŸããæœéžãã©ã°æ
å ±ïŒæœéžãã©ã°å€ïŒãèšå®ããŠãããåœéžçš®å¥ïŒäºåããªãšãŒã·ã§ã³çš®å¥ïŒãïŒïœïŒïŒãã®ããããã«å¯ŸããŠãå³ïŒïŒã®æœéžãã©ã°ããŒãæ
å ±ããŒãã«ã«åºã¥ãèšå®ãããæœéžãã©ã°å€ã¯ãå³ïŒïŒïŒã«ç€ºãéãã§ããããªããïŒã¯ããã©ã«ãïŒãšã©ãŒçšäºåããªãšãŒã·ã§ã³ïŒã瀺ãã
In this lottery flag parts setting process, the acquired lottery flag information (lottery flag value) is set for each of the "main symbol", "temporary symbol", "main win/miss", "temporary win/miss" and "revival" for offset
æ¬å®æœåœ¢æ ã§ã¯ãå³ïŒïŒãŸãã¯å³ïŒïŒïŒç€ºãããã«ãç°ãªãæœéžããŒãã§ãå ±éã®äºåããªãšãŒã·ã§ã³ã«ã¯å ±éã®å€ãçšããŠãããããšãã°ãæ¬å³æãšä»®å³æãšã«ãããããªããã¯ããã確å€åœããéåžžåœãã確å€åœãïŒåŸ©æŽ»ãéåžžåœãïŒåŸ©æŽ»ãã«ã¯ãããããå ±éã®æœéžãã©ã°å€ïŒïœïŒãèšå®ãããããã«ãªã£ãŠããããã®ããã«ããçç±ã¯ã次ã®éãã§ããã In this embodiment, as shown in Figure 93 or Figure 103, a common value is used for the common preview variations in different lottery parts. For example, a common lottery flag value of 0 to 5 is set for "none, miss, special chance hit, normal win, special chance hit + revival, normal win + revival" in the main pattern and the temporary pattern. The reason for this is as follows.
ä»®ã«ãæœéžããŒãæ¯ã«å°çšã®æœéžãã©ã°å€ãçšããå Žåãããšãã°ãæ¬å³æã®äºåããªãšãŒã·ã§ã³ãšããŠããªããã¯ããã確å€åœããéåžžåœãã確å€åœãïŒåŸ©æŽ»ãéåžžåœãïŒåŸ©æŽ»ãã«ã¯æœéžãã©ã°å€ãšããŠãïŒïœïŒãã仮峿ã®ããªããã¯ããã確å€åœããéåžžåœãã確å€åœãïŒåŸ©æŽ»ãéåžžåœãïŒåŸ©æŽ»ãã«ã¯æœéžãã©ã°å€ãšããŠãïŒïœïŒïŒããšãã£ãããã«ãããããå°çšã®å€ã§ç®¡çããŠããŸããšãæ¬å³æã®äºåããªãšãŒã·ã§ã³ãå¢ãããå ŽåïŒããšãã°ãæ¬å³æã®äºåããªãšãŒã·ã§ã³ãå¢ãããŠã倫ã ã«å¯Ÿå¿ããæœéžãã©ã°å€ããïŒïœïŒããšããå ŽåïŒã仮峿ã«çšããæœéžãã©ã°å€ã倿ŽïŒçŸåšã®ãïŒïœïŒïŒãããïŒïœïŒïŒãã«å€æŽïŒããªããŠã¯ãããªãã±ãŒã¹ãçãããããããæ¬å®æœåœ¢æ ã®ããã«ãåºæ¥ãã ãå ±éã®å€ãçšããããã«ããã°ãäºåããªãšãŒã·ã§ã³ãå¢ãããå Žåã«ãæå°éã®å€æŽã§æžãããã«ãªãããŸãä»®ã«ãæ¬å³æã«çšããæœéžãã©ã°å€ããïŒïœïŒãã仮峿ã«çšããæœéžãã©ã°å€ããïŒïœïŒïŒããªã©ã®ããã«ãæ¬å³æã®äºåããªãšãŒã·ã§ã³ãå¢ããããšãã®ããã®äœè£å¹ ïŒãã®äŸã§ã¯ãïŒïœïŒã®æªäœ¿çšå€ããäºåããªãšãŒã·ã§ã³ãå¢ããå Žåã®æœéžãã©ã°å€ãšããŠå©çšããïŒãæãããããšãèãããããããã®ããã«ç®¡çãããšãæœéžããŒãã®çš®é¡ãå€ããªãã«ã€ããŠãæœéžãã©ã°å€ã倧ããå€ïŒããšãã°ãïŒïŒïŒä»¥äžã®å€ãªã©ïŒãå²ãåœãŠãªããŠã¯ãããªããªããæœéžããŒãã«å¿ããŠãèšæ¶é åïŒæœéžãã©ã°èšå®å€èšæ¶é åããªãã»ããããŒãèšæ¶é åãªã©ïŒãšããŠäœ¿çšãã倿°ã®ã¡ã¢ãªãµã€ãºã倿Žããå¿ èŠãçãããªã©ïŒå€æ°ã®åã®å®£èšãããå¿ èŠãçããïŒãããŒã¿å®¹éã®å§è¿«ã«ãç¹ãã£ãŠããŸãã If a dedicated lottery flag value is used for each lottery part, for example, the lottery flag value for the preview variations of the main pattern is "0 to 5" for "none, miss, special chance hit, normal hit, special chance hit + revival, normal hit + revival" and the lottery flag value for the provisional pattern is "6 to 11" for "none, miss, special chance hit, normal hit, special chance hit + revival, normal hit + revival" for "none, miss, special chance hit, normal hit, special chance hit + revival, normal hit + revival" are managed with a dedicated value. If the preview variations of the main pattern are increased (for example, if the preview variations of the main pattern are increased and the corresponding lottery flag values are set to "0 to 7"), there may be cases where the lottery flag value used for the provisional pattern must be changed (the current "6 to 11" is changed to "8 to 13"). However, if common values are used as much as possible, as in this embodiment, the change can be minimized when the preview variations are increased. It is also possible to consider setting the lottery flag value for the main pattern to "0-5" and the lottery flag value for the temporary pattern to "6-11" to allow for some leeway in the event that the preview variations of the main pattern are increased (in this example, the unused values from 6 to 9 are used as the lottery flag value when the preview variations are increased), but if managed in this way, as the number of types of lottery parts increases, larger values (such as values of 100 or more) must be assigned to the lottery flag value, which would require changing the memory size of the variables used as storage areas (lottery flag setting value storage area, offset part storage area, etc.) depending on the lottery parts (requiring the declaration of the variable type), which would also put strain on data capacity.
ãããã«ããŠããæ¬å®æœåœ¢æ ã®ããã«ãäžéšãŸãã¯å šéšã®ç°ãªãæœéžããŒãéã«ãããŠãå ±éã®æœéžãã©ã°å€ãèšå®å¯èœã«æ§æããããèšå®å€ã®ã¡ã¢ãªãµã€ãºãå ±éåããããã«æ§æããŠïŒç°ãªãæœéžããŒãéã§ãæœéžãã©ã°èšå®å€èšæ¶é åããã³ïŒãŸãã¯ãªãã»ããããŒãèšæ¶é åã®ã¡ã¢ãªãµã€ãºã®å ±éåãå³ãããšãå¯èœïŒãå¶åŸ¡è² æ ã®è»œæžãå³ãããšã奜é©ã§ããããªããä»ã®æœéžãã©ã°æ å ±ããŒãã«ïŒããšãã°ãå³ïŒïŒïŒã«ããèšå®ãããæœéžãã©ã°å€ã«ã€ããŠãåæ§ã«ãå ±éã®å€ãèšå®ãããããã«å·¥å€«ããããšã奜é©ã§ããã In any case, as in this embodiment, it is preferable to configure some or all of the different lottery parts so that a common lottery flag value can be set, or to configure the memory size of the setting value to be common (it is possible to commonize the memory size of the lottery flag setting value storage area and/or offset part storage area between different lottery parts), thereby reducing the control burden. Note that it is also preferable to devise a way to set a common value for the lottery flag values set by other lottery flag information tables (for example, FIG. 92).
ãããŠãåãªãã»ããããŒãçªå·ã«å¯Ÿããæœéžãã©ã°æ å ±ã®èšå®ãçµäºãããªãã°ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãæœéžãã©ã°ããŒãèšå®åŠçãæããŠãæœéžäºçŽèšå®åŠçïŒå³ïŒïŒïŒ¢ã®ã¹ãããïŒïŒïŒãå®è¡ããã Then, when the lottery flag information has been set for each offset part number (step SE15: NO), the lottery flag part setting process is exited and the lottery reservation setting process (step SC42 in FIG. 71B) is executed.
ïŒä»åã®æŒåºæœéžïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒïŒã®ã±ãŒã¹ïŒã«ä¿ãæœéžäºçŽèšå®åŠçã«ã€ããŠïŒïŒå³ïŒïŒïŒ¢ã®ã¹ãããïŒïŒãå³ïŒïŒïŒ
äžèšæœéžãã©ã°ããŒãèšå®åŠçïŒã¹ãããïŒïŒïŒãçµãããšã次ãã§ãäžèšæœéžäºçŽèšå®åŠçãå®è¡ããïŒã¹ãããïŒïŒïŒã
(Regarding the lottery reservation setting process related to the current performance lottery (lottery execution count number = 1 case): (Step SC42 in FIG. 71B, FIG. 73)
When the lottery flag part setting process (step SC41) is completed, the lottery reservation setting process is then executed (step SC42).
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ã»ã{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, //TH_004ïŒœå³ææœéžã
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å ±ãååŸããããããã§ã®æœéžåŒã³åºãæ
å ±ã¯ãå³ïŒïŒã«ç€ºãéããEn_lot_dt_lot001ãã§ããããããã£ãŠãã®å Žåã¯ãæœéžåŒã³åºãæ
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å ±ç¡ãïŒãã§ã¯ãªãããããã£ãŠãã¹ãããïŒïŒã®å€å®çµæã¯ãããšãªããã¹ãããïŒïŒã«é²ãã
73, in the lottery reservation setting process, first, the lottery call information is obtained from the variation number table (FIG. 79) (step SG11), and the presence or absence of the lottery call information is determined (step SG12). Here, the case where the current variation number is 1 (lottery execution count number=1) is described, so
ã»"{ En_lot_dt_tbl001, En_lot_dt_parts001, En_lot_dt_lot001, NULL}, // [TH_004] Design lottery"
The lottery call information is acquired from the lottery call information "En_lot_dt_lot001" as shown in FIG. 79. Therefore, in this case, the lottery call information is not "NULL (no information)". Therefore, the determination result of step SG12 is "NO", and the process proceeds to step SG13.
ã¹ãããïŒïŒã§ã¯ãäžèšã¹ãããïŒïŒã§ååŸããæœéžåŒã³åºãæ
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ã»ãæœéžåŒã³åºãèšå®ããŒã¿äœæ(TH_004ïŒœå³ææœéž)ã
ããæœéžåŒã³åºãèšå®æ°ïŒå³ç€ºã®äºç޿倧æ°ïŒïŒïŒãååŸãããã®å€ãæœéžåŒã³åºãèšå®æ°èšæ¶é åã«èšå®ããïŒã¹ãããïŒïŒïŒã
In step SG13, the "lottery call setting table" designated by the lottery call information acquired in step SG12 is selected. Specifically, as shown in FIG.
ã»"Create lottery call setting data (TH_004 Pattern lottery)"
The lottery call setting number (maximum number of reservations shown in the figure = 2) is obtained from the lottery call setting number storage area (step SG13).
次ãã§ãåŒã³åºãå€å®ã«ãŠã³ãæ°ãã¯ãªã¢ãïŒã¹ãããïŒïŒïŒãåŒã³åºãå€å®ã«ãŠã³ãæ°ãæœéžåŒã³åºãèšå®æ°èšæ¶é åã®å€ïŒæœéžåŒã³åºãèšå®æ°ïŒæªæºã§ãããåŠããå€å®ããŠïŒã¹ãããïŒïŒïŒãåŒã³åºãå€å®ã«ãŠã³ãæ°ãæœéžåŒã³åºãèšå®æ°èšæ¶é åã®å€ã«éãããŸã§ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãã¹ãããïŒïŒïœïŒ³ïŒ§ïŒïŒã®åŠçãç¹°ãè¿ãå®è¡ããã Then, the call judgment count is cleared (step SG14), and it is determined whether the call judgment count is less than the value in the lottery call setting number storage area (lottery call setting number) (step SG15). The processing of steps SG15 to SG20 is repeated until the call judgment count reaches the value in the lottery call setting number storage area (step SG15: NO).
ã¹ãããïŒïŒïœïŒ³ïŒ§ïŒïŒã§ã¯ãæ¢ã«èª¬æããéããå€å®ã«ãŠã³ãæ°ïŒå³ïŒïŒïŒ¢ã®æœéžåŠçã§çšããå€å®ã«ãŠã³ãæ°ïŒã¹ãããïŒïŒã®åŠçã§çšããå€å®ã«ãŠã³ãæ°ïŒïŒãšåŒã³åºãå€å®ã«ãŠã³ãæ°ã«åºã¥ããæœéžåŒã³åºãèšå®ããŒãã«ïŒããã§ã¯ãå³ïŒïŒã«ç€ºããæœéžåŒã³åºãèšå®ããŒã¿äœæ(TH_004ïŒœå³ææœéžïŒãïŒãããæœéžäºçŽæ å ±ãååŸããŠãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã«èšå®ããã As already explained, in steps SG16 to SG20, based on the judgment count number (the judgment count number used in the lottery processing in FIG. 71B (the judgment count number used in the processing in step SC28)) and the call judgment count number, lottery reservation information is obtained from the lottery call setting table (here, "Lottery call setting data creation ([TH_004] Pattern lottery)" shown in FIG. 95) and set in the variation lottery reservation information storage area.
å
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ã»ããªãšãŒã·ã§ã³çªå·ïŒã®ãTH_272åçµæããŒãã¹ã
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Specifically, as shown in the lottery call setting table of FIG. 93, according to the current call
- Variation number 2: "[TH_272] Reunion Bonus"
- Variation number 3: [TH_273] Suddenly Lucky Patrol
The lottery reservation information is set in the variation lottery reservation information storage area.
ä»åã®æœéžäºçŽèšå®åŠçã§ã¯ãäžèšå³ææœéžïŒŽïŒïœïŒŽïŒã«ããåœéžçš®å¥ïŒïŒŽïŒ¹ïŒ°ïŒ¥ïŒïœïŒïŒïŒã«åºã¥ããèšå®ãããäºçŽæ å ±ã®æç¡ã«ã€ããŠã®è©³çްã¯ãå³ïŒïŒïŒã«ç€ºãéãã§ãããããã«ãããæ¬¡åã®æœéžéå§åŠçïŒå³ïŒïŒïŒã«ãããŠãã©ã®ãããªæŒåºæœéžãå®è¡ããããæå®ãããããªããæœéžäºçŽå¯Ÿè±¡ãšãªããTH_272åçµæããŒãã¹ãïŒããªãšãŒã·ã§ã³çªå·ïŒïŒãšãTH_273ãããªãã©ãããŒãããïŒããªãšãŒã·ã§ã³çªå·ïŒïŒã«ã€ããŠã®è©³çްã¯åŸè¿°ãããããããã¯å€§åœãã確å®çã«å ±ç¥ããåœç¢ºæŒåºã«å±ããäºåæŒåºãšãªã£ãŠãããäž»ã«ã確å€å€§åœããå ±ç¥ããäºåæŒåºãšããŠçšããããããã®ãããæ¬å®æœåœ¢æ ã§ã¯ããããæŒåºãè€åçºçãããå¿ èŠããªããã®ãšãããTH_272åçµæããŒãã¹ããæœéžäºçŽæãã®å Žåã¯ãTH_273ãããªãã©ãããŒãããã¯æœéžäºçŽç¡ããèšå®ããéã«ããTH_273ãããªãã©ãããŒããããæœéžäºçŽæãã®å Žåã¯ããTH_272åçµæããŒãã¹ãã¯æœéžäºçŽç¡ããèšå®ããããã«ãªã£ãŠãããå¿è«ãåäžãŸãã¯é¡äŒŒããäºè±¡ãå ±ããæŒåºå士ã§ãã£ãŠããæŒåºã·ããªãªäžãçºçã¿ã€ãã³ã°ã倧ããç°ãªãå ŽåããæŒåºãçãäžãããå Žåãªã©ã«ã¯ãè€åçºçå¯èœãªæœéžåŠçãè¡ã£ãŠãããã In this lottery reservation setting process, the details of whether or not reservation information is set based on the winning type (TYPE 1-19) from the above pattern lotteries T1-T5 are as shown in Figure 104. This specifies what type of performance lottery will be executed in the next lottery start process (Figure 70). Details of ``[TH_272] Reunion Bonus'' (variation number 2) and ``[TH_273] Sudden Lucky Patrol'' (variation number 3), which are the targets of lottery reservation, will be described later, but these are preview performances that belong to the winning performances that definitely notify of a jackpot, and are mainly used as preview performances that notify of a sure-win jackpot. For this reason, in this embodiment, it is not necessary to combine these effects, and if there is a lottery reservation for "[TH_272] Reunion Bonus", then ""[TH_273] Sudden Lucky Patrol" is set to not have a lottery reservation, and conversely, if there is a lottery reservation for "[TH_273] Sudden Lucky Patrol", then ""[TH_272] Reunion Bonus" is set to not have a lottery reservation. Of course, even if the effects notify the same or similar events, if the timing of occurrence is significantly different in the performance scenario or when it is desired to liven up the performance, a lottery process that allows for combined occurrence may be performed.
ãã¹ãŠã®æœéžäºçŽæ å ±ã®èšå®ãçµäºããå Žåã¯ãæœéžäºçŽèšå®åŠçãæããŠïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãäžèšã·ããªãªåŠçïŒã¹ãããïŒïŒïŒãå®è¡ããããããŠãã·ããªãªèšå®åŠçïŒã¹ãããïŒïŒïŒãçµãããšãä»åã®äžé£ã®æœéžåŠçïŒãTH_004ïŒœå³ææœéžãã«ä¿ãæœéžåŠçïŒãçµäºããå床ãå³ïŒïŒã®æœéžéå§åŠçã«æ»ãã When all lottery reservation information has been set, the lottery reservation setting process is exited (step SG15: NO) and the above-mentioned scenario process (step SC43) is executed. Then, when the scenario setting process (step SC43) is completed, the current series of lottery processes (lottery process related to the "[TH_004] Pattern Lottery") ends, and the process returns to the lottery start process of FIG. 70 again.
å³ïŒïŒã®æœéžéå§åŠçã®èª¬æã«æ»ããä»åã®æœéžåŠçïŒã¹ãããïŒïŒïŒãçµäºããããšãã¹ãããïŒïŒãå®è¡ãããæœéžå®è¡ã«ãŠã³ãæ°ãïŒããïŒã«æŽæ°ãããïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒïŒïŒããã®åŸãã¹ãããïŒïŒã®åŠçã«é²ã¿ã次åã®æœéžåŠçïŒæœéžå®è¡ã«ãŠã³ãæ°ãïŒã®å Žåã«ãããæœéžåŠçïŒãå®è¡ãããããªããæ¬¡å以éã®åŠçå 容ã«ã€ããŠã¯ãåç §ããåçš®ã®ããŒãã«çãç°ãªãã ãã§ãåŠçå 容èªäœã¯å®è³ªçã«åãã§ããã Returning to the explanation of the lottery start process in FIG. 70, when the current lottery process (step SB40) is completed, step SB42 is executed and the lottery execution count number is updated from 1 to 2 (lottery execution count number + 1). After that, the process proceeds to step SB32 and the next lottery process (lottery process when the lottery execution count number is 2) is executed. Note that the process content from the next time onwards is essentially the same, with only differences in the various tables etc. that are referenced.
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å ±ã«åºã¥ãæœéžåŠçããå®è¡ããŠããã
In this embodiment, in the next lottery process (lottery process related to lottery execution count number 2), lottery process related to "[TH_272] Reunion Bonus" of
æœéžå®è¡ã«ãŠã³ãæ°ãæœéžããŒã¿çµäºå€ã«éããŠããã¹ãŠã®æœéžåŠçãçµäºãããå Žåã«ã¯ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãæœéžéå§åŠçïŒå³ïŒïŒïŒãæããŠãå³ïŒïŒã®æœéžçµäºæå€æ°åæååŠçïŒã¹ãããïŒïŒïŒã®åŠçã«é²ãã When the lottery execution count reaches the lottery data end value and all lottery processing has ended (step SB32; NO), the lottery start processing (Figure 70) is exited and processing proceeds to the lottery end variable initialization processing (step SA34) of Figure 67.
ïŒæœéžå®è¡ã«ãŠã³ãæ°ïŒä»¥éã®åŠçã«ã€ããŠïŒ
ãªããæœéžå®è¡ã«ãŠã³ãæ°ïŒã®å Žåã«ã¯ãããªãšãŒã·ã§ã³çªå·ïŒã®ããªãšâã·ã§ã³äºçŽæ
å ±èšæ¶é åïŒå³ïŒïŒïŒ¡åç
§ïŒãããªãã¡ããTH_272åçµæããŒãã¹ãããæœéžäºçŽæžã¿ïŒæœéžäºçŽæãïŒãåŠããå€å®ããïŒã¹ãããïŒïŒïŒããæœéžäºçŽæžã¿ãã§ããã°ããTH_272åçµæããŒãã¹ãã«ä¿ãæœéžåŠçãå®è¡ããŠããïŒã¹ãããïŒïŒïŒïŒ¹ïŒ¥ïŒ³ã®åŠçã«ãŒãïŒã
(Regarding processing for
In addition, when the lottery execution count is 2, the variation reservation information storage area for variation number 2 (see FIG. 77A), i.e., whether or not the "[TH_272] Reunion Bonus" has been "reserved for lottery (lottery reservation available)" is determined (step SB35), and if it is "reserved for lottery," the lottery processing for "[TH_272] Reunion Bonus" is executed (step SB35: YES processing route).
ãTH_272åçµæããŒãã¹ãã«ä¿ãæœéžåŠçããæœéžäºçŽæžã¿ãã§ããå Žåã®åŠçã®æŠèŠã説æããã°ã以äžã®ããã«ãªãã The outline of the process for the lottery for the "[TH_272] Reunion Bonus" when the lottery is "reserved" is as follows:
ã¹ãããïŒïŒã®å€å®çµæãïŒ¹ïŒ¥ïŒ³ïŒæœéžäºçŽæžã¿ïŒã§ããå Žåãã¹ãããïŒïŒã§ã¯ãããªãšãŒã·ã§ã³çªå·ïŒã®ããªãšãŒã·ã§ã³çªå·çšããŒãã«
ã»ã{ NULL, NULL, NULL, NULL}, //TH_272åçµæããŒãã¹ã
ãååŸãããã
If the result of the determination in step SB35 is YES (lottery reservation completed), in step SB36, the variation number table for variation number 2: "{ NULL, NULL, NULL, NULL}, // [TH_272] Reunion bonus" is
is obtained.
ããã«å®ããããŠããæ å ±ïŒæœéžããŒãã«éžææ å ±ãæœéžãã©ã°ããŒãæ å ±ãæœéžåŒã³åºãæ å ±ãã·ããªãªèšå®æ å ±ïŒã¯ãã¹ãŠãïŒ®ïŒµïŒ¬ïŒ¬ïŒæ å ±ç¡ãïŒãã§ããã®ã§ãã¹ãããïŒïŒã®å€å®çµæã¯ïŒ¹ïŒ¥ïŒ³ãšãªããæœéžããŒãã«éžæåŠçïŒã¹ãããïŒïŒïŒã¯å®è¡ããã«ãã¹ãããïŒïŒâã¹ãããïŒïŒã®åŠçãé æ¬¡å®è¡ããã Since all of the information defined here (lottery table selection information, lottery flag parts information, lottery call information, scenario setting information) is "NULL (no information)," the result of the determination in step SB37 is YES, and the lottery table selection process (step SB41) is not executed, and the processes in steps SB38 and SB39 are executed in sequence.
ã¹ãããïŒïŒã®åŠçã§ã¯ãä»åæœéžãè¡ãæœéžã·ãŒãçªå·ãååŸãããããã§ã¯ãã·ãŒãçªå·æ ŒçŽããŒãã«ïŒå³ïŒïŒïŒã®ããªãšãŒã·ã§ã³çªå·ïŒãåç
§ãããããã§æå®ãããã¢ãã¬ã¹æ
å ±ãã0x0006ãã§ããã®ã§ãã·ãŒãçªå·çšããŒãã«ïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ïŒã«ãããæœéžã·ãŒãçªå·ïŒã®ã
ã»ã0x0006, //TH_272åçµæããŒãã¹ã
ãååŸããããããä»åæœéžãè¡ãæœéžã·ãŒãçªå·ãšããŠæå®ãããã
In the process of step SB39, the lottery sheet number for the current lottery is obtained. Here, the
ã» "0x0006, // [TH_272] Reunion Bonus"
This is obtained and specified as the lottery sheet number for the current lottery.
次ãã§ãæœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒãå®è¡ããã Then, the lottery execution process (step SB40) is executed.
å³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ¢ãåç §ããŠãæœéžå®è¡åŠçïŒã¹ãããïŒïŒïŒã«å ¥ããšããŸããæœéžçšä¹±æ°ãååŸããïŒã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒïŒã Referring to Figures 71A to 71B, when the lottery execution process (step SB40) begins, a random number for the lottery is first obtained (steps SC11 to SC13).
次ãã§ãä»åã®æœéžã«çšããæœéžã·ãŒãçªå·ïŒããã§ã¯ãæœéžã·ãŒãçªå·ïŒïŒã«åºã¥ããäžèšã®æœéžã·ãŒãæ
å ±ïŒå³ïŒïŒïŒ¡ã®ã·ãŒãçªå·ïŒãåç
§ïŒã
ã»ã{En_lot_dt_off006, En_lot_dt_sht006}, //TH_272åçµæããŒãã¹ T1ã
ã§æå®ããããªãã»ããããŒã¿ããŒãã«ãååŸããã
Next, based on the lottery sheet number to be used in this lottery (here, lottery sheet number 6), the following lottery sheet information (see
ã» "{En_lot_dt_off006, En_lot_dt_sht006}, // [TH_272] Reunion Bonus T1"
Gets the offset data table specified by .
ããã§ã¯ããEn_lot_dt_off006ãã§æå®ããããªãã»ããããŒã¿ããŒãã«ãå
·äœçã«ã¯ãå³ïŒïŒïŒ£ã«ç€ºãã
ã»ããªãã»ããããŒã¿006(TH_272åçµæããŒãã¹ T1)ãïŒãEn_lot_dt_off006ãïŒ
ãååŸããã
Here, the offset data table specified by "En_lot_dt_off006" is, specifically,
ã»"Offset Data 006 ([TH_272] Reunion Bonus T1)"("En_lot_dt_off006")
Get the.
次ãã§ãååŸãããªãã»ããããŒã¿ããŒãã«ã«åºã¥ããããŒãå€å®åæ°æ å ±ãïŒã«ãªããŸã§ãã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒã®åŠçãå®è¡ããã Next, based on the obtained offset data table, the processing of steps SC16 to SC24 is executed until the part determination count information becomes 0.
ããŒãå€å®åæ°æ å ±ãïŒã«ãªã£ããªãã°ïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãå³ïŒïŒïŒ¢ã®ã¹ãããïŒïŒã®åŠçã«é²ãã If the part judgment count information becomes 0 (step SC16: NO), proceed to processing of step SC25 in Figure 71B.
次ãã§ãæœéžã·ãŒãæ
å ±ã§æå®ãããæ¯åããŒã¿ããŒãã«ãå
·äœçã«ã¯ãå³ïŒïŒã«ç€ºãã
ã»ãæ¯åã006TH_272åçµæããŒãã¹ãïŒEn_lot_dt_sht006ïŒ
ãååŸããããããŠããã®æ¯åããŒã¿ããŒãã«ã«åºã¥ãæœéžåŠçãå®è¡ããïŒã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒïŒã
Next, the allocation data table specified by the lottery sheet information, specifically, as shown in FIG.
ã» "Allocation 006 [TH_272] Reunion Bonus" (En_lot_dt_sht006)
Then, a lottery process is executed based on this allocation data table (steps SC27 to SC31).
ãªãããTH_272åçµæããŒãã¹ãïŒä»¥äžãåçµæããŒãã¹ããšç¥ãïŒã«ä¿ãæœéžåŠçã§ã¯ãå³ïŒïŒããåããéããã¡ã€ã³å³æïŒTH_ã¡ã€ã³å³æïŒæ
å ±ãçšããæœéžãå®è¡ããããã€ãŸããæœéžå¯Ÿè±¡ãšãªãäºåæŒåºã«ãã£ãŠã¯ãæœéžãã©ã°æ
å ±ãçšããã«ãäž»å¶åŸ¡éšïŒïŒããã®ã³ãã³ãæ
å ±ã®ã¿ã«åºã¥ããŠãæœéžåŠçïŒæŒåºæœéžïŒãå®è¡ãããå Žåãããã
In addition, in the lottery process related to the "[TH_272] Reunion Bonus" (hereinafter abbreviated as "Reunion Bonus"), as can be seen from FIG. 90, a lottery is performed using main symbol (TH_Main Symbol) information. In other words, depending on the preview performance that is the subject of the lottery, the lottery process (performance lottery) may be performed based only on command information from the
æ¬å®æœåœ¢æ
ã«ä¿ããåçµæããŒãã¹ãã¯ããã¿ã³æäœæŒåºïŒéæè
åå åæŒåºïŒã«å±ãããã®æŒåºçµæïŒæåæŒåºïŒå€±ææŒåºïŒã«å¿ããŠãä»åã®ã²ãŒã çµæã確å€å€§åœãïŒæåæŒåºïŒã§ããããé垞倧åœãïŒå€±ææŒåºïŒã§ããããå ±ç¥ãããããã«ãªã£ãŠãããæ¬å®æœåœ¢æ
ã§ã¯ãææ ŒæŒåºãšããŠåçµæããŒãã¹ãçºçãããä»åã®ã²ãŒã çµæã確å€å€§åœãã§ããã°æåæŒåºãçºçãããŠç¢ºå€å€§åœã峿ãåæ¢è¡šç€ºãããé垞倧åœãã§ããã°å€±ææŒåºãçºçãããŠé垞倧åœã峿ãåæ¢è¡šç€ºãããããããã£ãŠãã¡ã€ã³å³æããã¯ãããã®å Žåã«ã¯ãåçµæããŒãã¹èªäœåºçŸããªãããã«ãªã£ãŠããïŒå³ç€ºã®ãã¯ãããã®æ¬åç
§ïŒããªããåçµæããŒãã¹ãåºçŸããæç¹ã§ç¢ºå€å€§åœããžã®ææ ŒæåŸ
床ãé«ãŸããããã«æŒåºãã¿ã³ïŒïŒãæ¯åããã°ãããã«æåŸ
床ãé«ãŸãããã«ãªã£ãŠããïŒå³ç€ºã®æ¯åå€åç
§ïŒã
The "reunion bonus" according to this embodiment belongs to the button operation presentation (player participation presentation), and depending on the presentation result (success presentation/failure presentation), it is announced whether the current game result is a special jackpot (success presentation) or a normal jackpot (failure presentation). In this embodiment, the reunion bonus is generated as a promotion presentation, and if the current game result is a special jackpot, a success presentation is generated and a special jackpot pattern is displayed statically, and if it is a normal jackpot, a failure presentation is generated and a normal jackpot pattern is displayed statically. Therefore, if the main pattern is a "miss", the reunion bonus itself does not appear (see the "miss" column in the figure). Note that when the reunion bonus appears, the expectation of promotion to a special jackpot increases, and if the
åçµæããŒãã¹ã«ä¿ãæœéžåŠçãçµãããšïŒã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãä»åã®æœéžåŠçã®çµæïŒæœéžçµæïŒãã·ããªãªããŒã¿èšæ¶é åã«èšå®ãïŒã¹ãããïŒïŒïŒãæœéžãã©ã°ããŒãèšå®åŠçïŒã¹ãããïŒïŒïŒãæœéžäºçŽèšå®åŠçïŒã¹ãããïŒïŒïŒãããã³ã·ããªãªèšå®åŠçïŒã¹ãããïŒïŒïŒãé æ¬¡å®è¡ããã When the lottery process for the reunion bonus is completed (step SC29: NO), the result of this lottery process (lottery result) is set in the scenario data memory area (step S32), and the lottery flag parts setting process (step SC41), lottery reservation setting process (step SC42), and scenario setting process (step SC43) are executed in sequence.
ãªããä»åã®æœéžã§åç
§ãããããªãšãŒã·ã§ã³çªå·çšããŒãã«ïŒå³ïŒïŒïŒã®ããŒãã«æå®æ
å ±ã¯ãæ¢ã«èª¬æããããã«ããã¹ãŠãïŒ®ïŒµïŒ¬ïŒ¬ïŒæ
å ±ç¡ãïŒããšãªã£ãŠããïŒå³ïŒïŒã®ããªãšãŒã·ã§ã³çªå·ïŒå¯Ÿå¿æ¬åç
§ïŒã
As already explained, all table designation information in the variation number table (Figure 79) referenced in this lottery is set to "NULL (no information)" (see the column corresponding to
ãããã£ãŠãã¹ãããïŒïŒãçµããåŸã®ãæœéžãã©ã°ããŒãèšå®åŠçïŒã¹ãããïŒïŒïŒãããæœéžäºçŽèšå®åŠçïŒã¹ãããïŒïŒïŒãããã·ããªãªèšå®åŠçïŒã¹ãããïŒïŒïŒãã¯ãããããå®è¡ãããããšãªããä»åã®æœéžåŠçãçµãããã€ãŸããä»åã®æœéžåŠççµæã«åºã¥ãæœéžãã©ã°æ å ±ã¯ãäœãèšå®ãããªãããšã«ãªãããããã£ãŠãä»åã®ãåçµæããŒãã¹ãã«ä¿ãæœéžçµæã¯ã次å以éã®æœéžåŠçã§å©çšãããããšãç¡ãããªãã»ããããŒãèšæ¶é åã«ããåçµæããŒãã¹ãã«é¢ããèšæ¶é åã¯èšããããŠããªãïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€åç §ïŒã As a result, after step SC32 is completed, the "lottery flag part setting process (step SC41)", "lottery reservation setting process (step SC42)", and "scenario setting process (step SC43)" are not executed, and the current lottery process ends. In other words, no lottery flag information based on the results of this lottery process is set. Therefore, the results of this lottery for the "reunion bonus" will not be used in subsequent lottery processes, and no memory area for the "reunion bonus" is provided in the offset parts memory area (see Figures 76A to 76D).
ãªããä»åã®ãåçµæããŒãã¹ãã®ããã«ããªãã»ããããŒãèšæ¶é åèªäœã«æœéžãã©ã°æ å ±ãèšå®ããªãæŒåºçš®ã«ã€ããŠã¯ãå€åé姿以å€ã®ä»ã®æœéžåŠçãããšãã°ãå ¥è³æã«é¢ããæŒåºæœéžïŒå³ïŒïŒã®ã¹ãããïŒïŒïŒãä¿çæžç®æã«é¢ããæŒåºæœéžïŒå³ïŒïŒã®ã¹ãããïŒïŒïŒãªã©ã®ä»ã®æœéžåŠçã«ãããŠãå©çšãããããšããªãããªããæœéžçµæèªäœã¯ãå³ïŒïŒïŒ¢ã«ç€ºãæœéžå®è¡åŠçäžã®ã¹ãããïŒïŒã§æŒåºã·ããªãªããŒã¿ãšããŠèšæ¶ãããä»åã®ã²ãŒã ã«ä¿ãå€åäžæŒåºã®æŒåºã·ããªãªãæ§ç¯ããéã«å©çšãããã Note that for performance types that do not have lottery flag information set in the offset parts memory area itself, such as the "Reunion Bonus" in this case, these are not used in other lottery processes other than those at the start of fluctuation, such as the performance lottery for when a prize is won (step SA19 in FIG. 66) or the performance lottery for when reserves are subtracted (step SA16 in FIG. 66). The lottery results themselves are stored as performance scenario data in step SC32 during the lottery execution process shown in FIG. 71B, and are used when constructing the performance scenario for the fluctuation performance related to this game.
次åã®æœéžå®è¡ã«ãŠã³ãæ°ïŒïŒããªãšãŒã·ã§ã³çªå·ïŒïŒã®ãTH_273ãããªãã©ãããŒãããã«ä¿ãæœéžåŠçã«ã€ããŠããæœéžã·ãŒãæ
å ±ã¯ããã¹ãŠãïŒ®ïŒµïŒ¬ïŒ¬ïŒæ
å ±ç¡ãïŒãã§ããã®ã§ïŒå³ïŒïŒã®ããªãšãŒã·ã§ã³çªå·ïŒå¯Ÿå¿æ¬åç
§åç
§ïŒãäžè¿°ãããTH_272åçµæããŒãã¹ããšåŠçã®ä»æ¹ã¯åãã§ããã
As for the lottery processing for the next lottery execution count 3 (variation number 3) for "[TH_273] Sudden Lucky Patrol," all lottery sheet information is "NULL (no information)" (see the column corresponding to
ã©ãããŒããã«ä¿ãæœéžåŠçã®å Žåã¯ãããªãšãŒã·ã§ã³çªå·ïŒã®ããªãšãŒã·ã§ã³çªå·çšããŒãã«
ã»ã{ NULL, NULL, NULL, NULL}, //TH_273ãããªãã©ãããŒãããã
ãååŸãããïŒå³ïŒïŒã®ã¹ãããïŒïŒïœïŒ³ïŒ¢ïŒïŒãå³ïŒïŒïŒã
In the case of the lottery process related to the lucky patrol, the table for
is obtained (steps SB32 to SB35 in FIG. 70, FIG. 79).
ãããŠãä»åæœéžãè¡ãæœéžã·ãŒãæ
å ±ã¯ãæœéžã·ãŒãçªå·ïŒã®
ã»ã{En_lot_dt_off007, En_lot_dt_sht007}, //TH_273ãããªãã©ãããŒããã T1ã
ãšãªãïŒå³ïŒïŒã®ã¹ãããïŒïŒã®å€å®çµæãã®åŠçã«ãŒããå³ïŒïŒã®ããªãšãŒã·ã§ã³çªå·ïŒïŒå³ç€ºã®ã0x0007ãïŒãå³ïŒïŒïŒ¡ã®ã·ãŒãçªå·ïŒå¯Ÿå¿æ¬çãåç
§ïŒã
And the lottery sheet information for this lottery is
(see the process route in which the determination result at step SB37 in FIG. 70 is YES,
ãã®æœéžã·ãŒãæ
å ±ã«ããæå®ããããªãã»ããããŒã¿ããŒãã¯ãå³ïŒïŒïŒ€ã®ã
ã»ããªãã»ããããŒã¿007(TH_273ãããªãã©ãããŒããT1)ãïŒEn_lot_dt_off007ïŒ
ãšãªãããŸãæœéžã·ãŒãæ
å ±ã§æå®ãããæ¯åããŒã¿ããŒãã«ã¯ãå³ïŒïŒã®ã
ã»ãæ¯åã007TH_273ãããªãã©ãããŒãããïŒEn_lot_dt_sht007ïŒ
ãšãªãããããã£ãŠããã®æ¯åããŒã¿ããŒãã«ããæ¯åã007TH_273ãããªãã©ãããŒãããã«åºã¥ãæœéžåŠçãå®è¡ãããïŒã¹ãããïŒïŒïœïŒ³ïŒ£ïŒïŒïŒã
The offset data table specified by this lottery sheet information is shown in FIG.
ã»"Offset data 007 ([TH_273] Suddenly Lucky Patrol T1)" (En_lot_dt_off007)
The allocation data table specified by the lottery sheet information is as shown in FIG.
ã»"Sudden Lucky Patrol 007 [TH_273]" (En_lot_dt_sht007)
Therefore, a lottery process is executed based on this allocation data table "Allocation 007 [TH_273] Sudden Lucky Patrol" (steps SC27 to SC31).
ãTH_273ãããªãã©ãããŒãããïŒä»¥äžãã©ãããŒããããšç¥ãïŒã«ä¿ãæœéžåŠçã§ã¯ãå³ïŒïŒããåããéããã仮峿ãã®æœéžãã©ã°æ
å ±ãçšããæœéžãå®è¡ãããããã®ãã©ãããŒãããã¯åœç¢ºæŒåºã«å±ããæ¬å®æœåœ¢æ
ã§ã¯ãäž»ã«ãã²ãŒã çµæå°åºåã«ãå
èµ°ãçã«ç¢ºå€å€§åœãã§ããæšãå ±ç¥ããäºåæŒåºãšãªã£ãŠãããããšãã°ã鳿Œåºãç¡ããç¹å®ã®æŒåºçšïŒ¬ïŒ¥ïŒ€ãã¡ãããšçºå
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In the lottery process for "[TH_273] Sudden Lucky Patrol" (hereafter abbreviated as "Lucky Patrol"), as can be seen from FIG. 91, a lottery is executed using the lottery flag information of the "provisional symbol". This "Lucky Patrol" belongs to the winning effect, and in this embodiment, it is mainly a notice effect that notifies the player that a sure-win jackpot has been reached before the game result is derived. For example, there is no sound effect, and it is a flash-type effect in which a specific LED for the effect briefly lights up. The occurrence timings include when the game starts (when the variable display starts), a specified timing after the variable display and before the reach, when the hand is ready (when the reach state is established), a specified timing during the reach, and when the final reach result is derived (when the symbol stops). Since the Lucky Patrol is a performance that definitely notifies the player of a guaranteed jackpot, the Lucky Patrol lottery is only executed if the "main symbol" in the previous lottery process results (symbol lotteries T1 to T5 in Figures 85A to 88B) is a guaranteed jackpot, as shown in Figure 104 (see
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Incidentally, like the "Reunion Bonus" above, all table designation information in the variation number table (Figure 79) for Lucky Patrol is "NULL (no information)" (see the column corresponding to
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However, since the lottery flag information for Lucky Patrol may be used in the lottery for the pre-reading notice in the winning lottery process (step SA19 in FIG. 66), a dedicated memory area is provided in the offset parts memory area (see offset
äžèšã§ã¯ãæœéžå®è¡ã«ãŠã³ãæ°ãïŒïœïŒã«ãããæœéžåŠçã€ããŠèª¬æããããæ®ãã®æœéžåŠçã«ã€ããŠããåç §ããããŒãã«æ å ±ãªã©ãç°ãªãã ãã§ãåŠçå 容ã®ä»æ¹ã¯å®è³ªçã«åãã§ããããã¹ãŠã®æœéžåŠçãçµããåŸã¯ïŒå³ïŒïŒã®ã¹ãããïŒïŒïŒïŒ®ïŒ¯ïŒãæœéžéå§åŠçãæããŠãå³ïŒïŒã®æœéžé姿倿°åæååŠçïŒã¹ãããïŒïŒïŒãå®è¡ããã The above describes the lottery processing when the lottery execution count is 1 to 3, but the remaining lottery processing is essentially the same, with only differences in the table information referenced. After all lottery processing is completed (step SB32 in FIG. 70: NO), the lottery start processing is exited and the lottery start variable initialization processing (step SA34) in FIG. 67 is executed.
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(Lottery End Variable Initialization Process (Step SA34): FIG. 75)
Next, the lottery start variable initialization process (step SA34) will be described. Fig. 75 is a flow chart showing the details of the lottery end variable initialization process. In the lottery end variable initialization process, the work area used in the current game is initialized (cleared) to secure the work area required for the next game.
å³ïŒïŒã«ãããŠãæŒåºå¶åŸ¡éšïŒïŒïŒïŒ£ïŒ°ïŒµïŒïŒïŒïŒã¯ããŸãä»åã®æœéžåŠçã§å©çšããæå®ã®ã¯ãŒã¯é åãšããŠããªãã»ããããŒãé åã®æœéžãã©ã°æ å ±ãåæåãïŒã¹ãããïŒïŒïŒæ¬¡ãã§ãæœéžäºçŽæ å ±èšæ¶é åã®æœéžäºçŽæ å ±æ å ±ãåæåããïŒã¹ãããïŒïŒïŒããŸãããã®ä»ãå¿ èŠãªã¯ãŒã¯é åãåæåããïŒã¹ãããïŒïŒïŒãããã«ãããæ¬¡ã²ãŒã ã«ä¿ãå€åäžæŒåºã®æŒåºæœéžåŠçã«å¿ èŠãªã¯ãŒã¯é åã確ä¿ããããã ããå èªã¿äºåã«ä¿ãã¯ãŒã¯é åã¯ãæœéžé姿倿°åæååŠçã§ã¯åæåããªããå èªã¿äºåã«ä¿ãæŒåºæœéžåŠçæ å ±ã¯ãå°æ¥çã«å©çšãããæ å ±ãå«ãŸããããã§ããã In FIG. 75, the performance control unit 24 (CPU 241) first initializes the lottery flag information in the offset parts area as the specified work area used in the current lottery processing (step SX11), and then initializes the lottery reservation information information in the lottery reservation information storage area (step SX12). It also initializes other necessary work areas (step SX13). This ensures a work area necessary for the performance lottery processing of the variable performance for the next game. However, the work area related to the look-ahead notice is not initialized in the variable initialization processing at the start of the lottery. This is because the performance lottery processing information related to the look-ahead notice includes information that will be used in the future.
以äžã«ãããä»åã®å€åéå§ææœéžåŠçãæããŠãå³ïŒïŒã®ã³ãã³ãåä¿¡åŠçã«æ»ããååŠçã®ã¹ãããïŒïŒä»¥éã®åŠçãå®è¡ããã As a result, the current lottery process at the start of fluctuation is exited, and the process returns to the command reception process in FIG. 66, where steps SA14 and after of the same process are executed.
æ¬å®æœåœ¢æ ã§ã¯ãæ¢ã«èª¬æããããã«ãå ã«æ±ºå®ãã¹ãæŒåºã«é¢ããæœéžãåªå çã«å®è¡ããç¡é§ãªæŒåºæœéžãäœåãå®è¡ããŠããŸãããšã鲿¢ãã以ãŠå¶åŸ¡è² æ ã軜æžããããã«å·¥å€«ããŠããç¹ã«æ¬æ°æ§ãããã以äžãæ¬çºæãšä¿ããæ·±ãæŒåºæœéžã®å®è¡é åºïŒããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã«ãããåçš®æŒåºæœéžã®èšæ¶é åºïŒã«ã€ããŠãæŒåºæœéžéã®é¢ä¿æ§ã«è§Šããªãã説æããã As already explained, this embodiment is innovative in that it is devised to prioritize the lottery for the effect that should be decided first, preventing unnecessary effect lotteries from being executed multiple times, thereby reducing the control burden. Below, we will explain the execution order of effect lotteries (the storage order of various effect lotteries in the variation lottery reservation information storage area), which is closely related to the present invention, while touching on the relationships between the effect lotteries.
ããšãã°ããæŒåºïŒ¡ãå®è¡ããå Žåã«ã¯æŒåºïŒ¢ãå®è¡ããªãããšãã£ãæŒåºå å®¹ïŒæŒåºã·ããªãªïŒã決å®ããå ŽåãæŒåºïŒ¢ã«é¢ããæœéžãå®è¡ããåŸã«æŒåºïŒ¡ã«é¢ããæœéžãå®è¡ããŠããŸããšãæŒåºïŒ¡ãå®è¡ãããšæ±ºå®ãããå Žåã«ã¯ãæŒåºïŒ¢ã¯å®è¡ããªãã®ã§ãããããå ã«å®è¡ããæŒåºïŒ¢ã«é¢ããæœéžèªäœãç¡æå³ãªãã®ãšãªã£ãŠããŸããããã«å¯Ÿããå ã«æŒåºïŒ¡ã«é¢ããæœéžãå®è¡ããŠãæŒåºïŒ¡ãå®è¡ãããšããæœéžçµæãåŸãããå Žåã¯ãæŒåºïŒ¢ã«é¢ããæœéžã«ã€ããŠãæœéžäºçŽç¡ãããšããã°ãäžã ãæŒåºïŒ¢ã«é¢ããæœéžãå®è¡ããªããŠãæžãããã«ãªããæœéžåŠçã®å¹çåãå³ãããšãã§ããããã®ããã«ãåºæ¬çã«ã¯ãå ãæ ¹å¹¹ãšãªãäºåæŒåºçã®æŒåºå 容ïŒäºåããªãšãŒã·ã§ã³ïŒãæœéžãããã®æœéžçµæã«åºã¥ããŠãè©³çŽ°ãªæŒåºå å®¹ãæ±ºå®ããŠããããã«ãªã£ãŠããã For example, when deciding on a performance content (performance scenario) such as "if performance A is executed, performance B will not be executed," if a lottery for performance A is executed after a lottery for performance B is executed, performance B will not be executed if it is decided to execute performance A, and the lottery for performance B executed earlier will become meaningless. In contrast, if a lottery for performance A is executed first and the lottery result is that performance A will be executed, then by setting the lottery for performance B to "no lottery reservation," it will be possible to avoid executing a lottery for performance B every time, thereby making the lottery process more efficient. In this way, basically, the performance content (preview variations) such as the core preview performances are drawn by lottery first, and the detailed performance content is decided based on the lottery results.
詳述ããã°ãè€æ°ã®æŒåºåå£«ã§æœéžäºçŽã®æç¡ã«é¢é£æ§ïŒææ©çé¢é£æ§ïŒãããã±ãŒã¹ãå ·äœçã«ã¯ãæŒåºïŒ¡ã®æœéžçµæã«å¿ããŠïŒæŒåºïŒ¡ã®å®è¡ã®æç¡ãŸãã¯æŒåºïŒ¡ã®äºåããªãšãŒã·ã§ã³ã®å 容ã«å¿ããŠïŒãæŒåºïŒ¢ã®å®è¡ã®æç¡ãŸãã¯æŒåºïŒ¢ã®äºåããªãšãŒã·ã§ã³ã®å 容ã«åœ±é¿ãçãããããªé¢ä¿æ§ãæããæŒåºæœéžå士ã®å Žåã«ã¯ãæ ¹å¹¹ãšãªãæŒåºïŒ¡ã«é¢ããæœéžãåªå çã«å®è¡ããããã«ãªã£ãŠããã In more detail, in cases where there is a correlation (organic correlation) between multiple effects in terms of whether or not there are lottery reservations, specifically, in cases where the lotteries for effects have a relationship in which the result of the lottery for effect A (whether or not effect A is performed or the content of the preview variation of effect A) affects whether or not effect B is performed or the content of the preview variation of effect B, the lottery for the core effect A is executed with priority.
æ¬å®æœåœ¢æ ã§ã¯ãä»åã®æœéžçµæã«å¿ããæœéžäºçŽæ å ±ãèšå®ããããšã«ãããåŸç¶ã®ä»ã®æŒåºã«é¢ããæœéžã®å®è¡ã®æç¡ã決å®ããããšãã§ããã®ã§ãç¡é§ãªæœéžåŠçãå®è¡ãããŠããŸãããšãåé¿ãããå¶åŸ¡è² æ ã®è»œæžãæŒåºæœéžåŠçã®å¹çåã«å¯äžããããšãã§ããããªããè€æ°ã®æŒåºæœéžã«é¢ãããã®å®è¡ã®å åŸé¢ä¿ã«é¢ããŠã¯ã次ã®ããã«æ§æããããšãã§ããã In this embodiment, by setting lottery reservation information according to the result of the current lottery, it is possible to determine whether or not to execute lotteries for other subsequent effects, which prevents unnecessary lottery processing from being executed, thereby contributing to reducing the control burden and improving the efficiency of the effect lottery processing. Note that the order of execution of multiple effect lotteries can be configured as follows.
ïŒé¶ïŒïŒåœéžæåŸ 床ããæŒåºïŒ¡ïŒæŒåºïŒ¢ãã®é¢ä¿ã§ããå Žåã«ãæŒåºïŒ¡ïŒæåŸ 床é«ïŒã«é¢ããæœéžãå ã«å®è¡ããåŸãæŒåºïŒ¢ïŒæåŸ 床äœïŒã«é¢ããæœéžãå®è¡ããããã«æ§æããããšãã§ãããæ¬æ§æãäžè¿°ã®ãæŒåºïŒ¡ãå®è¡ããå Žåã«ã¯æŒåºïŒ¢ãå®è¡ããªãããšãã£ãæŒåºã·ããªãªã決å®ããã±ãŒã¹ãããšãã°ãé«æåŸ åºŠæŒåºããã¬ãã¢ã æŒåºïŒåœç¢ºæŒåºïŒãå®è¡ããéã¯ãïŒãŸãã¯è€æ°ã®äœæåŸ 床äºåæŒåºãå¶éïŒçŠæ¢ïŒããã±ãŒã¹ãªã©ã®ããã«ãé«æåŸ åºŠã®æŒåºïŒ¡ãå®è¡ãããå Žåã«ã¯äœæåŸ åºŠã®æŒåºïŒ¢ã¯å®è¡ãå¶éããå Žåãªã©ã«å¥œé©ã§ãããæ¬æ§æã§ã¯ãåœéžæåŸ 床ãçžå¯Ÿçã«é«ãæŒåºã®å®è¡ã®æç¡ããã®æŒåºå 容ïŒäºåããªãšãŒã·ã§ã³ïŒãå ã«æœéžãããã®æœéžçµæã«å¿ããŠãä»ã®æŒåºã«é¢ããæœéžã®å®è¡ã®æç¡ã決å®ããããšãã§ããã®ã§ïŒæŒåºïŒ¡ã®æœéžçµæã«å¿ããŠãæŒåºïŒ¢ã®æœéžã®æœéžäºçŽæ å ±ã®æç¡ãèšå®ããïŒãæŒåºæœéžåŠçã®å¹çåãå³ãããšãã§ããã (01) When the winning expectation is "Performance A>Performance B", the lottery for performance A (high expectation) can be performed first, and then the lottery for performance B (low expectation) can be performed. This configuration is also suitable for cases where a performance scenario such as "Performance B will not be performed if performance A is performed" is determined, for example, when a high expectation performance or premium performance (winning performance) is performed, one or more low expectation preview performances are restricted (prohibited), and the execution of low expectation performance B is restricted when high expectation performance A is performed. In this configuration, the presence or absence of the execution of a performance with a relatively high winning expectation and the performance content (preview variation) are first selected, and depending on the result of the selection, it is possible to determine whether or not to perform a lottery for other performances (the presence or absence of lottery reservation information for the lottery for performance B is set depending on the result of the selection for performance A), thereby improving the efficiency of the performance selection process.
ïŒé¶ïŒïŒå€åäžæŒåºã«ãããŠæç³»åçã«æŒåºïŒ¡ãå ã«å®è¡ãããå ŽåãæŒåºïŒ¡ã«é¢ããæœéžãå ã«å®è¡ãããã®åŸãæŒåºïŒ¢ã«é¢ããæœéžãå®è¡ããããã«æ§æããããšãã§ãããã€ãŸãããæŒåºã®å®è¡é åºãïŒæŒåºã·ããªãªã«ãããæç³»åçãªå®è¡é åºïŒã«å¿ããŠãåæŒåºã®æœéžåŠçã®å®è¡é åºãå®ããæœéžåœ¢æ ã§ãããæ¬æ§æã¯ãæŒåºã®å®è¡é ãšæœéžåŠçã®å®è¡é ãšã®éã«ææ©çãªé¢ä¿æ§ãçãŸãïŒããšãã°ãæŒåºã®å®è¡é åºãšåæãã圢ã§ãæŒåºïŒäºåããªãšãŒã·ã§ã³ïŒã«é¢ããæœéžåŠçãè¡ããïŒãæŒåºæœéžåŠçã®èšèšã®ãæãããæŒåºæœéžåŠçã®å¹çåã«å¯äžããããšãã§ãããããšãã°ãæŒåºæéã®çµéã«åŸããåŸã ã«åœéžæåŸ 床ãé«ãäºåæŒåºãçŸåºãããããªæŒåºã·ããªãªç³»ã決å®ããéïŒæœéžåŠçãè¡ãéïŒãªã©ã«å¥œé©ã§ããããªããäžè¿°ã®ïŒé¶ïŒïŒãšåãããæŒåºïŒ¡ã®æœéžåŠççµæã«å¿ããŠãæŒåºïŒ¢ã«é¢ããæœéžã€ããŠãæœéžäºçŽæ å ±ã®æç¡ãèšå®å¯èœã«æ§æããããšãã§ããã (02) In the case where performance A is executed first in the chronological order in the variable performance, the lottery for performance A can be executed first, and then the lottery for performance B can be executed. In other words, it is a lottery form in which the execution order of the lottery process for each performance is determined according to the "execution order of the performance" (the chronological execution order in the performance scenario). This configuration creates an organic relationship between the execution order of the performance and the execution order of the lottery process (for example, the lottery process for the performance (preview variation) can be executed in a manner synchronized with the execution order of the performance), which can contribute to the ease of designing the performance lottery process and the efficiency of the performance lottery process. For example, it is suitable for determining a performance scenario system (when performing lottery processing) that gradually produces a preview performance with a high expectation of winning as the performance time progresses. As with the above (01), it is possible to configure the presence or absence of lottery reservation information for the lottery for performance B to be set according to the lottery process result for performance A.
ïŒé¶ïŒïŒäžè¿°ã®ïŒé¶ïŒïŒãšã¯éã«ãæŒåºïŒ¢ïŒæŒåºã®å®è¡é åºãåŸïŒã«é¢ããæœéžãå ã«å®è¡ãããã®åŸãæŒåºïŒ¡ïŒæŒåºã®å®è¡é åºãå ïŒã«é¢ããæœéžãå®è¡ããããã«æ§æããããšãã§ãããæ¬æ§æãäžè¿°ã®ïŒé¶ïŒïŒãšåæ§ã«ãæŒåºã®å®è¡é ãšæœéžåŠçã®å®è¡é ãšã®éã«ææ©çãªé¢ä¿æ§ãçãŸããæŒåºæœéžåŠçã®èšèšã®ãæãããæŒåºæœéžåŠçã®å¹çåã«å¯äžããããšãã§ãããå ·äœçã«ã¯ãæŒåºæéã®åŸåïŒç¬¬ïŒæŒåºæéå ïŒã§å®è¡ããç¬¬ïŒæŒåºïŒæŒåºïŒ¢ïŒã®åœéžæåŸ 床ãæäžäœãšããŠããã以äžã®åœéžæåŸ 床ãšãªããªãããã«ãæŒåºæéã®ååïŒç¬¬ïŒæŒåºæé以åã®ç¬¬ïŒæŒåºæéå ïŒã§å®è¡ããç¬¬ïŒæŒåºïŒæŒåºïŒ¡ïŒã®æŒåºå å®¹ãæ±ºå®ããéïŒæœéžåŠçãè¡ãéïŒãªã©ã«å¥œé©ã§ããã (03) Contrary to (02) above, it can be configured so that the lottery for effect B (which is executed later in the execution order of the effect) is executed first, and then the lottery for effect A (which is executed first in the execution order of the effect). As with (02) above, this configuration also creates an organic relationship between the execution order of the effects and the execution order of the lottery process, which can contribute to the ease of designing the effect lottery process and to the efficiency of the effect lottery process. Specifically, this is suitable for determining the content of the effect (when performing the lottery process) for the second effect (effect A) executed in the first half of the effect time (within the second effect period before the first effect period) (when performing the lottery process) so that the winning expectation of the first effect (effect B) executed in the second half of the effect time (within the first effect period) is the highest and does not become higher than that.
ïŒé¶ïŒïŒäžè¿°ã®ïŒé¶ïŒïŒãïŒé¶ïŒïŒã®ããã«ãæŒåºã®å®è¡é åºã«å¿ããŠæŒåºæœéžåŠçãå®è¡ããå Žåãæ¬¡ã®ããã«æ§æããããšãã§ããã (04) When the effect lottery process is executed according to the execution order of the effects, as in (02) and (03) above, it can be configured as follows.
ïŒé¶ïŒïŒ¡ïŒæŒåºã®å®è¡é åºããåŸã®æŒåºãã«é¢ããæœéžã§ã¯ãäºåããªãšãŒã·ã§ã³ãšããŠåœéžæåŸ 床ã®é«ãæŒåºå 容ïŒããšãã°ãéè²ãè¹è²ãç¹æ®æãªã©ïŒåœç¢ºãå ±ç¥ããæŒåºãå«ãã§ãããïŒïŒãå«ãŸãããã®ãšããæŒåºã®å®è¡é åºããå ã®æŒåºãã«é¢ããæœéžã§ã¯ãåœè©²åœéžæåŸ 床ã®é«ãæŒåºå 容ãå«ãŸããªãããã«æ§æããããšãã§ããã (Zero 4A) In a lottery where the execution order of the effects is a "later effect," the preview variations include effects with a high probability of winning (for example, gold, rainbow colors, special patterns, etc. (which may include effects that notify a winner)), and in a lottery where the execution order of the effects is an "early effect," the preview variations do not include such effects.
ïŒé¶ïŒïŒ¢ïŒæŒåºã®å®è¡é åºããå ã®æŒåºãããåŸã®æŒåºãã«æ¯ã¹ãŠãåœéžæåŸ 床ãé«ãäºåããªãšãŒã·ã§ã³ïŒæŒåºå 容ïŒã®éžæçãäœç¢ºçãšãªãæ¯åããŒã¿ããŒãã«ïŒé«æåŸ 床äºåããªãšãŒã·ã§ã³ã®éžæçãçžå¯Ÿçã«äœç¢ºçãšãªãããã«æ¯åå€ãå®ããæ¯åããŒã¿ããŒãã«ïŒãéžæããæãæ§æãšããããšãã§ããã (Zero 4B) The order of performance of the performance can be configured to make it easier to select an allocation data table in which the selection rate of a preview variation (performance content) with a high expectation of winning is lower when compared to a "later performance" (an allocation data table in which allocation values are set so that the selection rate of a preview variation with a high expectation is relatively low).
ãŸããäžè¿°ïŒé¶ïŒïŒïœïŒé¶ïŒïŒã®å 容ã«ã€ããŠã¯ãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã«èšæ¶ãããâç¹å®ã®æŒåºæœéžå士âïŒãã ããåäžã®éæç¶æ ã«ä¿ãå°ãªããšãïŒã€ã®æŒåºæœéžå士ïŒã®é¢ä¿ã«ãããŠé©çšããããã«æ§æããŠãããããå šãŠã®æŒåºæœéžïŒãã ããåäžã®éæç¶æ ã«ä¿ãæŒåºæœéžïŒã«ãããŠé©çšããããã«æ§æããŠããããå šãŠã®æŒåºã«é©çšããå Žåã«ã¯ãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åïŒå³ïŒïŒïŒ¡ïœå³ïŒïŒïŒ€ïŒã«ãããæŒåºæœéžã®èšæ¶é åºãå®éã®æŒåºã®å®è¡é ïŒãŸãã¯å®è¡é ã®éïŒã«èšæ¶ãããããšã«ãªãããªããå šãŠã®æŒåºïŒãã ããéæç¶æ å¥ïŒã«ãããŠé©çšããå Žåãå®éã®æŒåºã®å®è¡é åºïŒãŸãã¯ãã®éïŒã«å¯Ÿå¿ãã圢ã§èšæ¶ããã®ã§ã¯ãªããããšãã°ãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã®ååã«èšæ¶ãããæŒåºçŸ€ãããåŸåã«èšæ¶ãããæŒåºçŸ€ã®æ¹ããæŒåºã®å®è¡é åºãå ãŸãã¯åŸã«ãªãããã«æ§æããŠããããããšãã°ããæŒåºïŒ¡ãæŒåºïŒ¢ãæŒåºïŒ£ãæŒåºïŒ€ãããããæŒåºã®å®è¡é åºããã®é ã§ããå ŽåãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã®äžæµåŽïŒããªãšãŒã·ã§ã³çªå·ãçžå¯Ÿçã«å°ããåŽïŒã«æŒåºïŒ£ãšæŒåºïŒ€ïŒæŒåºã®å®è¡é åºãçžå¯Ÿçã«åŸã®æŒåºçŸ€ïŒã«é¢ããæœéžãèšæ¶ããäžæµåŽïŒããªãšãŒã·ã§ã³çªå·ãçžå¯Ÿçã«å€§ããåŽïŒã«æŒåºïŒ¡ãšæŒåºïŒ¢ïŒæŒåºã®å®è¡é åºãçžå¯Ÿçã«å ã®æŒåºçŸ€ïŒã«é¢ããæœéžãèšæ¶ããããã«æ§æããŠãããã The above contents of (01) to (04) may be configured to be applied in the relationship between "specific effect lotteries" (however, between at least two effect lotteries relating to the same game state) stored in the variation lottery reservation information storage area, or may be configured to be applied to all effect lotteries (however, effect lotteries relating to the same game state). When applied to all effects, the storage order of the effect lotteries in the variation lottery reservation information storage area (Figures 77A to 77D) will be stored in the order in which the effects are actually executed (or the reverse of the execution order). When applied to all effects (however, by game state), rather than storing in a manner corresponding to the order in which the effects are actually executed (or the reverse), for example, the execution order of the effects may be configured so that the effects stored in the latter half of the variation lottery reservation information storage area are executed earlier or later than the effects stored in the first half. For example, if there are "Performance A, Performance B, Performance C, Performance D" and the performances are to be executed in that order, the lottery for performance C and performance D (performances that are relatively later in the execution order) may be stored on the upstream side (the side with the relatively smaller variation number) of the variation lottery reservation information storage area, and the lottery for performance A and performance B (performances that are relatively earlier in the execution order) may be stored on the downstream side (the side with the relatively larger variation number).
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The above-mentioned "specific performance lotteries" may be applied by focusing on at least two performance lotteries (for example,
ãŸããç¹å®ã®æŒåºæœéžå士ã¯ïŒçµã«éãããè€æ°çµïŒããšãã°ããæŒåºïŒ¡ãšæŒåºïŒ¢ãã第ïŒçŸ€æŒåºæœéžå士ããæŒåºïŒ£ãšæŒåºïŒ€ãã第ïŒçŸ€æŒåºæœéžå士ãšããïŒã§ãã£ãŠãããããã®å ŽåãæŒåºã®å®è¡é åºã«é¢ãã第ïŒçŸ€æŒåºæœéžå士ãšç¬¬ïŒçŸ€æŒåºæœéžå士ãšã®éã«ã¯ãæœéžäºçŽã®æç¡ã«é¢é£æ§ãç¡ããã第ïŒçŸ€æŒåºæœéžåå£«ã®æ¹ãæç³»åçã«å ã«å®è¡ãããæŒåºçŸ€ã§ããå Žåãããšãã°ã第ïŒçŸ€æŒåºæœéžå士ã¯ãªãŒãåã«å®è¡ãããäºåæŒåºã«å±ãããã®ã§ããã第ïŒçŸ€æŒåºæœéžå士ã¯ãªãŒãåŸã«å®è¡ãããäºåæŒåºã«å±ãããã®ã§ããå ŽåãããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã®èšæ¶é åºã¯ãæŒåºã®å®è¡é åºãèæ ®ãã第ïŒçŸ€æŒåºæœéžå士ããã第ïŒçŸ€æŒåºæœéžå士ãåªå çã«å®è¡ããããã«å®ããããšã奜ãŸããïŒãæŒåºïŒ¡ãšæŒåºïŒ¢ãã«é¢ããæœéžããæŒåºïŒ£ãšæŒåºïŒ€ãã«é¢ããæœéžãããåªå ããŠå®è¡ãããããã«èšæ¶ããïŒã In addition, the number of specific performance lotteries is not limited to one pair, but may be multiple pairs (for example, "performance A and performance B" are the first group performance lotteries, and "performance C and performance D" are the second group performance lotteries). In this case, there is no correlation between the first group performance lotteries and the second group performance lotteries in terms of the execution order of the performances, whether or not there is a lottery reservation. However, if the first group performance lotteries are a group of performances that are executed earlier in the chronological order, for example, if the first group performance lotteries belong to the preview performances that are executed before the reach, and the second group performance lotteries belong to the preview performances that are executed after the reach, it is preferable that the storage order of the variation lottery reservation information storage area is determined to take into account the execution order of the performances, so that the first group performance lotteries are executed with priority over the second group performance lotteries (the lottery for "performance A and performance B" is stored so that it is executed with priority over the lottery for "performance C and performance D").
ãŸãã第ïŒçŸ€æŒåºæœéžå士ãšç¬¬ïŒçŸ€æŒåºæœéžå士ãšã®éã«æœéžäºçŽã®æç¡ã«é¢é£æ§ãããå Žåã«ã¯ãäžè¿°ïŒé¶ïŒïŒïœïŒé¶ïŒïŒã®é¢ä¿æ§ãé©çšããããšãå¯èœã§ãããããšãã°ãäžè¿°ã®ïŒé¶ïŒïŒ¡ïŒã®ã±ãŒã¹ã«ã€ããŠã¯ã第ïŒçŸ€æŒåºæœéžå士ã®ãæŒåºïŒ£ãšæŒåºïŒ€ãïŒæŒåºã®å®è¡é åºãåŸã®æŒåºçŸ€ïŒã«é¢ããæœéžã«ã¯äºåããªãšãŒã·ã§ã³ãšããŠåœéžæåŸ 床ã®é«ãæŒåºå 容ãå«ãŸãããã®ãšãã第ïŒçŸ€æŒåºæœéžå士ã®ãæŒåºïŒ¡ãšæŒåºïŒ¢ãïŒæŒåºã®å®è¡é åºãå ã®æŒåºçŸ€ïŒã«é¢ããæœéžã«ã¯åœè©²åœéžæåŸ 床ã®é«ãæŒåºå 容ãå«ãŸããªãããã«æ§æããããšãã§ãããä»ã®ïŒé¶ïŒïŒïœïŒé¶ïŒïŒã«ã€ããŠãåæ§ã«ã第ïŒçŸ€æŒåºæœéžå士ãšç¬¬ïŒçŸ€æŒåºæœéžå士ããåœè©²ïŒé¶ïŒïŒïœïŒé¶ïŒïŒã®é¢ä¿æ§ãæããããã«é©çšããããšãã§ããã In addition, if there is a correlation between the first group performance lotteries and the second group performance lotteries in terms of whether or not a lottery reservation has been made, the above-mentioned relationships (01) to (04) can be applied. For example, in the case of (04A) above, the lottery for "Performance C and Performance D" between the second group performance lotteries (the performance group whose performance is executed later) can be configured to include performance content with a high expectation of winning as a preview variation, and the lottery for "Performance A and Performance B" between the first group performance lotteries (the performance group whose performance is executed earlier) can be configured not to include the performance content with a high expectation of winning. Similarly, for the other (01) to (03), it can be applied so that the first group performance lotteries and the second group performance lotteries have the relationships (01) to (03).
ïŒé¶ïŒïŒãŸããããªãšãŒã·ã§ã³æœéžäºçŽæ å ±èšæ¶é åã®èšæ¶é åºã«ã€ããŠãå ã«èšæ¶ãããŠããæŒåºæœéžïŒããªãšãŒã·ã§ã³çªå·ãçžå¯Ÿçã«å°ããæ¹ïŒã«ããåŸãããæœéžããŒãã®çš®é¡æ°ïŒç¬¬ïŒæœéžããŒãæ°ïŒãšãåŸã«èšæ¶ãããŠããæŒåºæœéžïŒããªãšãŒã·ã§ã³çªå·ãçžå¯Ÿçã«å€§ããæ¹ïŒã«ããåŸãããæœéžããŒãã®çš®é¡æ°ïŒç¬¬ïŒæœéžããŒãæ°ïŒãšãæ¯èŒããå Žåããç¬¬ïŒæœéžããŒãæ°ïŒç¬¬ïŒæœéžããŒãæ°ãã®é¢ä¿ã§ããããšã奜ãŸãããããã¯ãå ã«å®è¡ãããæŒåºæœéžã«ããåŸãããæœéžããŒããå€ãæ¹ããããå€ãã®æŒåºæœéžã§å©çšããããšãå¯èœã«ãªãããŸããããå€ãã®æœéžããŒããå©çšããããšã«ãããå€çš®å€æ§ãªæŒåºå 容ïŒäºåããªãšãŒã·ã§ã³ïŒã決å®ããããšãå¯èœã«ãªãããã§ããã (Zero 5) In addition, when comparing the number of types of lottery parts (first number of lottery parts) obtained by the performance lottery that is stored earlier (the one with the relatively smaller variation number) with the number of types of lottery parts (second number of lottery parts) obtained by the performance lottery that is stored later (the one with the relatively larger variation number), it is preferable that the relationship be "first number of lottery parts > second number of lottery parts." This is because the more lottery parts obtained by the performance lottery that is executed earlier, the more possible they are to be used in more performance lotteries, and by using more lottery parts, it is possible to determine a wide variety of performance contents (preview variations).
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(Zero 6) Also, a lottery for a preview performance that is not related to the presence or absence of a lottery reservation for other performances (a lottery result that does not affect other performance lotteries) may be configured to be executed with priority over lotteries for other preview performances. For example, the lottery results for "[TH_272] Reunion Bonus" (Figure 90) of
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(Zero 7) Also, when there is an effect that develops into a later stage, such as an SP reach, it is preferable to set it so that the lottery for the effect before the development and the lottery for the effect after the development are executed consecutively. This contributes to the ease of designing the effect lottery process and to the efficiency of the effect lottery process. For example, as in the "Gravure SP" of
ïŒã°ïŒïŒããªãšãŒã·ã§ã³çªå·ïŒã®ãTH_012ã°ã©ãã¢SP_ãã³ãã€ã©ã€ã³å€åãã¯ãæçµçãªãã³ãã€ã©ã€ã³æ°ïŒããšãã°ãïŒïœïŒã©ã€ã³ïŒã決å®ããæœéžïŒæçµãã³ãã€ã©ã€ã³æ°æœéžïŒãšãªã£ãŠããããªããæçµçãªãã³ãã€ã©ã€ã³æ°ã¯ãä»®å³æçš®å¥ã«å¿ããŠæ±ºå®ãããäºåããªãšãŒã·ã§ã³ãšãªã£ãŠããã
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(G2)
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(Gu3)
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Therefore, the relationship between the draws for each of the "Gravure SP" effects is as follows: The draw result (final number of ready lines) for
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For effects that have a relationship like the gravure SP described above, it is preferable to determine the storage order in the variation lottery reservation information storage area so that the effect lotteries are executed continuously. Examples of effects that have a similar relationship to the gravure SP include the above-mentioned underworld reach series, event reach series, and special reach series. For example, as shown in Figures 77A to 77B, the related effect lotteries are stored consecutively in the case of "Normal via ZERO reach" belonging to the event reach series, in
ïŒé¶ïŒïŒãšããã§ãäžèšã仮峿ããªã©ã®ãäºå圱é¿ããªãšãŒã·ã§ã³ãã«é¢ããæœéžïŒããšãã°ããTH_004ïŒœå³ææœéžãïŒã«ã€ããŠã¯ãäºåæŒåºã®åºçŸçããã®æŒåºå 容ïŒäºåããªãšãŒã·ã§ã³ïŒã®æ±ºå®ã«åœ±é¿ãåãŒããã®ã§ãããããäºåæŒåºã«é¢ããæœéžãããåªå çã«å®è¡ãããããã«ïŒæœéžå®è¡é åºãå ãšãªãããã«ïŒå®ããããšããæŒåºæœéžåŠçã®å¹çåãå³ãäžã§å¥œãŸãããšãããã (Zero 6) Incidentally, the lottery for "preview-influencing variations" such as the above-mentioned "tentative symbols" (for example, the "[TH_004] symbol lottery") affects the occurrence rate of the preview performance and the determination of the performance content (preview variation), so it is preferable to set it so that it is executed with priority over the lottery for the preview performance (so that it comes first in the lottery execution order) in order to make the performance lottery processing more efficient.
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In addition, since preview influence variations are referenced relatively frequently in other performance lotteries, it is preferable to set up lotteries relating to preview influence variations to be executed in priority over lotteries relating to preview performances. In the case of this embodiment, as shown in FIG. 77A, the lottery for sub-variations, which can be said to be the basis for realizing the performance during variation (
ãã ããç¹å®ã®äºå圱é¿ããªãšãŒã·ã§ã³ãåç §ããå¿ èŠããªãæŒåºæœéžïŒãäºåæŒåºããã³ïŒãŸãã¯äºå圱é¿ããªãšãŒã·ã§ã³ãã«é¢ããæœéžïŒã«ã€ããŠã¯ãåœè©²ç¹å®ã®äºå圱é¿ããªãšãŒã·ã§ã³ã«é¢ããæœéžãããåªå çã«å®è¡ãããããã«æ§æããŠããããããšãã°ããTH_004ïŒœå³ææœéžãã®æœéžçµæãåç §ããå¿ èŠããªãäºåæŒåºãä»ã®äºå圱é¿ããªãšãŒã·ã§ã³ã«ã€ããŠã¯ããTH_004ïŒœå³ææœéžããããåªå çã«å®è¡ãããããã«æ§æããŠãããã However, performance lotteries that do not require reference to a specific preview influence variation (lotteries related to "preview performances and/or preview influence variations") may be configured to be executed with priority over lotteries related to that specific preview influence variation. For example, preview performances and other preview influence variations that do not require reference to the lottery results of the "[TH_004] Pattern Lottery" may be configured to be executed with priority over the "[TH_004] Pattern Lottery."
ãªããè€æ°ã®äºå圱é¿ããªãšãŒã·ã§ã³ã«é¢ããæœéžïŒä»¥äžãäºå圱é¿ããªãšãŒã·ã§ã³æœéžããšç§°ããïŒãããå Žåã«ããããã®äºå圱é¿ããªãšãŒã·ã§ã³æœéžãåªå ããŠå®è¡ãããã«ã€ããŠã¯ã次ã®ããã«å®ããããšã奜ãŸããã When there are multiple lotteries for forecast impact variations (hereinafter referred to as "forecast impact variation lotteries"), it is preferable to determine which forecast impact variation lottery to prioritize.
ïŒåœ±ïŒïŒä»ã®æŒåºæœéžã§ãäºå圱é¿ããªãšãŒã·ã§ã³æœéžã®æœéžçµæãçšããããåæ°ïŒåç §ãããåæ°ïŒãçžå¯Ÿçã«å€ãæ¹ãåªå ããŠå®è¡ãããããšãã°ãã第ïŒäºå圱é¿ããªãšãŒã·ã§ã³æœéžããšã第ïŒäºå圱é¿ããªãšãŒã·ã§ã³æœéžããšãããå Žåãã第ïŒäºå圱é¿ããªãšãŒã·ã§ã³æœéžãã®æœéžçµæãããã第ïŒäºå圱é¿ããªãšãŒã·ã§ã³æœéžãã®æœéžçµæã®æ¹ãä»ã®æŒåºæœéžã§åç §ãããåæ°ãå€ãå Žåã第ïŒäºå圱é¿ããªãšãŒã·ã§ã³æœéžãã第ïŒäºå圱é¿ããªãšãŒã·ã§ã³æœéžãããåªå ããŠå®è¡ããããã«æ§æããã (Shadow 1) Priority is given to the preview influence variation lottery whose results are used (referenced) relatively more frequently in other performance lotteries. For example, if there is a "first preview influence variation lottery" and a "second preview influence variation lottery," and the results of the "second preview influence variation lottery" are referenced more frequently in other performance lotteries than the results of the "first preview influence variation lottery," the second preview influence variation lottery is configured to be executed with priority over the first preview influence variation lottery.
ïŒåœ±ïŒïŒæœéžçµæãåç §ãããåæ°ãåäžã§ããå Žåã«ã¯ãæœéžã®å®è¡é åºã®å åŸã«å¶éã¯ãªãããããã®äºå圱é¿ããªãšãŒã·ã§ã³æœéžãåªå ããŠå®è¡ãããã¯é©å®å®ããããšãã§ããã (Shadow 2) If the number of times the lottery results are referenced is the same, there is no restriction on the order in which the lotteries are executed, and it can be determined as appropriate which preview influence variation lottery is executed first.
ïŒåœ±ïŒïŒãªãããããã®äºå圱é¿ããªãšãŒã·ã§ã³æœéžããäºåæŒåºã«é¢ããæœéžãããåªå ããŠå®è¡ããããã«æ§æããããšã奜ãŸããã (Shadow 3) It is preferable to configure the lottery for any preview influence variation to be executed with priority over the lottery for the preview performance.
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(War 2: Variations of the customization function)
In this embodiment, the above-mentioned "Premium Up", "Seven Counter" and "Revival Performance Appearance Rate Up" are used as customization functions. However, the present invention is not limited to these, and customization functions such as (F1) to (F3) below can be used.
ïŒã«ïŒïŒäžèšãã·ã³ãã«ã¢ãŒãããæ¡çšããããšãã§ããããã·ã³ãã«ã¢ãŒããïŒã·ã³ãã«ã¢ãŒãã®å ŽåïŒã«ã€ããŠã¯ãæ¢ã«èª¬æããããã«ãããŒãã«ã¢ãŒããšæ¯ã¹ãŠç¹å®ã®äºåæŒåºã®åºçŸçãäœç¢ºçãŸãã¯äžååºçŸããªããªã©ã®æŒåºç¶æ ïŒç¹å®äºåæŒåºåºçŸç倿Žã¢ãŒãïŒã§ããã (F1) The above-mentioned "simple mode" can be adopted. As already explained, "simple mode" (when simple mode is ON) is a presentation state (specific preview performance appearance rate change mode) in which the appearance rate of specific preview performance is low or does not appear at all compared to normal mode.
ïŒã«ïŒïŒå èªã¿äºåã«ä¿ãã«ã¹ã¿ãã€ãºæ©èœïŒå èªã¿äºåã¢ãŒãïŒãæ¡çšããããšãã§ãããå èªã¿äºåã¢ãŒãã§ã¯ãããšãã°ãå èªã¿äºåïŒããšãã°ãïŒãŸãã¯è€æ°ã®ç¹å®ã®å èªã¿äºåã§ãã£ãŠãããããå šå èªã¿äºåã§ãã£ãŠãããïŒãåºçŸããå Žåã«ãåœè©²å èªã¿äºå察象ã®äœåä¿ççã«ä¿ã峿å€å衚瀺ã²ãŒã ã®åœéžæåŸ 床ãã¢ããããïŒå èªã¿äºåã¢ãŒãã®å Žåãåœè©²åœéžæåŸ 床ãå°ãªããšãããŒãã«ã¢ãŒããããã¢ããããïŒã (Ka2) A customization function (pre-reading prediction mode) for the pre-reading prediction can be adopted. In the pre-reading prediction mode, for example, when a pre-reading prediction (which may be one or more specific pre-reading predictions, or may be a full pre-reading prediction) appears, the winning expectancy of the pattern change display game for the activated reserved ball that is the target of the pre-reading prediction increases (when the pre-reading prediction mode is ON, the winning expectancy increases at least more than in normal mode).
ïŒã«ïŒïŒä»æãäžã®å³æå€å衚瀺ã²ãŒã äžã«ãäœåä¿çççºçããå ŽåïŒãªãŒããŒå ¥è³ã§ãã£ãŠãããïŒã«ã鳿Œåºãå æŒåºãç»å衚瀺æŒåºããã³å¯åäœæŒåºã®ãã¡å°ãªããšãïŒã€ãçšããç¹å®æŒåºïŒåç¥æŒåºïŒãçºçãããããšãã£ããå ¥è³æåç¥ã¢ãŒãããæ¡çšããããšãã§ãããå ¥è³æåç¥ã¢ãŒãã§ã¯ãåç¥æŒåºãçºçããå Žåã«ã¯ãåœè©²å³æå€å衚瀺ã²ãŒã ã®åœéžæåŸ 床ãã¢ããããïŒå ¥è³æåç¥ã¢ãŒãã®å Žåãåœè©²åœéžæåŸ 床ãå°ãªããšãããŒãã«ã¢ãŒããããã¢ããããïŒã (F3) A "winning notification mode" can be adopted in which, when an activated reserved ball occurs (even if it is an over-winning) during a pattern changing display game in progress, a specific effect (announcement effect) is generated using at least one of sound effects, light effects, image display effects, and movable body effects. In the winning notification mode, when an announcement effect occurs, the probability of winning in the pattern changing display game increases (when the winning notification mode is ON, the probability of winning is at least higher than in normal mode).
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(As a customization function, modified versions of the above-mentioned pre-reading prediction mode and the winning notification mode, and the lottery process when these modified versions are provided)
In the above-mentioned look-ahead notice mode, the degree of increase in the winning expectation rate when the look-ahead notice occurs can be changed in stages. For example, 50%, 70%, 99%, etc. In the case of a customization function that can set such a plurality of stages of winning expectation rate, the setting information of the customization function is set to "0" for 50%, "1" for 70%, and "2" for 99%, and the maximum value of the offset parts is set to the number of stages, that is, when three stages of 50%, 70%, and 99% can be set, the maximum value of the offset parts can be set to "3". Then, a table number based on the setting information etc. related to the look-ahead notice mode (see FIG. 96, FIG. 101, etc.) can be obtained, and a lottery process (a pattern lottery process similar to FIG. 85A to FIG. 89B related to "Premium Up", "Seven Counter", and "Revival Performance Appearance Rate UP") can be executed.
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The table numbers (table numbers shown in Figs. 96 and 101) that may be obtained when the above-mentioned look-ahead preview mode and winning time notification mode are adopted may be any of
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æ¬çºæã¯ãäžèšã®æ§æïŒïŒšïŒïŒïœïŒïŒšïŒïŒïŒãšããããšãã§ããããªãæ¬åŒ§å ã¯å®æœåœ¢æ ã«ããã察å¿èŠçŽ ã瀺ãããæ¬çºæã¯ããã«éå®ããããã®ã§ã¯ãªãã The present invention can have the following configurations (H1) to (H12). Note that the elements in parentheses correspond to the embodiments, but the present invention is not limited to these.
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<Configuration (H1)>
A lottery means for executing a winning lottery (e.g., a jackpot lottery);
A performance control means (for example, a performance control unit 24) for controlling a performance related to the result of the winning lottery;
A gaming machine comprising:
The performance control means includes:
A random number generating means for generating random numbers within a predetermined range;
A random number acquisition means for acquiring a value obtained by correcting the random number acquired from the random number generation means as a random number value for effect lottery (a random number value corrected by a predetermined correction process: a practical random number value);
and a performance lottery means for executing a performance lottery regarding the performance content in the performance,
The effect lottery means is configured to be able to execute the effect lottery using the effect lottery random number value,
A gaming machine characterized by:
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<Configuration (H2)>
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine comprising:
The performance control means is configured to execute a lottery process using predetermined reference information a plurality of times for the performance content of the performance, and to determine the performance to be executed;
The reference information includes first reference information (e.g., lottery reservation information) determined before the current lottery process (e.g., lottery process when the execution count number=N (Nâ§0)) is executed, and second reference information (e.g., lottery flag information) determined by the current lottery process,
The second reference information is referred to in the next (or subsequent) lottery process (for example, the lottery process when the execution count number is N+1) to determine the content of the performance.
A gaming machine characterized by:
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<Configuration (H3)>
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine comprising:
The performance control means is configured to execute a lottery process multiple times for the performance content of the performance to determine the performance to be executed,
A lottery call setting table (e.g., FIG. 94A to FIG. 94B, FIG. 95, etc.) is provided in which reservation information regarding the execution of the lottery process is stored;
A reservation information setting process is executed to set the reservation information by referring to the lottery call setting table based on the result of the current lottery process,
In the reservation information setting process, when the reservation information has a predetermined value, the execution of the lottery process from the next time onwards is reserved (for example, FIG. 73).
The gaming machine is characterized by the above.
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<Configuration (H4)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine equipped with
The performance control means performs a performance process related to the decorative symbol game,
Based on the result of the winning lottery (for example, main variation information), a decorative pattern variation pattern lottery process is included for determining a variation display pattern (sub-variation) of the decorative pattern, a first notice lottery process is included for determining a first notice performance, and a second notice lottery process is included for determining a second notice performance,
Execute a first notice information setting process for setting execution information of the first notice lottery process based on the result of the decorative pattern variation pattern lottery process;
A second advance notice information setting process is configured to be able to execute the second advance notice lottery process by setting execution information of the second advance notice lottery process based on the result of the first advance notice lottery process.
A gaming machine characterized by:
The "decorative pattern change pattern lottery process" corresponds to the lottery process relating to sub-changes ("[TH_001] sub-change pattern" in Figure 77A, Figures 84A to 84B).
Also, the "first advance notice lottery process" and the "second advance notice lottery process" correspond to various lottery processes described in Figures 77A to 77D, depending on the sequence of the lottery (whether it is the current performance lottery or the next (including the next and subsequent) performance lottery). For example, they correspond to lotteries related to symbols ("TH_004" Pattern Lottery in Figure 77A, Figures 87A to 89B), lotteries related to re-formation bonuses ("TH_272" Re-formation Bonus in Figure 77A, Figure 90), lotteries related to sudden lucky patrols ("TH_273" Sudden Lucky Patrol in Figure 77A, Figure 91), etc.
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<Configuration (H5)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine equipped with
The performance control means performs a performance process related to the decorative symbol game,
Based on the result of the winning lottery (for example, main variable information), a decorative pattern lottery process for determining a variable display pattern of the decorative pattern and a notice lottery process for determining a notice performance to be executed based on the result of the decorative pattern lottery process are configured to be executable;
The advance notice lottery process includes at least a first advance notice lottery process, a second advance notice lottery process, and a third advance notice lottery process,
Executing an execution information setting process (for example, FIG. 73) for setting execution information for the third advance notice lottery process according to a result of the first advance notice lottery process;
execute the third advance notice lottery process after the second advance notice lottery process is completed;
A gaming machine characterized by:
The "decorative pattern change pattern lottery process" corresponds to the lottery process relating to sub-changes ("[TH_001] sub-change pattern" in Figure 77A, Figures 84A to 84B).
In addition, the "first notice lottery process,""second notice lottery process," and "third notice lottery process" correspond to the various lottery processes described in Figures 77A to 77D.
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<Configuration (H6)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine comprising:
The performance control means performs a performance process related to the decorative symbol game,
A performance determination process (for example, SC27 to SC31 in FIG. 71B) that executes a plurality of lottery processes to determine a performance to be executed;
A reference information setting process (e.g., FIG. 72 ) for setting predetermined reference information (e.g., lottery flag information) required for the lottery process;
A reference information setting table (for example, FIG. 92 to FIG. 94B) is provided in which a plurality of pieces of reference information are stored;
The reference information setting process is configured to be executed by using the reference information setting table based on a result of the lottery process.
A gaming machine characterized by:
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<Configuration (H6A)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine comprising:
The performance control means is configured to execute a plurality of lottery processes to determine a performance to be executed during the decorative symbol game,
In the current lottery process, a reference information setting process (e.g., FIG. 72) can be executed to set predetermined reference information (e.g., lottery flag information) required for the next and subsequent lottery processes.
The reference information setting process sets the reference information based on the lottery result of the current lottery process using a reference information setting table (e.g., FIGS. 92 to 94B) in which a plurality of pieces of reference information are stored (e.g., FIG. 72).
A gaming machine characterized by:
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<Configuration (H7)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine equipped with
The performance control means performs the performance processing related to the decorative symbol game,
A performance determination process (for example, SC27 to SC31 in FIG. 71B) that executes a lottery process multiple times to determine the performance to be executed;
A reference information setting process (e.g., FIG. 72 ) for setting predetermined reference information (e.g., lottery flag information) required for the lottery process;
The lottery process includes a plurality of lottery processes with different lottery objects (for example, FIGS. 84A to 91 ),
The reference information can be referenced in the plurality of lottery processes (for example, the âtemporary symbolâ of the lottery flag information can be referenced in the plurality of lottery processes such as FIG. 91, FIG. 105, and FIG. 106, etc.),
A gaming machine characterized by:
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<Configuration (H8)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine comprising:
The performance control means performs a performance process related to the decorative symbol game,
A performance determination process that executes a plurality of lottery processes to determine a performance to be executed;
A reference information setting process for setting predetermined reference information (for example, lottery flag information) required for the lottery process,
The reference information is
The information includes first reference information (e.g., selection flag information used in determining allocation table data) to be referenced when determining a selection table to be used in the current selection from among a plurality of selection tables, and second reference information (e.g., selection flag information used in determining a preview variation) to be referenced when determining the content of the current selection using the selected selection table.
A gaming machine characterized by:
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<Configuration (H9)>
A lottery means for executing a winning lottery;
A presentation control means for controlling a presentation-based decorative pattern game including a variable display of the decorative pattern;
A gaming machine equipped with
The performance control means performs a performance process related to the decorative symbol game,
A performance determination process that executes a plurality of lottery processes to determine a performance to be executed;
A reference information setting process for setting predetermined reference information required for the lottery process,
The reference information includes first reference information (for example, lottery flag information relating to the actual pattern (FIG. 93, FIG. 103)) and second reference information different from the first reference information (for example, lottery flag information relating to the provisional pattern (FIG. 93, FIG. 103)),
The device further includes a first reference information storage means for storing the first reference information and a second reference information storage means for storing the second reference information (the first reference information storage means, the second reference information storage means = for example, a lottery flag setting value storage area or an offset parts storage area),
The reference information setting process can store common values (e.g., FIG. 93 and FIG. 103) in the first reference information storage means and the second reference information storage means, respectively, as the first reference information and the second reference information.
A gaming machine characterized by:
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<Configuration (H10)>
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine equipped with
The performance control means includes:
An effect lottery means for executing an effect lottery regarding an effect to be executed;
A distribution data table (e.g., FIG. 84A to FIG. 91, FIG. 105, FIG. 106, etc.) used when the performance lottery means executes the lottery;
The allocation data table is
A plurality of performance variations (preview variations) related to the performance;
An allocation value corresponding to each of the plurality of performance variations;
A variation number that specifies the number of types of the performance variations,
The performance lottery means includes:
A counting means capable of updating a count value for identifying the performance variation;
A winning determination means (for example, steps SC27 to SC31 in FIG. 71B ) for determining whether or not a winning effect variation has been selected based on a current count value, a distribution value corresponding to the count value, and a random number value,
When it is determined that the winning has been achieved or when the count value has reached the number of variations, the performance lottery is ended (steps SC27 and SC29 in FIG. 71B ).
A gaming machine characterized by:
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<Configuration (H11)>
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine equipped with
The performance control means includes:
An effect lottery means for executing an effect lottery regarding an effect to be executed;
A distribution data table used when the performance lottery means executes the lottery,
The allocation data table is
A plurality of performance variations relating to the performance;
An allocation value corresponding to each of the plurality of performance variations;
A variation number that specifies the number of types of the performance variations,
The performance lottery means includes:
A counting means capable of updating a count value for identifying the performance variation;
and a winning determination means for determining whether or not a particular effect variation has been won based on a current count value, a distribution value corresponding to the current count value, and a random number value,
If the count value exceeds the number of variations due to a malfunction, the effect variation corresponding to the final count value can be treated as a winning effect (for example, see "Processing in the event of a malfunction in the lottery process" above).
A gaming machine characterized by:
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<Configuration (H12)>
A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine equipped with
The performance control means includes:
An effect lottery means for executing an effect lottery regarding an effect to be executed;
A distribution data table used when the performance lottery means executes the lottery,
The allocation data table is
A plurality of performance variations relating to the performance;
An allocation value corresponding to each of the plurality of performance variations;
A variation number that specifies the number of types of the performance variations,
The performance lottery means includes:
A counting means capable of updating a count value for identifying the performance variation;
and a winning determination means for determining whether or not a particular effect variation has been won based on a current count value, a distribution value corresponding to the current count value, and a random number value,
If the count value exceeds the number of variations due to a malfunction, a specific performance variation can be treated as a winning variation (for example, see "Processing in the event of a malfunction in the lottery process" above).
A gaming machine characterized by:
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[Tenth embodiment]
<About earphone play>
In the gaming machine according to the present invention, the volume can be adjusted in the game environment settings (game settings), but depending on the set volume, even if a certain player finds the volume comfortable, it may not be appropriate for another player and may be an unpleasant volume. This may lead to noise trouble between players. In particular, in recent years, with the diversification of effects, various effect sounds are often emitted at high volumes, and in addition to the problems between players mentioned above, environmental problems related to noise emitted from pachinko parlors are becoming more prominent.
äžèšåé¡ã«éã¿ãæ¬å®æœåœ¢æ ã§ã¯ãããããã³ãã€ã€ãã³çã®é»æ°é³é¿å€æåšãšéææ©ãšããæç·ããã³ïŒãŸãã¯ç¡ç·ã®éä¿¡åç·ã«ãã£ãŠæ¥ç¶å¯èœãªæ§æãæããéææ©ãæäŸããããšãç®çãšãããæ¬å®æœåœ¢æ ã«ããã°ãäžèšã®éšé³ã«é¢ãã諞åé¡ã解決ããããšãå¯èœã«ãªãããªããæ¬çºæã«ä¿ãéææ©ã¯ãæ¬æçŽ°æžäžè¿°ã¹ãå宿œåœ¢æ ã«ä¿ãéææ©ã«é©çšå¯èœã§ããããšã¯å¿è«ã®ããšã匟çéææ©ïŒã±ã¡ããéææ©ïŒã ãã§ãªããåèŽåŒéææ©ãã¢ã¬ã³ãžããŒã«éææ©ããããçéææ©ãªã©ããããã®ã¿ã€ãã®éææ©ã«ãé©çšå¯èœã§ããã In view of the above problems, the present embodiment aims to provide a gaming machine having a configuration in which an electroacoustic transducer such as headphones or earphones can be connected to the gaming machine via a wired and/or wireless communication line. This embodiment makes it possible to solve the above-mentioned noise-related problems. The gaming machine according to the present invention is of course applicable to the gaming machines according to the embodiments described in this specification, and is also applicable to any type of gaming machine, including not only pinball gaming machines (pachinko gaming machines), but also reel-type gaming machines, arrange ball gaming machines, and jankyÅ« gaming machines.
以äžãæ¬å®æœåœ¢æ ã«ä¿ãéææ©ã«ã€ããŠèª¬æããããªããæ¢ã«æ¬æçްæžäžã§èª¬æããå 容ã«ã€ããŠã¯ãéè€èšèŒãé¿ããããã«ãé©å®çç¥ããŠèª¬æããã The gaming machine according to this embodiment will be described below. Note that in order to avoid repetition, the contents already explained in this specification will be omitted as appropriate.
æ¬å®æœåœ¢æ ã§ã¯ã黿°é³é¿å€æåšãšããŠãæç·éä¿¡ïŒã±ãŒãã«ïŒã§æ¥ç¶å¯èœãªã€ã€ãã³ïŒä»¥äžãæç·ã€ã€ãã³ããšç§°ããïŒãŸãã¯ç¡ç·éä¿¡ã§æ¥ç¶å¯èœã€ã€ãã³ïŒä»¥äžãç¡ç·ã€ã€ãã³ããšç§°ããïŒãšæ¥ç¶å¯èœãªéææ©ãäŸã«ãšã説æããã In this embodiment, the electro-acoustic transducer is described by taking as an example a gaming machine that can be connected to earphones that can be connected via wired communication (cable) (hereinafter referred to as "wired earphones") or earphones that can be connected via wireless communication (hereinafter referred to as "wireless earphones").
æç·ã€ã€ãã³ã¯é³å£°é»æµãã³ã€ã«ã«æµãæ¯åæ¿ãé§åãããã®ã§ãè£ çã®ä»æ¹ã«ããåé¡ãããšãé ã«ãããŠè³ãèŠãèŒé åã€ã€ãã³ïŒããããã³ïŒãšãè³åã«æ¿å ¥ããŠäœ¿çšããè³ååã€ã€ãã³ãšããããããã§ã¯ãã©ãŒã³ãã©ã°ãšãã©ãŒã³ãžã£ãã¯ã§æ¥ç¶ãããã€ã€ãã³ã䜿çšããããšãæ³å®ããŠãããã€ã€ãã³ç«¯åã®æ¥µæ°ã«ã¯ãïŒæ¥µïŒã¢ãã©ã«ïŒã»ïŒæ¥µïŒã¹ãã¬ãªïŒã»ïŒæ¥µïŒãã€ã¯æ©èœïŒã»ïŒæ¥µïŒãã€ãºãã£ã³ã»ãªã³ã°æ©èœïŒãªã©ããããããããæ¡çšããããšãã§ããã Wired earphones use a coil to drive a diaphragm by passing an audio current through it, and can be categorized based on how they are worn: on-the-head earphones (headphones) that are worn over the head and cover the ears, and in-ear earphones that are inserted into the ear canal. Here we assume the use of earphones that connect with a phone plug and phone jack. Earphone jacks come in a variety of pole numbers, including 2 poles (monaural), 3 poles (stereo), 4 poles (microphone function), and 5 poles (noise canceling function), and any of these can be used.
ãŸããç¡ç·ã€ã€ãã³ã«ã€ããŠã®æ¥ç¶æ¹åŒã«ã¯å¹Ÿã€ãçš®é¡ãããããããã®ç¡ç·éä¿¡æ¹åŒãæ¡çšãããã¯èªç±ã§ãããæ¬å®æœåœ¢æ ã§ã¯ãæ¥µè¶ çæ³¢ã§ããïŒïŒïŒïŒ§ïŒšïœåž¯åã䜿ãè¿è·é¢ã®ããžã¿ã«ããã€ã¹å士ãã¯ã€ã€ã¬ã¹ã§æ¥ç¶ãããïœïœïœ ïœïœïœïœïœïŒç»é²åæšïŒãã§æ¥ç¶ããæ¹åŒïŒç¡ç·éä¿¡èŠæ Œã®äžæ¹åŒïŒãæ¡çšããããªããïœïœïœ ïœïœïœïœïœéä¿¡ã¯ãïŒå¯ŸïŒãã®éä¿¡ãåæã«ããŠãããããïŒå¯Ÿå€ãããå€å¯Ÿå€ãã®éä¿¡ïŒãã«ããã¢ãªã³ã°åããã¥ã¢ã«ãªãŒãã£ãªåïŒãå¯èœã§ãã£ãŠããããéæã¯ãéåžžäžäººã§è¡ããã®ã§ããããããïŒå¯ŸïŒãã®éä¿¡ã奜ãŸãããšãããã In addition, there are several types of connection methods for wireless earphones, and it is up to the user to choose which wireless communication method to adopt. In this embodiment, a "Bluetooth (registered trademark)" connection method (one of the wireless communication standards) is adopted, which uses the 2.4 GHz band of ultra-high frequency waves to wirelessly connect digital devices in close range to each other. Note that Bluetooth communication is based on "one-to-one" communication, but "one-to-many" or "many-to-many" communication (multi-pairing type, dual audio type) may also be possible. Since games are usually played alone, "one-to-one" communication is preferable.
ç¡ç·ã€ã€ãã³ã¯ã±ãŒãã«ã§ã¯ãªãç¡ç·ã§æ¥ç¶ããã¿ã€ãã®ã€ã€ãã³ã§ããããæç·ã€ã€ãã³ã®å Žåãšåæ§ã®åé¡ã«ããã°ãé ã«ãããŠè³ãèŠãèŒé åã€ã€ãã³ïŒããããã³ïŒãšãè³åã«æ¿å ¥ããŠäœ¿çšããè³ååã€ã€ãã³ãšããããç¡ç·ã€ã€ãã³ãšããŠã¯ãçŸåšãå®å šã¯ã€ã€ã¬ã¹ã€ã€ãã³ãããã¯ãã³ãåãå·Šå³äžäœåãçè³åïŒãããã»ããåïŒã骚äŒå°åãªã©ã®ã€ã€ãã³ãããããæ¬å®æœåœ¢æ ã§ã¯ããããã®ãã¡ä»»æã®ãã®ã䜿çšããããšãã§ããã Wireless earphones are earphones that connect wirelessly instead of via a cable, but can be classified in the same way as wired earphones: on-the-head earphones (headphones) that are worn over the head and cover the ears, and in-ear earphones that are inserted into the ear canal. Currently, wireless earphones include completely wireless earphones, neckband-type earphones, left and right integrated types, single-ear types (headset types), and bone conduction types, and any of these can be used in this embodiment.
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When connecting earphones by wired communication (wired connection), a connection means (earphone jack) that can be connected to the phone plug of the wired earphones is provided at an appropriate position on the gaming machine, and the sound (sound produced by the gaming machine) output from the sound production means of the gaming machine (
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(About the period during which earphones can be connected)
When earphones are connected to the gaming machine, the earphone connection period during which sound effects can be output from the earphones may be configured to be always connectable regardless of whether a game is being played or not, or may be configured to be connectable during a game or not. In addition, a predetermined earphone connection prohibition period may be set. The earphone connection prohibition period may be set to the following periods (Prohibition 1) to (Prohibition 8), for example.
ïŒçŠïŒïŒã²ãŒã äžïŒå³æå€å衚瀺ã²ãŒã äžïŒã (Prohibition 1) During the game (during a game where the symbols change).
ïŒçŠïŒïŒåœãéæäžããªããåœãéæã«ã¯ãå°åœãéæããã³ïŒãŸãã¯å€§åœãéæïŒïŒ¶åœãéæãå«ãïŒãå«ã¿ãå°åœãéæäžããã³ïŒãŸãã¯å€§åœãéæäžãã€ã€ãã³æ¥ç¶çŠæ¢æéãšããŠå®ããŠãããïŒäžèšïŒçŠïŒïŒãïŒçŠïŒïŒãïŒçŠïŒïŒã«ã€ããŠãåæ§ïŒã (Prohibition 2) During a winning game. Note that a winning game includes a small winning game and/or a big winning game (including a V winning game), and the period during a small winning game and/or a big winning game may be designated as a period during which earphone connection is prohibited (the same applies to (Prohibition 3), (Prohibition 4), and (Prohibition 6) below).
ïŒçŠïŒïŒåœãéæäžã®ç¹å®æéãç¹å®æéã¯ãïŒãŸãã¯è€æ°ã®æéãå®ããããšãã§ãããããšãã°ãã©ãŠã³ãéæäžãã©ãŠã³ãéäžãéå§ïŒ©ïŒ®ïŒŽäžããã³çµäºïŒ©ïŒ®ïŒŽäžã®ãã¡å°ãªããšãïŒã€ã®æéãšããããšãã§ããã (Prohibition 3) A specific period during winning play. The specific period may be one or more periods. For example, it may be at least one of the following periods: during a round of play, during the INT between rounds, during the start INT, and during the end INT.
ïŒçŠïŒïŒïŒãŸãã¯è€æ°ã®ç¹å®ã®åœãéæäžãããšãã°ãæç倧åœãïŒïœïŒãšç¢ºå€å€§åœãïŒïœïŒãšãå«ãè€æ°ã®å€§åœããããå Žåãæç倧åœãã«ãã倧åœãéæäžã¯ã€ã€ãã³æ¥ç¶çŠæ¢æéãšããããšãã§ããããŸããåçš®ã®åœãïŒæ¬äŸã®å Žåãæç倧åœãïŒïœïŒã確å€å€§åœãïŒïœïŒïŒã®ãã¡ãå°ãªããšãïŒã€ã®ç¹å®ã®åœãïŒããšãã°ãæç倧åœãïŒïœïŒïŒã«ããåœãéæäžãã€ã€ãã³æ¥ç¶çŠæ¢æéãšããããšãã§ããã (Prohibition 4) During one or more specific winning games. For example, if there are multiple winning games, including time-saving winning games 1-3 and probability-changing winning games 1-2, earphone connection can be prohibited during the winning game with the time-saving winning game. Also, among the winning games with at least one specific winning game (for example, time-saving winning games 1-2) among the winning games with the same type (in this example, time-saving winning games 1-3 and probability-changing winning games 1-2), earphone connection can be prohibited during the winning game.
ïŒçŠïŒïŒã³ã³ããªãŒãæ©èœäœåäžãã³ã³ããªãŒãæ©èœãäœåããŠéæå®è¡äžèœç¶æ ã«å¶åŸ¡ãããå Žåã«ã¯ãã³ã³ããªãŒãæ©èœäœå以éã¯ãéæè ãã€ã€ãã³ãæ¥ç¶ããŠéæããããšããäºæ ã¯æ³å®ãåŸãªããããã³ã³ããªãŒãæ©èœäœåäžã¯ãã€ã€ãã³æ¥ç¶çŠæ¢æéãšããããšãã§ããã (Prohibition 5) While the complete function is operating. When the complete function is activated and control is performed to a state in which game play cannot be performed, it is inconceivable that a player will connect earphones to play after the complete function is activated, so the period during which earphone connection is prohibited can be set as a period during which the complete function is activated.
ïŒçŠïŒïŒå³æå€å衚瀺ã²ãŒã äžãåœãéæäžãããã³ã³ã³ããªãŒãæ©èœäœåäžã®ãã¡ãå°ãªããšãïŒã€ã®æéã (Prohibition 6) At least one of the following periods: during a pattern change display game, during a winning game, or while the complete function is in operation.
ïŒçŠïŒïŒãšã©ãŒäžããªãããã¹ãŠã®ãšã©ãŒäžãã€ãã³æ¥ç¶çŠæ¢æéãšããŠãããããïŒãŸãã¯è€æ°ã®ç¹å®ã®ãšã©ãŒäžãã€ã€ãã³æ¥ç¶çŠæ¢æéãšããŠããããç¹å®ã®ãšã©ãŒãšããŠã¯ãããšãã°ãåŸè¿°ã®æ·±å»åºŠã®é«ããšã©ãŒãæããããã (Prohibition 7) During an error. Note that earphone connection may be prohibited during all errors, or during one or more specific errors. Examples of specific errors include highly serious errors, which are described below.
ïŒçŠïŒïŒé»æºæå ¥åŸã®éæéå§å¯èœç¶æ åïŒé»æºæå ¥æã®åŠçãçµãããŸã§ïŒããªããæç·æ¥ç¶ã®å Žåã¯ã黿ºæå ¥åŸãåžžææ¥ç¶å¯èœã«æ§æããŠãããããç¡ç·éä¿¡ã®å Žåã«ã¯ïŒ¢ïœïœïœ ïœïœïœïœïœéä¿¡ã®ããã®ããã¢ãªã³ã°èšå®ããè¡ãå¿ èŠããããããå°ãªããšãéæéå§å¯èœç¶æ ã«å¶åŸ¡ãããåŸã®æéã§ãªããã°ãæ¥ç¶ã§ããªãããã«ããããšã奜ãŸããã (Prohibition 8) Before the game can be started after power is turned on (until the processing at the time of powering on is completed). Note that in the case of a wired connection, it may be configured to be able to connect at all times after power is turned on, but in the case of wireless communication, since it is necessary to perform "pairing settings" for Bluetooth communication, it is preferable to not be able to connect at least until the period after the game has been controlled to a state where it is possible to start playing.
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<Relationship between earphone and speaker sound output (audio output): Diagram 110>
Next, when the gaming machine and earphones are connected by wire or wirelessly, the following configurations can be used. Here, the relationship between the sound output (audio output) of the earphones and the speaker and the effects when connected will be mainly described. Note that the communication formats of the case where wired earphones are used (wired connection case) and the case where wireless earphones are used (wireless connection case) are significantly different, so here, the wired connection case and the wireless connection case will be described separately. First, the case where wired earphones are used will be described.
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<Case of using wired earphones: (Connection 1), (Connection 2): Figure 110>
(Connection 1) When earphones are connected (when the gaming machine detects the connection of earphones), the gaming machine can be configured to immediately start outputting from the earphones and stop outputting from the
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An example of output from this configuration (Connection 1) is shown in Figure 110 (A). In Figure 110 (A), time t1 is the timing when the player connects earphones (the timing when the gaming machine detects the connection of the earphones). Figure 110 (A) also shows an example where output from the
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Although the above describes an example in which the gaming machine side connection notification effect and the earphone side connection notification effect are different from each other, they may have at least a part in common. For example, the gaming machine side uses the liquid
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(Connection 2) Unlike the above (Connection 1), output from the earphones does not start just by connecting the earphones, but may be configured to start output from the earphones when a certain condition is met. In other words, the configuration is such that output from the earphones does not start until the certain condition is met (output from the earphones is limited until the certain condition is met), and output from the
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For example, after connecting the earphones, when the player performs a predetermined start operation (a predetermined operation for starting output from the earphones: hereinafter abbreviated as "output start operation"), output to the earphones can be configured to start. In this case, when the earphones are connected (after connecting the earphones and before the output start operation), it is preferable to execute a "start operation request effect" to prompt the player to perform the start operation as the above-mentioned connection notification effect. Specifically, a selection image for whether or not to start output from the earphones, such as "Earphones are connected. Would you like to change to earphone play? YES/NO" (YES = "start output", NO = "cancel") is displayed on the liquid
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In addition, when the player performs an output start operation (when the player selects to start output), a presentation (earphone output start presentation) may be configured to be executed to notify the player that output from the earphones will begin. For example, an image such as "Earphone game is starting" may be displayed on the liquid
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An example of output from this configuration (Connection 2) is shown in Figure 110 (B). In Figure 110 (B), time t1 is the timing when the player connects the earphones to the gaming machine, and time t1 to time t2 indicate the period before the player completes the output start operation. In this example, as shown, simply connecting the earphones does not stop the output from the speaker 46 (time t0 to time t2), and when the player completes the output start operation (after time t2), the output from the
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<When using wireless earphones: (Connection 3)>
Next, a case where a wireless earphone is connected will be described.
ïŒæ¥ïŒïŒæ¬å®æœåœ¢æ ã§ã¯ãç¡ç·æ¥ç¶æ¹åŒãšããŠãïœïœïœ ïœïœïœïœïœéä¿¡ã§æ¥ç¶ããæ¹åŒãæ¡çšããäŸã«ã€ããŠèª¬æããŠããã®ã§ãç¡ç·ã€ã€ãã³ãæ¥ç¶ããå Žåã«ã¯ãéæè ã«ããæå®ã®æ¥ç¶æäœïŒããããããã¢ãªã³ã°æäœïŒç¡ç·ã€ã€ãã³æ¥ç¶æäœïŒãïŒãå¿ èŠãšãªãããããã£ãŠãéæè ããã¢ãªã³ã°æäœãè¡ã£ãããšãæ¡ä»¶ã«ãã€ã€ãã³ããã®åºåãéå§ãããããã«ãªã£ãŠããã (Connection 3) In this embodiment, an example is described in which a method of connection via Bluetooth communication is adopted as the wireless connection method, so when connecting wireless earphones, the player is required to perform a specific connection operation (the so-called "pairing operation (wireless earphone connection operation)"). Therefore, output from the earphones is started on the condition that the player has performed the pairing operation.
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Specifically, when a player performs a specified operation (operation to display the pairing setting screen), a "pairing setting screen" (connection setting display effect) for wirelessly connecting to the earphones is displayed as one of the effects related to the pairing operation. Then, when the player performs the pairing operation on that setting screen, the earphones and the gaming machine are connected, and output from the earphones begins and output from the
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ãªããçŸéæè ïŒçŸåšç¡ç·æ¥ç¶ã詊ã¿ãããšããéæè ïŒããã¢ãªã³ã°æäœãè¡ãåã«ãä»ã®éæè ã®ã€ã€ãã³ãæ¥ç¶äžïŒæ¢ã«ãã¢ãªã³ã°äžã®ç¶æ ïŒã®ã±ãŒã¹ãããããããçŸéæè ããã¢ãªã³ã°æäœãè¡ãããšã§ãä»ã®ã€ã€ãã³ãšã®æ¥ç¶ïŒãã¢ãªã³ã°ïŒã匷å¶çã«åæãïŒãã¢ãªã³ã°æ¥ç¶è§£é€ææ®µïŒãçŸéæè ã®ã€ã€ãã³ãšæ¥ç¶ããããã«ãªã£ãŠãããä»ã®ã€ã€ãã³ãšã®æ¥ç¶ãåæããã¿ã€ãã³ã°ã¯ããã¢ãªã³ã°èšå®ç»é¢ã衚瀺ãããå ŽåïŒããšãã°ãåŸè¿°ã®å³ïŒïŒïŒïŒïŒ£ïŒã®ç»é¢ïŒïŒïŒïœããã³ïŒãŸãã¯åå³ïŒïŒ€ïŒã®ç»é¢ïŒïŒïŒïœã衚瀺ãããå ŽåïŒããŸãã¯æ°ããªã€ã€ãã³ãšã®ãã¢ãªã³ã°ãæåããå ŽåïŒããšãã°ãåŸè¿°ã®å³ïŒïŒïŒïŒïŒ¥ïŒåç §ïŒãæãã¯éæç°å¢èšå®ãããã©ã«ãã«æ»ãå ŽåïŒããšãã°ãåŸè¿°ã®å³ïŒïŒïŒïŒïŒ¢ïŒã®ãåæåãããã®é ç®ãéžæããå ŽåïŒã®ãããã§ãã£ãŠãããããŸããä»ã®ã€ã€ãã³ãæ¥ç¶äžã®å Žåã«ã¯ããã®æšãå ±ç¥ããæŒåºãšããŠãããšãã°ãæ¢ã«ãã¢ãªã³ã°äžã®ç¡ç·ã€ã€ãã³ããããŸããæ°ããªã€ã€ãã³ãšãã¢ãªã³ã°ãéå§ããŸããïŒ ïŒ¹ïŒ¥ïŒ³ïŒïŒ®ïŒ¯ãïŒïŒ¹ïŒ¥ïŒ³ïŒä»ã®ã€ã€ãã³ã®æ¥ç¶ãè§£é€ããæ°ããªã€ã€ãã³ãšæ¥ç¶ãïŒãã£ã³ã»ã«ïŒãªã©ã®è¡šç€ºãè¡ããçŸéæè ã«ããããéžæããããèŠæ±ããããã«ããŠãããã Note that, before the current player (the player currently attempting wireless connection) performs the pairing operation, there may be cases where the earphones of another player are connected (already in a paired state), but when the current player performs the pairing operation, the connection (pairing) with the other earphones is forcibly disconnected (pairing disconnection means) and connected to the current player's earphones. The timing for disconnecting the connection with the other earphones may be when a pairing setting screen is displayed (for example, when screen 101c in FIG. 111(C) and/or screen 101d in FIG. 111(D) described later are displayed), when pairing with a new earphone is successful (for example, see FIG. 111(E) described later), or when the game environment settings are returned to the default (for example, when the "Initialize" item in FIG. 111(B) described later is selected). Also, if other earphones are connected, a message may be displayed to notify the player of this, such as "There are wireless earphones already paired. Would you like to start pairing with new earphones? YES/NO" (YES = disconnect the other earphones and connect the new earphones, NO = cancel), and the player may be asked to choose which option to use.
ãªããäžèšãã¢ãªã³ã°èšå®ç»é¢ïŒæ¥ç¶èšå®è¡šç€ºæŒåºïŒã«ã€ããŠã¯ã次ã®ããã«æ§æããŠãããã The above pairing setting screen (connection setting display) may be configured as follows:
ïŒå¯ŸïŒïŒé³é調æŽãå é調æŽãªã©ã®éæç°å¢èšå®ã«ãããŠãã¢ãªã³ã°èšå®ç»é¢ã衚瀺å¯èœã«æ§æããéæç°å¢èšå®é ç®ã®äžã€ãšããŠããã¢ãªã³ã°æäœãå®è¡å¯èœã«æ§æããããšãã§ããïŒããšãã°ãåŸè¿°ã®å³ïŒïŒïŒåç §ïŒããªããé³é調æŽãå é調æŽãªã©ãå®è¡äžèœãªéææ©ã«ãããŠã¯ããã¢ãªã³ã°å°çšïŒç¡ç·æ¥ç¶å°çšïŒã®éæç°å¢èšå®ãå®è¡å¯èœã«æ§æããã°ããã The pairing setting screen can be configured to be displayed in the gaming environment settings such as volume adjustment and light adjustment, and the pairing operation can be configured to be executable as one of the gaming environment setting items (for example, see FIG. 111 described later). Note that in gaming machines in which volume adjustment, light adjustment, etc. cannot be performed, a gaming environment setting dedicated to pairing (dedicated to wireless connection) can be configured to be executable.
ïŒå¯ŸïŒïŒéåžžã®éæç°å¢èšå®ïŒé³é調æŽãå é調æŽãªã©ïŒãšã¯å¥ã®æäœïŒå°çšã®ãã¢ãªã³ã°èšå®ç»é¢è¡šç€ºæäœïŒã«ãããã¢ãªã³ã°èšå®ç»é¢ã衚瀺å¯èœã«æ§æãããã®èšå®ç»é¢ã«ãŠãã¢ãªã³ã°æäœãå®è¡å¯èœã«æ§æããããšãã§ãããå ·äœçã«ã¯ãé³é調æŽãå é調æŽãªã©ãèšå®ããããã®ã第ïŒéæç°å¢èšå®ïŒéåžžéæç°å¢èšå®ïŒããšãç¡ç·ã€ã€ãã³ã®æ¥ç¶èšå®ãè¡ãããã®ã第ïŒéæç°å¢èšå®ïŒç¹å¥éæç°å¢èšå®ïŒããšãå®è¡å¯èœãªæ§æãšããããšãã§ããã (vs. 2) It is possible to configure the pairing setting screen to be displayed by an operation (a dedicated pairing setting screen display operation) separate from the normal gaming environment settings (volume adjustment, light adjustment, etc.), and to configure the pairing operation to be executable on that setting screen. Specifically, it is possible to configure the "first gaming environment setting (normal gaming environment setting)" for setting volume adjustment, light adjustment, etc., and the "second gaming environment setting (special gaming environment setting)" for setting up the connection of wireless earphones to be executable.
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(Pair 3) Using one or more display means (for example, a so-called "sub-display") provided separately from the liquid
ïŒå¯ŸïŒïŒç¡ç·ã€ã€ãã³ãšéææ©éã®ãã¢ãªã³ã°ãæåãããããåã«ãæå®æ¡ä»¶ãæç«ããå Žåããã¢ãªã³ã°ã«ä¿ãç¡ç·éä¿¡ãäžæ¢ããããã«æ§æããŠããããåœè©²æå®æ¡ä»¶ãšããŠã¯ãããšãã°ã峿å€å衚瀺ã²ãŒã ãéå§ãããå Žåããšã©ãŒãçºçããå ŽåïŒããšãã°ãåŸè¿°ã®æ·±å»åºŠã®é«ããšã©ãŒãªã©ã®ç¹å®ã®ãšã©ãŒã§ãã£ãŠãããïŒãåœãéæãéå§ãããå Žåãªã©ã§ããã (Variation 4) If a predetermined condition is met before the pairing between the wireless earphone and the gaming machine is successful, the wireless communication related to the pairing may be stopped. The predetermined condition may be, for example, when a game with a changing symbol display is started, when an error occurs (for example, this may be a specific error such as a high-severity error described below), when a winning game is started, etc.
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(Example of connection setting: FIG. 111)
A specific example (performance example and setting operation) regarding the above pairing operation (wireless earphone connection operation) will be described with reference to FIG. 111. FIG. 111 is an explanatory diagram for explaining a case where a pairing operation is performed in the above (pair 1) gaming environment setting. FIG. 111 illustrates a case where a player performs an operation (gaming environment setting operation) to display a gaming environment setting screen while waiting for customers.
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ãªããæ¬å®æœåœ¢æ ã§ã¯æåç»åãæ¡çšããŠãããããã«éãããæŒåºãã¿ã³ãªã©ãæš¡ãããªããžã§ã¯ãç»åã§ãã£ãŠãããããæåããªããžã§ã¯ãã«æå®ã®ãšãã§ã¯ãïŒããšãã°ãã©ã€ãïŒã°ããŒå¹æãã·ã£ããŠå¹æïŒãã°ã©ããŒã·ã§ã³ããã©ãŒããšã³ãã¹ãªã©ïŒã䌎ãå ±ç¥ç»åã§ãã£ãŠãããããã®æŒåºæ æ§ã«ã€ããŠã¯ãé©å®å®ããããšãã§ããã Note that while text images are used in this embodiment, the present invention is not limited to this. It may also be an object image that resembles an effect button, or a notification image in which text or objects are accompanied by a specified effect (for example, light (glow effect or shadow effect), gradation, blur, embossing, etc.), and the effect mode may be determined as appropriate.
ãŸããæåç»åïŒïŒïŒïœïŒã€ã€ãã³æ¥ç¶å¯èœæéå ±ç¥æŒåºïŒã¯ãã€ã€ãã³æ¥ç¶å¯èœæéã§ããã°åžžã«è¡šç€ºããŠãããããã€ã€ãã³æ¥ç¶å¯èœæéäžã§ãã£ãŠãæå®æéã«ã€ããŠã¯é衚瀺ãšããŠãããã In addition, the text image 104a (earphone connection possible period notification display) may be displayed at all times during the earphone connection possible period, or may be hidden for a specified period even during the earphone connection possible period.
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(Non-Table 1) A period during which an effect that attracts high attention from players is being executed, such as a high expectation preview effect (especially a sure win effect), a promotion effect, or a revival effect.
(Non-Table 2) The period during which an effect is being executed that alerts the player to the danger, such as a launch guidance notification effect (right hit instruction effect, left hit instruction effect).
(Non-Table 3) Error In progress. At least in the case of a highly serious error, which will be described later, it is preferable to hide the text image 104a.
(Non-Table 4) A specific period during a winning game (opening performance, ending performance, or during a round, etc.).
(Not Table 5) Period during which the complete function is active.
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Returning to the explanation of Fig. 111(A), when a player performs a game environment setting operation during the customer waiting state shown in Fig. 111(A), a menu screen (game environment setting screen) 101b shown in Fig. 111(B) is displayed. The following five items for use are displayed in a row on the menu screen 101b as menu items (selection items) related to game settings.
ã»"Earphone settings" for pairing settings,
ã»"Volume/Light Settings" for adjusting volume/light intensity,
ã»"Customization Settings" for customization function settings,
- "Initialize" for the initialization item to return the current settings to default,
- "Back" option to exit the menu screen (game environment settings).
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Each menu item can be selected by using the
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(Volume and light settings: Fig. 111 (C), (G))
When the menu item "Volume/Light Setting" is selected, an adjustment screen 101g is displayed on which the volume and light can be adjusted (see FIG. 111(G)). A level meter (gauge for adjusting the volume) 103a (the leftmost is minimum volume, the rightmost is maximum volume) and a level meter (gauge for adjusting the light) 103b (the leftmost is minimum light, the rightmost is maximum light) are displayed vertically on this adjustment screen 101g, and the volume (dB) or light (cd/m2) can be adjusted in stages within a predetermined range using the direction key 75 (left and right direction keys) (the "+" side in the figure increases the stage, and the "-" side decreases the stage). Here, an example is shown in which the volume and light can be adjusted in five stages (minimum level (first stage) to maximum level (fifth stage)).
ãªããæ¬äŸïŒå³ïŒïŒïŒïŒã§ã¯ãé³éèšå®ãšå éèšå®ãå ±éïŒå ŒçšïŒã®ã¡ãã¥ãŒé ç®ãšããåã調æŽç»é¢ïŒïŒïŒïœã«ãŠèª¿æŽå¯èœãªäŸã瀺ããŠããããããã«éãããé³éèšå®ãšå éèšå®ãšãç°ãªãã¡ãã¥ãŒé ç®ãšããããããå°çšã®èª¿æŽç»é¢ïŒé³é調æŽç»é¢ãšå é調æŽç»é¢ãšãå¥ã ã«è¡šç€ºå¯èœïŒã«ãŠèª¿æŽå¯èœãšããŠãããããŸããé³éããã³å éã®èª¿æŽç¯å²ã«ã€ããŠã¯ç¹ã«å¶éã¯ãªããé©å®å®ããããšãã§ããã In this example (Figure 111), the volume setting and the light intensity setting are common (shared) menu items and can be adjusted on the same adjustment screen 101g, but the present invention is not limited to this. The volume setting and the light intensity setting can be different menu items and can be adjusted on their own dedicated adjustment screens (the volume adjustment screen and the light intensity adjustment screen can be displayed separately). There are also no particular restrictions on the adjustment ranges for the volume and light intensity and they can be determined as appropriate.
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In addition, in this embodiment, the volume is expressed in decibels (dB) as an index of the volume output from the
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In addition, in this example, the volume setting (volume adjustment) is exemplified as a combined type in which a single volume adjustment level meter 103a is used for both the earphone and the
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(Customization settings: Fig. 111 (C), (H))
Furthermore, when the menu item "Customization Settings" is selected, a customization settings screen 101h is displayed which allows the customization functions to be set ON/OFF, allowing the player to set the customization functions of their choice (see FIG. 111 (H)).
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Here, the three types of customization functions, "Premium Up", "Seven Counter", and "Revival Performance Appearance Rate UP", can be set ON/OFF. By using the directional keys 75 (up and down directional keys) to move the cursor to the desired customization and pressing the
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(Pairing settings: Fig. 111 (C) to (F))
Furthermore, when the menu item "earphone settings" is confirmed, a pairing setting screen 101c is displayed (see FIG. 111(C)). The pairing setting screen 101c includes, as menu items related to connection with wireless earphones (pairing settings), "connect earphones (item for starting connection)" (earphone connection mode) for starting pairing, "disconnect connected earphones (item for disconnecting connection)" (earphone disconnection mode) for disconnecting the currently connected wireless earphones, "about connection method (item for connection method display screen)" for displaying the pairing setting method, and "back (item for ending earphone settings)".
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(Menu item: "Connect earphones")
When the menu item "Connect earphones" is selected, the gaming machine enters wireless earphone detection mode (wireless earphone detection means), and if the gaming machine detects a compatible device within the detectable range, a "list display screen 101d" is displayed as the above-mentioned connectable device notification presentation, in which the device names are listed as shown in FIG. 111 (D), and which includes an image prompting a connection request such as "Please select a device."
äžèŠ§è¡šç€ºç»é¢ïŒïŒïŒïœã«ã¯ãæ¥ç¶å¯èœãªããã€ã¹ãšããŠããNishikawaguchi_phonesããšãAkabane_phonesããšããããã€ã¹åã®ç¡ç·ã€ã€ãã³ãæ€åºæåºŠã®é«ãé ã«è¡šç€ºãããäŸã瀺ããŠãããéæè ãææããã€ã€ãã³ããNishikawaguchi_phonesãã§ããã°ããã®ããã€ã¹åãéžææ±ºå®ãããšãã€ã€ãã³ãšéææ©ãšã®ç¡ç·æ¥ç¶ïŒãã¢ãªã³ã°ïŒãéå§ãããã The list display screen 101d shows an example in which wireless earphones with device names "Nishikawaguchi_phones" and "Akabane_phones" are displayed in order of highest detection sensitivity as connectable devices. If the earphones owned by the player are "Nishikawaguchi_phones," selecting and confirming the device name will initiate a wireless connection (pairing) between the earphones and the gaming machine.
ãã¢ãªã³ã°ãæåããå Žåã«ã¯äžèšæ¥ç¶å ±ç¥æŒåºãšããŠãå³ïŒïŒïŒïŒïŒ¥ïŒã«ç€ºãããã«ããæ¥ç¶ãå®äºããŸãããã€ã€ãã³éæããæ¥œãã¿äžããããã®ç»åã衚瀺ãå«ããæ¥ç¶å®äºç»é¢ïŒïŒïŒïœ ãã衚瀺ãããããã®ãšããã€ã€ãã³ããã¯ãæ¥ç¶ãå®äºããŸããâªããšãã£ãé³å£°ãåºåãããããããŠãã¡ãã¥ãŒé ç®ã®ãæ»ãããæ±ºå®ãããšãå³ïŒïŒïŒïŒïŒ¢ïŒã«ç€ºãäžäœéå±€ã®ã¡ãã¥ãŒç»é¢ïŒïŒïŒïœã«æ»ãããã«ãªã£ãŠããããªããã¡ãã¥ãŒç»é¢ïŒïŒïŒïœã«æ»ãã®ã§ã¯ãªãããã¢ãªã³ã°èšå®ç»é¢ïŒïŒïŒïœã«æ»ã£ãŠãããããå³ïŒïŒïŒïŒïŒ¡ïŒã«ç€ºãå®¢åŸ ã¡åŸ æ©äžç»é¢ïŒïŒïŒïœã«æ»ã£ãŠãããã When pairing is successful, as shown in FIG. 111(E), the "Connection Completed Screen 101e" including the image "Connection completed. Enjoy playing with earphones" is displayed as the connection notification. At this time, a sound such as "Connection completedâª" is output from the earphones. Then, when the menu item "Back" is selected, the screen returns to the higher-level menu screen 101b shown in FIG. 111(B). Note that instead of returning to the menu screen 101b, the screen may return to the pairing setting screen 101c, or to the customer waiting screen 101a shown in FIG. 111(A).
æ¥ç¶å®äºç»é¢ïŒïŒïŒïœ ã衚瀺ãããå Žåã«ã¯ããã®åŸãã€ã€ãã³éæã蚱容ãããããšã«ãªããäžæ¹ããã¢ãªã³ã°ã«å€±æããå Žåã¯ã忥ç¶ãä¿ãæŒåºïŒåæ¥ç¶èŠæ±æŒåºïŒãšããŠãããã¢ãªã³ã°ã«å€±æããŸãããååºŠãæ¥ç¶æäœãè¡ã£ãŠäžãããããªã©ã®åæ¥ç¶èŠæ±ç»åã衚瀺ããããã«ãªã£ãŠããããã®å Žåã¯ã忥ç¶èŠæ±ç»åããã°ãã衚瀺ãããåŸãå床ãäžèŠ§è¡šç€ºç»é¢ïŒïŒïŒïœã«æ¥ç¶å¯èœãªããã€ã¹ãäžèŠ§è¡šç€ºãããããã«ãªã£ãŠããã When the connection completion screen 101e is displayed, earphone play will then be permitted. On the other hand, if pairing fails, a reconnection request image such as "Pairing failed. Please try connecting again" is displayed as an effect to encourage reconnection (reconnection request effect). In this case, after the reconnection request image is displayed for a while, a list of connectable devices is displayed again on the list display screen 101d.
ãªãå³ç€ºã¯ããŠããªãããæ¬äŸã®å Žåãæ°ãã«ãã¢ãªã³ã°ãéå§ããåã«ãæ¢ã«æ¥ç¶äžã®ä»ã®ããã€ã¹ãååšããå Žåã«ã¯ãäžèŠ§è¡šç€ºã®æäžäœã«ãã®ããã€ã¹åã衚瀺ãããæ¥ç¶äžã®ããã€ã¹ãååšããæšãå ±ç¥å¯èœãšãªã£ãŠãããããšãã°ãæ¥ç¶äžã®ããã€ã¹ããSinbashi_phoneããšããåç§°ã§ããã°ããSinbashi_phone æ¥ç¶äžïŒãã®æåãç¹æ» 衚瀺ïŒåŒ·èª¿è¡šç€ºïŒããç»åã衚瀺ããããã®ç¶æ ã§ãçŸéæè ãæ¥ç¶ããããšããäžèšãNishikawaguchi_phonesããéžææ±ºå®ããå Žåã«ã¯ãããã¢ãªã³ã°äžã®ç¡ç·ã€ã€ãã³ããããŸããæ°ããªã€ã€ãã³ãšãã¢ãªã³ã°ãéå§ããŸããïŒ ïŒ¹ïŒ¥ïŒ³ïŒïŒ®ïŒ¯ããªã©ã®èŠå衚瀺ãããŠãçŸéæè ã«å¯ŸããŠãæ¥ç¶äžã®ç¡ç·ã€ã€ãã³ã®ãã¢ãªã³ã°ãè§£é€ãããåŠããéžæå¯èœãšãªã£ãŠããã Although not shown in the figure, in this example, if there is another device already connected before starting a new pairing, the name of that device is displayed at the top of the list display, making it possible to notify the player that a connected device exists. For example, if the connected device is named "Sinbashi_phone", an image is displayed in which the words "Sinbashi_phone Connecting!" flash (highlight), and in this state, if the current player selects and confirms the above-mentioned "Nishikawaguchi_phones" to which he or she wishes to connect, a warning such as "There is a paired wireless earphone. Would you like to start pairing with a new earphone? YES/NO" is displayed, and the current player can choose whether or not to cancel the pairing of the connected wireless earphone.
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(Menu item: "Disconnect connected earphones")
In addition, when the menu item "Disconnect connected earphones" (disconnection item) is selected, the connected earphones (device) can be disconnected. This item is mainly used when the current player disconnects the connected earphones from the gaming machine.
æ¬äŸã®å Žåãéæè ããæ¥ç¶äžã®ã€ã€ãã³ãè§£é€ãããã®é ç®ã決å®ãããšãæ¥ç¶ãè§£é€ãããæšãå ±ç¥ãããæ¥ç¶è§£é€æŒåºããå®è¡ããããæ¥ç¶è§£é€æŒåºã®äžäŸãå³ïŒïŒïŒïŒïŒŠïŒã«ç€ºããå³ïŒïŒïŒïŒïŒŠïŒã«ã¯ãæ¥ç¶è§£é€çšé ç®ãéžæãããå Žåã«ããã¢ãªã³ã°è§£é€ãå ±ç¥ãããæ¥ç¶ãè§£é€ããŸãããã®ç»åãå«ãæ¥ç¶è§£é€å ±ç¥ç»é¢ïŒïŒïŒïœã衚瀺ãããäŸã瀺ããŠããã In this example, when the player selects the "Disconnect connected earphones" option, a "disconnection effect" is executed to notify the player that the connection has been disconnected. An example of a disconnection effect is shown in FIG. 111(F). FIG. 111(F) shows an example in which, when the disconnection item is selected, a disconnection notification screen 101f is displayed that includes an image of "Connection has been disconnected," which notifies the player that the pairing has been disconnected.
ãªãæ¬äŸã§ã¯ããæ¥ç¶äžã®ã€ã€ãã³ãè§£é€ãããã®é ç®ã決å®ãããå Žåã«ãçŽã¡ã«ãæ¥ç¶ãè§£é€ãããäŸã瀺ããŠãããããã«éãããéæè ã«å¯ŸããŠã€ã€ãã³ãšã®æ¥ç¶ãè§£é€ïŒåæïŒãããåŠããéžæããããæ¥ç¶è§£é€éžææŒåºããå®è¡å¯èœã«æ§æããŠããããããšãã°ããã€ã€ãã³ãšã®æ¥ç¶ãè§£é€ããŸããïŒ ïŒ¹ïŒ¥ïŒ³ïŒïŒ®ïŒ¯ãããããã¢ãªã³ã°ãè§£é€ããŸããïŒ ïŒ¹ïŒ¥ïŒ³ïŒïŒ®ïŒ¯ãïŒïŒ¹ïŒ¥ïŒ³ïŒãæ¥ç¶è§£é€ïŒåæïŒããïŒããã£ã³ã»ã«ãïŒãªã©ã®éžæç»åã衚瀺ããŠãéæè ãããã«æ±ºå®ããå ŽåïŒåºåè§£é€æäœãããå ŽåïŒãæ¥ç¶ãè§£é€ïŒãã¢ãªã³ã°ãè§£é€ïŒããããã«æ±ºå®ããå Žåã«ã¯ããã£ã³ã»ã«ããŠãå床ãå³ïŒïŒïŒïŒïŒ£ïŒã®ãã¢ãªã³ã°èšå®ç»é¢ïŒïŒïŒïœã«æ»ãããã«æ§æããŠãããã In this example, when the "Disconnect connected earphones" option is selected, the connection is immediately disconnected. However, the present invention is not limited to this. A "disconnect selection effect" may be executed to allow the player to select whether or not to disconnect (disconnect) the earphones. For example, a selection image such as "Disconnect earphones? YES/NO" or "Cancel pairing? YES/NO" (YES = "disconnect (disconnect)", NO = "cancel") may be displayed, and if the player selects "YES" (performs output cancellation operation), the connection is disconnected (pairing is cancelled), and if the player selects "NO", the selection is cancelled and the screen returns to the pairing setting screen 101c in FIG. 111(C).
ãªãå³ç€ºã¯ããŠããªãããæ¥ç¶äžã®ç¡ç·ã€ã€ãã³ïŒããã€ã¹ïŒãååšããªãå Žåã«ã¯ããæ¥ç¶äžã®ããã€ã¹ã¯ãããŸãããããæ¥ç¶äžã®ã€ã€ãã³ã¯ãããŸããããªã©ã®ç»åã衚瀺ãããããã«ãªã£ãŠãããæ¥ç¶äžã®ç¡ç·ã€ã€ãã³ãååšããªãå Žåã«ã¯ããã¢ãªã³ã°èšå®ç»é¢ïŒïŒïŒïœäžã®æ¥ç¶è§£é€çšé ç®ã§ãããæ¥ç¶äžã®ã€ã€ãã³ãè§£é€ãããã®é ç®ãéžæäžèœãšããããä»ã®é ç®ãããæã衚瀺ãããããŠãæ¥ç¶äžã®ç¡ç·ã€ã€ãã³ãååšããªãããšãå ±ç¥å¯èœã«æ§æããŠãããã Although not shown in the figure, if there are no connected wireless earphones (devices), an image such as "No connected devices" or "No connected earphones" is displayed. If there are no connected wireless earphones, the item for disconnecting the connection, "Disconnect connected earphones," on the pairing setting screen 101c may be made unselectable or displayed darker than other items to notify the user that there are no connected wireless earphones.
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(Menu item: "Connection methods")
In addition, when the menu item "Connection Method" is selected, a connection method display screen (not shown) is displayed. Here, for beginners to earphone play, the operation method (setting procedure) for pairing setting is displayed.
ãšããã§ãç¡ç·æ¥ç¶å¯èœã«æ§æããå Žåãããã€ã¹ïŒç¡ç·ã€ã€ãã³ïŒã®æ€åºå¯èœç¯å²ãç¡éã«åºç¯å²ã«ããŠããŸããšãæ¥ç¶å¯èœãªç¡ç·ã€ã€ãã³ã倿°æ€åºããŠããŸãæããããããããã®æ€åºå¯èœç¯å²ã¯ãæŠãïŒïœçšåºŠïŒéæè ãšéææ©ã®äžè¬çãªè·é¢ïŒã«ãšã©ããããšã奜ãŸããããã ããç¡ç·æ¥ç¶ïŒãã¢ãªã³ã°ïŒãå®äºããå Žåã¯ãéææ©ãšéæè ææã®ã€ã€ãã³ãšã®ïŒå¯ŸïŒã®éä¿¡ç°å¢ãåºæ¥äžãããããæ€åºå¯èœç¯å²ïŒéä¿¡æå¹ç¯å²ïŒãåºç¯å²ïŒããšãã°ãïŒïŒïœçšåºŠïŒã«åºããŠãéæè ãéææ©ããå€å°é¢ããå Žåã§ãã£ãŠããéææ©ãšã®éä¿¡ãåæãããªãããã«ããããšã奜é©ã§ããããŸããéææ©ãšã®éä¿¡ãåæãããå Žåã§ãã£ãŠãïŒããšãã°ãéæè ãæçšã«ããé¢åžããŠéä¿¡æå¹ç¯å²å€ã«åºãŠããŸã£ãå Žåãã黿³¢ã®äžå ·åã«ããåæãããŠããŸã£ãå Žåãªã©ïŒãéä¿¡æå¹ç¯å²å ã§ããã°ãèªåçã«æ¥ç¶å¯èœïŒãã¢ãªã³ã°æäœãããããšãªãã忥ç¶å¯èœïŒã«æ§æããããšã奜é©ã§ããããŸããèªåæ¥ç¶ïŒåæ¥ç¶ïŒãããå Žåã¯ãæ¥ç¶ãåéããããšãéæè ã«å ±ç¥ããæŒåºïŒèªåæ¥ç¶å ±ç¥æŒåºïŒãå®è¡å¯èœã«æ§æããŠãããããªãè¿å¹Žã§ã¯ã忥ç¶ãããå Žåã«ãã€ã€ãã³ããæ¥ç¶ãããæšãæå®ã®é³å£°ã«ããå ±ç¥ããããã®ãå€ããããéææ©åŽã«ãŠããããŠåæ¥ç¶ãããæšãå ±ç¥ããªããŠãããã When configuring for wireless connection, if the detection range of the device (wireless earphone) is made too wide, there is a risk of detecting many connectable wireless earphones, so it is preferable to keep the detection range to about 1 m (the general distance between the player and the gaming machine). However, when the wireless connection (pairing) is completed, a one-to-one communication environment is created between the gaming machine and the player's earphones, so it is preferable to expand the detection range (effective communication range) to a wide range (for example, about 10 m) so that communication with the gaming machine is not cut off even if the player moves away from the gaming machine. In addition, even if communication with the gaming machine is cut off (for example, when the player leaves his/her seat for business and goes outside the effective communication range, or when communication is cut off due to a radio wave malfunction), it is preferable to configure it so that it can be automatically connected (reconnected without performing pairing operations) as long as it is within the effective communication range. In addition, when an automatic connection (reconnection) occurs, the device may be configured to execute an effect (automatic connection notification effect) that notifies the player that the connection has resumed. Note that in recent years, when a reconnection occurs, many devices notify the player of the reconnection by a specified sound from the earphones, so the gaming machine does not have to notify the player of the reconnection.
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If the earphones are disconnected for a predetermined period of time (e.g., 15 to 20 minutes), the device may be configured to automatically cancel pairing (disconnect wireless connection) and switch to output from the
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In addition, after the wireless connection with the earphones is completed (after pairing is completed and the communication environment is in place), output from the earphones does not have to start immediately. For example, after the connection is completed, as explained in (Connection 2) above, the start request effect may prompt the player to select whether or not to start output from the earphones, and if the player selects to start output, output from the earphones may start. In this case, the form of output stop/start timing for the
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(If the player does not perform the output start operation after the start request performance is executed, even though earphones are connected)
In addition, in the case where the above-mentioned start request performance can be executed with respect to wired or wireless connection, if the player does not perform an output start operation even though earphones are connected, the start request performance can be executed until a predetermined end condition is satisfied. For example, the following end conditions (Open 1) to (Open 7) can be set.
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(Open 1) Until the connection with the earphones is lost.
(Open 2) When the complete function is activated.
(Open 3) Until a predetermined time has elapsed from the start of execution of the start request performance.
ïŒéïŒïŒééæäžïŒå®¢åŸ ã¡åŸ æ©äžïŒã«éå§èŠæ±æŒåºãå®è¡ãããå Žåãéå§èŠæ±æŒåºã®å®è¡éå§ããæå®æéçµéãããŸã§ããŸãã¯æ¬¡ã²ãŒã ã®éå§ããããã¯æ¬¡ã²ãŒã ã®çµäºãŸã§ããªããæ¬¡ã²ãŒã ã«éãããè€æ°ã²ãŒã ã«ãããå®è¡ããŠãããã (Open 4) If a start request effect is executed while not playing (waiting for customers), the start request effect will be executed until a specified time has elapsed from the start of execution of the start request effect, or until the start of the next game, or until the end of the next game. Note that the start request effect may be executed over multiple games, not just the next game.
ïŒéïŒïŒã²ãŒã äžã«éå§èŠæ±æŒåºãå®è¡ãããå Žåãä»åã®ã²ãŒã ãçµäºãããŸã§ããªããä»åã®ã²ãŒã ãçµäºãããŸã§ã«éãããæ¬¡ã²ãŒã 以éã«ãããå®è¡ããŠãããïŒïŒãŸãã¯è€æ°ã²ãŒã ã«ãããå®è¡å¯èœã«æ§æããŠãããïŒããŸããåœãéæãéå§ãããå Žåã«ãéå§èŠæ±æŒåºãçµäºãããŠãããã (Open 5) If a start request effect is executed during a game, it will continue until the current game ends. Note that it may continue to be executed over the next game and beyond (it may be configured to be executable over one or more games). In addition, the start request effect may end when a winning game begins.
ïŒéïŒïŒå®¢åŸ ã¡æŒåºïŒãã¢è¡šç€ºïŒãéå§ãããå Žåããªãããã¢è¡šç€ºãçµäºããŠãå床ãå®¢åŸ ã¡åæŒåºãå®è¡ãããå Žåã«ã¯ãå®¢åŸ ã¡åæŒåºã«ãããŠãéå§èŠæ±æŒåºãå衚瀺ããŠãããã (Open 6) When a customer waiting performance (demo display) has started. Note that when the demo display ends and the pre-customer waiting performance is executed again, the start request performance may be displayed again in the pre-customer waiting performance.
ïŒéïŒïŒäžèšïŒéïŒïŒïœïŒéïŒïŒã®ãã¡å°ãªããšãïŒã€ãæ¡çšããããšãã§ããã (Open 7) At least one of the above (Open 1) to (Open 6) can be adopted.
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(A modified version of the connection notification effect).
When the above-mentioned connection notification performance is configured to be executable, the performance mode may be the same during play and during non-play, or may be different. Specifically, when the connection notification performance includes a performance by image display, the image display performance mode may be different during play and during non-play. When the connection notification performance includes a sound performance, the sound performance mode may be different during play. When the connection notification performance includes a light performance, the light performance mode may be different during play. For example, when playing, the image display range related to the connection notification performance is smaller, the notification volume is lower, and the brightness is lower, compared to when not playing.
ãŸããéæäžãšééæäžã®ãããã®å Žåã§ãã£ãŠãæ¥ç¶å ±ç¥æŒåºãå®è¡ããŠãããããããããäžæ¹ã®å Žåã«æ¥ç¶å ±ç¥æŒåºãå®è¡ããŠãããããªããéæè ã«ã€ã€ãã³ãæ¥ç¶ãããæšãæç¢ºã«å ±ç¥ããããã«ãéæäžãšééæäžã«ããããå°ãªããšãã€ã€ãã³ããã¯ãæå®ã®æ¥ç¶å ±ç¥é³ãåºåããããšã奜ãŸããã The connection notification effect may be executed whether the player is playing or not playing, or may be executed in only one of the two cases. In order to clearly notify the player that the earphones are connected, it is preferable to output a predetermined connection notification sound at least from the earphones, regardless of whether the player is playing or not playing.
ïŒã€ã€ãã³ããã®åºåãéå§ããå Žåã®å€åœ¢äŸïŒ
æç·æ¥ç¶ã®å Žåã«ãããŠãäžèšïŒæ¥ïŒïŒã§ã¯ãã€ã€ãã³æ¥ç¶åŸãçŽã¡ã«ã€ã€ãã³ããã®åºåãéå§ããã±ãŒã¹ãäžèšïŒæ¥ïŒïŒã§ã¯ãæå®ã®éå§æäœïŒåºåéå§æäœïŒãå®è¡ãããå Žåã«ã€ã€ãã³ããã®åºåãéå§ããã±ãŒã¹ã«ã€ããŠèª¬æããããã€ã€ãã³æ¥ç¶åŸã«ãããŠã次ã®ïŒéïŒïŒïŒïœïŒéïŒïŒïŒã®ãããªã¿ã€ãã³ã°ã«ãŠãã€ã€ãã³ããã®åºåãéå§å¯èœãªæ§æãšããŠãããã
(Modification when starting output from earphones)
In the case of a wired connection, the above (Connection 1) describes a case in which output from the earphones starts immediately after the earphones are connected, and the above (Connection 2) describes a case in which output from the earphones starts when a specified start operation (output start operation) is executed, but the configuration may be such that after the earphones are connected, output from the earphones can start at any of the following timings (Open 10) to (Open 15).
ãªããäžèšïŒéïŒïŒïŒïœïŒéïŒïŒïŒã«ãããŠãäžèšïŒæ¥ïŒïŒã®å Žåã¯ãã€ã€ãã³ãæ¥ç¶ããæ®µéã§ãæ¥ç¶å®äºããšããäžèšïŒæ¥ïŒïŒã®å Žåã¯ãã€ã€ãã³ãæ¥ç¶ããŠãéæè ãäžèšåºåéå§æäœãããå Žåããæ¥ç¶å®äºããšããŠæ±ãããŸããç¡ç·æ¥ç¶ã®å Žåã«ã¯ããã¢ãªã³ã°ãå®äºããŠéä¿¡ç°å¢ãæŽã£ã段éããæ¥ç¶å®äºããšããŠæ±ããäžèšïŒæ¥ïŒïŒã§èª¬æããå 容ãšåãããæå®ã®éå§æäœïŒåºåéå§æäœïŒãèŠããå Žåã«ã¯éæè ãäžèšåºåéå§æäœãããå Žåããæ¥ç¶å®äºããšããŠæ±ãã In the following (Open 10) to (Open 15), in the case of (Connection 1) above, the connection is considered to be "completed" when the earphones are connected, and in the case of (Connection 2) above, the connection is considered to be "completed" when the earphones are connected and the player performs the above-mentioned output start operation. In addition, in the case of a wireless connection, the connection is considered to be "completed" when pairing is complete and the communication environment is ready, and as with the content explained in (Connection 2) above, in the case where a specific start operation (output start operation) is required, the connection is considered to be "completed" when the player performs the above-mentioned output start operation.
ïŒéïŒïŒïŒã²ãŒã äžïŒå³æå€å衚瀺ã²ãŒã äžïŒã«æ¥ç¶å®äºããå Žåãåœè©²ã²ãŒã ã®çµäºæããªããåœè©²ã²ãŒã çµäºåŸã«ééæïŒå®¢åŸ
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(Open 10) When the connection is completed during a game (during a game displaying a changing symbol), at the end of the game. Note that when the game is ended and the game is switched to a non-playing state (waiting for customers), the connection may be completed at the start of the non-playing state.
(Open 11) When the connection is completed during a game, at the start of the next game. If the game is a win, it may be at the start or end of the win game.
(Open 12) If the connection is completed during a winning game, at the end of the winning game.
(Open 13) If the connection is completed during a winning game, the start of the first game after the winning game ends.
(Open 14) When not playing a game. If the connection is completed while not playing a game, in the above (Connection 1) case, output from the earphones may start immediately, and in the above (Connection 2) case, output from the earphones may start immediately after the output start operation.
(Open Patent 15) At least one of the above (Open Patent 10) to (Open Patent 14) can be adopted.
ãªããã€ã€ãã³æ¥ç¶å¯èœæéã®å®ãæ¹ïŒäžèšïŒçŠïŒïŒïœïŒçŠïŒïŒåç §ïŒã«å¿ããŠæ¥ç¶å®äºã¿ã€ãã³ã°ãç°ãªããããã€ã€ãã³æ¥ç¶å¯èœæéã«å¿ããŠãäžèšïŒéïŒïŒïŒïœïŒéïŒïŒïŒãé©å®åœãŠåµããŠæ¡çšããã°ãããããšãã°ãã²ãŒã äžïŒå³æå€å衚瀺ã²ãŒã äžïŒãã€ã€ãã³éæ¥ç¶å¯èœæéã§ããå Žåã«ã¯ãäžèšïŒéïŒïŒïŒãŸãã¯ïŒéïŒïŒïŒã«æ¥ç¶å®äºã«ãªãããšã¯ç¡ããããäžèšïŒéïŒïŒïŒïœïŒéïŒïŒïŒã®ãã¡å°ãªããšãïŒã€ãæ¡çšããããšãã§ããããŸããã€ã€ãã³éæã®éå§ïŒã€ã€ãã³ããã®åºåéå§ïŒåºåéå§æäœãèŠããå Žåã«ã¯ãã®æäœå®äºåŸïŒïŒã®æ¡ä»¶ã¯ç°ãªãããã€ã€ãã³éæã®çµäºã«ã€ããŠã¯åœè©²æ¡ä»¶äžã§ãªããšãçµäºã§ããããã«æ§æããããšãã§ããã Note that the timing of connection completion differs depending on how the earphone connection period is determined (see (Prohibition 1) to (Prohibition 9) above), so the above (Open 10) to (Open 15) can be appropriately applied and adopted depending on the earphone connection period. For example, if the earphone non-connection period is during a game (during a game displaying changing symbols), the connection will not be completed at (Open 10) or (Open 11) above, so at least one of the above (Open 12) to (Open 14) can be adopted. In addition, although the conditions for starting earphone play (starting output from the earphones (after the completion of an output start operation if such an operation is required)) differ, earphone play can be configured to end even if the conditions are not met.
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<Problems with earphone gaming and solutions>
As described above, by configuring the gaming machine so that the earphones brought by the player can be connected to the gaming machine, the player can enjoy the sound effects from the gaming machine he or she is playing on without being disturbed by the sound effects from other gaming machines or surrounding noise, which makes it possible to prevent trouble between players. Also, since the gaming machine does not emit sound effects, it is possible to provide an environmentally friendly gaming machine.
ããããéææ©ã«ä¿ããã¹ãŠã®é³æŒåºãã€ã€ãã³ããã®åºåã«åãæ¿ããŠããŸããšã以äžã®åé¡ãææ¥ããã However, switching all sound effects related to gaming machines to be output through earphones would result in the following problems:
éææ©ã«ä¿ããã¹ãŠã®é³æŒåºãã€ã€ãã³ããã®ã¿ã®åºåã«åãæ¿ããŠããŸããšãæ¬æ¥ãéæè ã§ã¯ãªãããŒã«é¢ä¿è ã«å¯ŸããŠçºå ±ãã¹ãæŒåºé³ãå ·äœçã«ã¯ããšã©ãŒå ±ç¥ã«ä¿ã鳿ŒåºïŒä»¥äžããšã©ãŒé³ããšç§°ããïŒããéæè ã«ããèãããªãç¶æ ãšãªããããŒã«é¢ä¿è ããšã©ãŒäžã®éææ©ã®çºèŠãé ãããããŽãè¡çºã®çºèŠãé ãããããŠããŸããšãã£ãåé¡ãçãããããŸãããšã©ãŒã«å±ãããã®ã§ã¯ãªãããéæè ã«å¯ŸããèŠåäºè±¡ã«ä¿ãæŒåºïŒããšãã°ãçºå°èªå°å ±ç¥æŒåºïŒå³æã¡æç€ºæŒåºãå·Šæã¡æç€ºæŒåºïŒãªã©ïŒä»¥äžãèŠåäºè±¡å ±ç¥æŒåºããšç§°ããïŒããæ³šæåèµ·äºè±¡ã«ä¿ãæŒåºïŒããšãã°ãã³ã³ããªãŒãæŒåºãèšæ°ã«ä¿ãæŒåºãªã©ïŒä»¥äžã泚æåèµ·äºè±¡å ±ç¥æŒåºããšç§°ããïŒã«ã€ããŠããéæè èªèº«ã ãã§ãªããããŒã«é¢ä¿è ã«ãå ±ç¥ããæ¹ãããã±ãŒã¹ãããããã以äžã«ããããã解決ããã奜ãŸãã宿œåœ¢æ ã«ã€ããŠèª¬æããã If all sound effects related to gaming machines were switched to output only from earphones, sound effects that should be issued to hall staff and not to players, specifically sound effects related to error notifications (hereinafter referred to as "error sounds"), would be heard only by the players, which could cause problems such as hall staff being slow to discover gaming machines in error or cheating. Also, although they are not errors, there may be cases where it is better to notify hall staff as well as players about effects related to warning events for players (for example, launch guidance notification effects (right hit instruction effects, left hit instruction effects, etc.: hereinafter referred to as "warning event notification effects") and effects related to attention-calling events (for example, complete effects, counting effects, etc.: hereinafter referred to as "attention-calling event notification effects"). Below, a preferred embodiment that can solve these problems will be described.
ãªã以äžã§ã¯ãç¹ã«æãã®ç¡ãéããéææ©ãšã€ã€ãã³ãšãæç·ãŸãã¯ç¡ç·ã«ããæ¥ç¶äžã§ããããšãåæãšããŠèª¬æãããŸããã€ã€ãã³ãéææ©ã«æ¥ç¶ãããŠãã€ã€ãã³ããã®é³æŒåºãåºåå¯èœç¶æ ïŒã€ã€ãã³é³åºåå¯èœç¶æ ïŒã§ããç¶æ³äžããã€ã€ãã³æ¥ç¶äžããŸãã¯ãã€ã€ãã³éæäžããšç§°ããã Unless otherwise specified, the following explanations are based on the assumption that the gaming machine and earphones are connected via a wired or wireless connection, and the situation in which the earphones are connected to the gaming machine and sound effects can be output from the earphones (earphone sound output possible state) is referred to as "earphones connected" or "playing with earphones."
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Additionally, sound effects related to effects during play are referred to as "game effect sounds." Furthermore, unless otherwise specified, when it is said that a certain sound is "output from
ãŸãããšã©ãŒçš®å¥ã«ãã£ãŠã¯ããšã©ãŒé³ã®ä»ãå æŒåºãç»å衚瀺æŒåºã«ãããšã©ãŒå ±ç¥ãå®è¡ããããã®ãããããå æŒåºãç»å衚瀺æŒåºã«ãããšã©ãŒå ±ç¥ã«ã€ããŠã¯ãç¹ã«æãã®ç¡ãéããã€ã€ãã³æ¥ç¶äžã»éæ¥ç¶äžãåããå®è¡ããããã®ãšããŠèª¬æããã以äžãæ¬å®æœåœ¢æ ã«ã€ããŠèª¬æããã Depending on the type of error, an error may be notified by an error sound, light effects, or image display effects. However, unless otherwise specified, error notifications by light effects or image display effects will be described as being executed regardless of whether the earphones are connected or not. The following describes this embodiment.
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(If an error occurs while connecting earphones)
Regarding the (ear 1) error sound, whether the earphones are connected (during earphone play) or not connected, the error sound can be output only from the
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(Ear 2) If an error occurs while the earphones are connected, an error sound may be output from the earphones, not just from the
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The timing of the error sound output may be the same (approximately the same) for the earphones and the
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(Ear 3) When the earphones are connected, depending on the type of error, an error sound (first error sound) may be output from at least the speaker 46 (only the
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Depending on the type and playability of the gaming machine, for example, depending on the severity of the error for that model (whether it is a major error that may hinder the progress of the game), it may be possible to determine whether the error sound is to be output from the
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Typical examples of high-serious errors include, for example, errors caused by cheating detection sensors (such as vibration errors, radio wave errors, magnetic errors, etc.) and RAM clear errors, as well as errors that make it difficult or impossible to continue playing (such as errors related to the control board (main board error, RAM error), ball removal error, etc.). Although door open errors are often classified as a relatively low-serious error type, door open errors may also be treated as errors used to prevent cheating. It is preferable that error sounds related to such high-serious errors are output at least from the
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The above-mentioned warning event notification effects and attention-calling event notification effects are not error notifications, but are a form of game presentation that is executed when certain conditions are met during normal gameplay. Therefore, since there is little need to notify the outside world of these sound effects, as with errors, the sound effects may be configured to be output from the earphones while earphones are connected, and not output from the
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When the complete function is activated, the machine is controlled to a state where play cannot be performed, and it is no longer possible to play the game. For this reason, it is highly necessary to notify hall personnel that the complete function has been activated. Therefore, it is preferable that at least the sound effects related to the complete effect are output from the
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In addition, when the activation conditions for the complete function are met but the activation of the complete function is delayed chronologically, specifically, as already explained, when the activation conditions for the complete function are met during a jackpot game (for example, when the MY value reaches "95,000 pieces" during a jackpot game), the complete function will be activated after the jackpot game ends (after the end INT time has elapsed). However, when the activation conditions for the complete function are met during a jackpot game while earphones are connected, the output may be immediately switched to the speaker 46 (the connection to the earphones is forcibly disconnected when the activation conditions for the complete function are met, without waiting for the activation of the complete function). In this case, output from the earphones may be allowed, or the output from the earphones may be stopped and only the output from the
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Also, the output may be switched to the
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(If the connection to the gaming machine is lost while earphones are connected)
Next, a case where the connection between the earphones and the gaming machine is cut off (when the wireless communication or wired communication is cut off) will be described. The main cases where the connection between the earphones and the gaming machine is cut off are as follows (Cut 1) to (Cut 4).
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(Claim 1) Cases where the player intentionally disconnects the connection (for example, when stopping playing with earphones),
(Claim 2) Cases where the connection is cut off against the player's will (for example, when the cable of a wired earphone is suddenly disconnected,
(Claim 3) When the battery of wireless earphones runs out, etc.
(Clause 4) A case where the connection is forcibly disconnected due to control on the gaming machine side (for example, when an error occurs, the output from the earphone is stopped and switched to the output from the speaker 46)
There are various cases such as those mentioned above, but in this specification, "when the connection is disconnected" (when the connection between the earphones and the gaming machine is disconnected) refers to situations other than the above-mentioned (Case 4) unless otherwise specified.
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(Switch 1) When a predetermined time has elapsed after disconnection.
(Switch 2) If the disconnection occurs during a game in which a changing pattern is displayed, the game ends.
(Switching 3) When a specific game state is reached at the time of disconnection, the game state is terminated. The specific game state may be, for example, a normal state, a time-saving state (including a micro-time-saving state), a probability-changing state, a potential probability state, a winning game, or the like.
(Switch 4) When the complete function is activated (when the complete function is activated, the device is controlled to a state in which game play cannot be performed, so it is preferable to immediately disconnect the device).
(Switch 5) After disconnection, when the machine is not being played (for example, when a special symbol is on standby and there is no reserved memory (see S417-419 in FIG. 12)).
(Switch 6) When disconnection occurs while no game is being played, but sound effects related to the previous game are being output at that time, a predetermined condition is met (for example, when the sound effects have ended or when a predetermined time has passed since the sound effects ended).
(Switch 8) At least one of the above (Switch 1) to (Switch 8) can be adopted.
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If the disconnection occurs while the game is not in progress, the output may be immediately switched to the
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In addition, the reason why the "case where the connection is forcibly disconnected due to control on the gaming machine side" in (Clause 4) above has been excluded is that in this case, the gaming machine is mainly in a situation where a serious malfunction such as a highly serious error has occurred, and therefore when the earphone connection is disconnected, it is preferable to immediately switch to output from the
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(Disconnection notification)
In addition, if the connection between the earphones and the gaming machine is disconnected while the earphones are connected, a "disconnection notification effect" can be executed to notify the user of this.
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At least one of sound effects, light effects, and image display effects can be used for the disconnection notification effect. However, if the disconnection is notified by sound effects, it may be confused with the game effects related to the game being played, and since the sound effects cannot be heard from the earphones when the disconnection occurs, it is preferable to use an image display effect that is at least visually easy to understand for the disconnection notification effect, taking into consideration the fact that the player is easily aware of the disconnection because the sound effects cannot be heard from the earphones during the disconnection. In this case, it is preferable to display the disconnection notification effect in a position that does not interfere with other effects (for example, in a retreat display area such as near the corner of the LCD screen) rather than notifying the disconnection notification effect in a large scale, or to give it a lower display priority than other effects (for example, during fluctuation effects, during win effects, etc.) (for example, by increasing the transparency of the disconnection notification effect so that the advance notice effects in the background are easily understood). Furthermore, if the output is not immediately switched to the
ãªããäžèšåæå ±ç¥æŒåºã¯ã次ã®ïŒåïŒïŒïœïŒåïŒïŒã®ããã«æ§æããããšãã§ããã The disconnection notification can be configured as follows: (Cut 1) to (Cut 5).
ïŒåïŒïŒéæäžãšééæäžãšã§ãç°ãªãæŒåºæ æ§ãšããããšãã§ãããããšãã°ãéæäžã¯ãäžè¿°ã®ããã«ç»å衚瀺æŒåºã«ããæŒåºæ æ§ãšããééæäžã¯ç»å衚瀺æŒåºã«å ãã鳿Œåºããã³ïŒãŸãã¯å æŒåºãšã«ããæŒåºæ æ§ãšããããšãã§ãããå ·äœçã«ã¯ãéæäžã¯ãã€ã€ãã³ãšã®æ¥ç¶ãåæãããŸããããçã®ç»å衚瀺ã®ã¿ãå®è¡ããééæäžã¯ãã€ã€ãã³ãšã®æ¥ç¶ãåæãããŸããããçã®ç»å衚瀺ãšãã€ã€ãã³ãšã®æ¥ç¶ãåæãããŸããâªãçã®é³å£°ãåºåãããç¹ã«ééæäžã¯ãåºæ¬çã«ã¯éææŒåºé³ãå®è¡ãããŠããªããããå°ãªããšãé³å£°ïŒé³æŒåºïŒãå«ãæŒåºæ æ§ã«ãããã€ã€ãã³ãåæãããæšãå ±ç¥ããããšã奜ãŸããããŸããéæäžãšééæäžãšã§ãåæå ±ç¥æŒåºã«ä¿ã衚瀺ç¯å²ãå ±ç¥é³éãå ±ç¥èŒåºŠã®å°ãªããšãïŒã€ãç°ãªãæŒåºæ æ§ãšããŠããããããšãã°ãåæå ±ç¥æŒåºã«ä¿ã衚瀺ç¯å²ãŸãã¯å ±ç¥é³éãªã©ã«ã€ããŠãéæäžãããééæäžã®æ¹ããçžå¯Ÿçã«å€§ããïŒé«ãïŒãªãããã«æ§æããŠãããã (1) Different presentation modes can be used during play and non-play. For example, during play, the presentation mode can be an image display presentation as described above, and during non-play, the presentation mode can be an image display presentation plus sound presentation and/or light presentation. Specifically, during play, only image display such as "Earphone connection has been disconnected" is executed, and during non-play, image display such as "Earphone connection has been disconnected" and sound such as "Earphone connection has been disconnectedâª" are output. In particular, during non-play, since game presentation sounds are basically not executed, it is preferable to notify that the earphones have been disconnected by a presentation mode including at least sound (sound presentation). In addition, at least one of the display range, notification volume, and notification brightness related to the disconnection notification presentation can be different during play and non-play. For example, the display range or notification volume related to the disconnection notification presentation can be configured to be relatively larger (higher) during non-play than during play.
ïŒåïŒïŒéæäžãšééæäžãšã«ãããŠåæå ±ç¥æŒåºãå®è¡å¯èœã«æ§æããŠãããããã€ã€ãã³ãåæãããéæç¶æ³ã¯ãéæé²è¡èªäœã«ã¯åœ±é¿ãåãŒãããšããªãç¹ãéæäžã«åæå ±ç¥æŒåºãçŸåºãããã®ã¯ä»ã®äºåæŒåºçã®éªéã«ãªãããç¹ãªã©ãèæ ®ããå°ãªããšãééæäžã®å Žåã«åæå ±ç¥æŒåºãå®è¡å¯èœãªæ§æãšããŠããããããšãã°ãéæäžã®å Žåã«ã¯åæå ±ç¥æŒåºãå®è¡ãããééæäžã®å Žåã«åæå ±ç¥æŒåºãå®è¡å¯èœãªæ§æãšããããšãã§ããã (Cut 2) The disconnection notification effect may be configured to be executable both during play and when not playing, but taking into consideration that a game situation in which the earphones are disconnected does not affect the progress of the game itself, and that displaying the disconnection notification effect during play may interfere with other advance notice effects, etc., the disconnection notification effect may be configured to be executable at least when not playing. For example, the disconnection notification effect may not be executed when playing, but may be executed when not playing.
ïŒåïŒïŒããããéææŒåºé³ãåšå²ã®éšé³ã«éªéãããããšãªãéäžããŠéæã«èããããšåæããéæè ãå€ãã®ã宿 ã§ãããåæãããäºå®ãæ©æ¥ã«éæè ã«ç¥ãããããšãéèŠã§ãããšããç¹ã«éã¿ãå°ãªããšãéæäžã§ããå Žåã«åæå ±ç¥æŒåºãå®è¡å¯èœãªæ§æãšããŠããããããšãã°ãééæäžã®å Žåã«ã¯åæå ±ç¥æŒåºãå®è¡ãããéæäžã®å Žåã«åæå ±ç¥æŒåºãå®è¡å¯èœãªæ§æãšããããšãã§ããã (Cut 3) However, in reality, many players desire to concentrate on playing games without being disturbed by surrounding noise, and in light of the fact that it is important to promptly inform the player of the fact that a disconnection has occurred, the configuration may be such that the disconnection notification effect can be executed at least when play is in progress. For example, the configuration may be such that the disconnection notification effect is not executed when not playing, but is executed when play is in progress.
ïŒåïŒïŒã³ã³ããªãŒãæ©èœãäœåããå Žåã¯ãéæå®è¡äžèœç¶æ ã«å¶åŸ¡ããããããåæå ±ç¥æŒåºãå®è¡ããå¿ èŠæ§ã«ä¹ããããããã£ãŠãã³ã³ããªãŒãæ©èœãäœåããå Žåã¯ãåæå ±ç¥æŒåºãå®è¡ããªããŠãããã (Off 4) When the complete function is activated, the machine is controlled to a state where play cannot be performed, so there is little need to execute the disconnection notification display. Therefore, when the complete function is activated, there is no need to execute the disconnection notification display.
ïŒåïŒïŒåæãããç¶æ³ã«å¿ããŠãç°ãªãåæå ±ç¥æŒåºãå®è¡ããŠããããäžèšããåæå ±ç¥æŒåºã¯ãäž»ã«ãéæè ãæå³çã«æ¥ç¶ãåæããã±ãŒã¹ããéæè ã®æã«åããŠæ¥ç¶ãåæãããã±ãŒã¹ã倧åã§ããããããã®å ±ç¥å 容ã¯ãäžèšããããã«ãã€ã€ãã³ãšã®æ¥ç¶ãåæãããŸããããšãã£ãåèº«ã®æãå«ã衚çŸå å®¹ã®æŒåºæ æ§ãšããããšã奜ãŸããããªããäžèšïŒæïŒïŒã®ãéææ©åŽãå¶åŸ¡äžã匷å¶çã«åæããã±ãŒã¹ãã®å Žåã«ã¯ããšã©ãŒãçºçãããããã€ã€ãã³ã®æ¥ç¶ãåæããŸããããïŒæå®ã®ãšã©ãŒçºçæã«æ¥ç¶ãåæããå ŽåïŒãããã³ã³ããªãŒãæ©èœãäœåããŸãããã€ã€ãã³ã®æ¥ç¶ãåæããŸããïŒã³ã³ããªãŒãæ©èœæã«æ¥ç¶ãåæããå ŽåïŒãªã©ãéææ©åŽãèªçºçã«åæããæãå«ã衚çŸå 容ãå«ãæŒåºæ æ§ïŒåŒ·å¶åæå ±ç¥æŒåºïŒãšããããšã奜ãŸããã (Cut 5) Depending on the circumstances of the cut, different cut notification effects may be executed. The cut notification effects described above are mainly cases where the player intentionally cuts the connection or the connection is cut against the player's will, so it is preferable that the notification content be a presentation mode with a passive meaning such as "The connection to the earphones has been cut." In the case of "the gaming machine forcibly cuts the connection due to control" in (Cut 4) above, it is preferable to use a presentation mode (forced cut notification effect) with a meaning that the gaming machine voluntarily cut the connection, such as "An error has occurred, so the earphones have been cut" (when the connection is cut when a specific error occurs) or "The complete function has been activated. The earphones will be cut" (when the connection is cut during the complete function).
ãªããäžèšåæ¿å ±ç¥æŒåºã«ã€ããŠããåæå ±ç¥æŒåºãšåæ§ã«ã次ã®ïŒæ¿ïŒïŒïœïŒæ¿ïŒïŒã®ãããªæ§æãšããããšãã§ããããªããäžèšïŒåïŒïŒïœïŒåïŒïŒãšå®è³ªçã«åæ§ã®å 容ã«ã€ããŠã¯éè€èšèŒãé¿ãããããçç¥ããã The above switching notification effects can be configured as follows (Change 1) to (Change 4), just like the disconnection notification effects. Note that content that is essentially the same as the above (Off 1) to (Off 4) will be omitted to avoid duplication.
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(Alternative 1) Different presentation styles can be used during play and non-play.
(Alternative 2) The configuration may be such that the switching notification effect can be executed at least when no game is being played.
(Alternative 3) The configuration may be such that the switching notification effect can be executed at least while a game is being played.
(Change 4) When the complete function is activated, the switching notification performance does not need to be executed.
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(Modification of the disconnection selection effect)
Here, in Fig. 111, the description was given mainly on the form of canceling pairing when the item for disconnection ("Disconnect connected earphones" in Fig. 111(C)) is determined in the game environment setting (see Figs. 111(B), (C), and (F)). However, the present invention is not limited to this, and can be configured as follows.
ããšãã°ãéæç°å¢èšå®ãšã¯å¥ã«ãç¬ç«ããŠäžèšãæ¥ç¶è§£é€éžææŒåºããå®è¡å¯èœã«æ§æããŠããããããšãã°ãéæäžããã³ééæäžã®ä»»æã®ã¿ã€ãã³ã°ã«ãŠãéæè ãç¹å®æäœïŒæ¥ç¶è§£é€éžææŒåºå®è¡çšã®æäœïŒãè¡ã£ãå Žåãã€ã€ãã³ãšã®æ¥ç¶ãè§£é€ïŒåæïŒãããåŠãã®éžæç»åãããšãã°æ¢ã«èª¬æãããã€ã€ãã³ãšã®æ¥ç¶ãè§£é€ããŸããïŒ ïŒ¹ïŒ¥ïŒ³ïŒïŒ®ïŒ¯ããããã¢ãªã³ã°ãè§£é€ããŸããïŒ ïŒ¹ïŒ¥ïŒ³ïŒïŒ®ïŒ¯ããªã©ã®éžæç»åã衚瀺ããéæè ãæäœææ®µãçšããŠæ¥ç¶ãè§£é€ãããåŠããéžæå¯èœã«æ§æããããšãã§ããã For example, the above-mentioned "disconnect selection effect" may be configured to be executable independently of the game environment settings. For example, when a player performs a specific operation (an operation for executing the disconnect selection effect) at any time during or outside of gameplay, a selection image for whether or not to disconnect (disconnect) the earphones, such as the already explained "Disconnect earphones? YES/NO" or "Cancel pairing? YES/NO", may be displayed, allowing the player to select whether or not to disconnect using the operating means.
æ¯æ§ãªæ¥ç¶è§£é€éžææŒåºã«ãããäžã ãéæç°å¢èšå®ç»é¢ã®è¡šç€ºæäœãçµãŠããã¢ãªã³ã°ãè§£é€ããªããŠããããéæè ã¯èªå·±ã®å¥œããªã¿ã€ãã³ã°ã§ãã€ã€ãã³éæãäžæ¢ããããšãã§ããããã«ãªããå¿è«ãå³ïŒïŒïŒã«ç€ºããããªéæç°å¢èšå®æ©èœèªäœãæããªãéææ©ãã£ãŠãããããã®å Žåã¯ãéæè ãæ¥ç¶è§£é€éžææŒåºå®è¡çšã®æäœãè¡ã£ãå Žåã«ãæ¥ç¶è§£é€éžææŒåºãå®è¡ããã°ããã With this type of disconnection selection display, the player does not have to go through the display operation of the game environment setting screen to cancel the pairing each time, and can stop playing with earphones at a time of his or her choosing. Of course, there may be gaming machines that do not have the game environment setting function as shown in FIG. 111. In this case, the disconnection selection display can be executed when the player performs an operation for executing the disconnection selection display.
ãªããã€ã€ãã³ã鿥ç¶äžã«ãéæè ãæ¥ç¶è§£é€éžææŒåºå®è¡çšã®æäœãè¡ã£ãå Žåã¯ãæ¥ç¶è§£é€éžææŒåºãå®è¡ããªããŠãããããŸãããç¡ç·ã€ã€ãã³ãæ¥ç¶ããŠäžãããããªã©ã®ã€ã€ãã³æ¥ç¶ãä¿ãæ¥ç¶èŠæ±æŒåºãå®è¡å¯èœã«æ§æããŠãããããå³ïŒïŒïŒã§èª¬æããããã«ããæ¥ç¶äžã®ããã€ã¹ã¯ãããŸãããããæ¥ç¶äžã®ã€ã€ãã³ã¯ãããŸããããªã©ã®ç»åã衚瀺ããŠãããããŸããæ¥ç¶è§£é€éžææŒåºãå®è¡ããããæ¥ç¶è§£é€é ç®ã®ããèªäœãéžæäžèœãšããŠãããããäžèšéžæç»åïŒäžèšãã€ã€ãã³ãšã®æ¥ç¶ãè§£é€ããŸããïŒ ïŒ¹ïŒ¥ïŒ³ïŒïŒ®ïŒ¯ããªã©ã®ç»åïŒãæã衚瀺ãããããŠãæ¥ç¶äžã®ç¡ç·ã€ã€ãã³ãååšããªãããšãå ±ç¥å¯èœã«æ§æããŠãããã Note that if the player performs an operation to execute the disconnection selection effect while the earphones are not connected, the disconnection selection effect does not have to be executed. Also, the device may be configured to execute a connection request effect that prompts the player to connect the earphones, such as "Please connect your wireless earphones," or to display an image such as "No device connected" or "No earphones connected," as described in FIG. 111. Also, the disconnection selection effect may be executed, but the "YES" option for disconnection itself may be made unselectable, or the selection image (such as the above-mentioned "Disconnect earphones? YES/NO" image) may be displayed in a darkened state to notify the player that no wireless earphones are connected.
ãªããæ¥ç¶è§£é€éžææŒåºã¯ãéæè ã«å¯ŸããŠã€ã€ãã³ãšã®æ¥ç¶ãè§£é€ïŒåæïŒãããåŠããéžæãããæŒåºã§ããããšãããå°ããç¡ç·ã€ã€ãã³ãæ¥ç¶å¯èœãªéææ©ã«ãããŠããã¢ãªã³ã°ãè§£é€ããéã«å©çšããããæç·æ¥ç¶ã®å Žåã¯ãéæè èªèº«ã§ã€ã€ãã³ã±ãŒãã«ãéææ©åŽïŒã€ã€ãã³ãžã£ãã¯ïŒããåãå€ãã°ãããæ¥ç¶è§£é€éžææŒåºãå®è¡ããå¿ èŠæ§ã«ä¹ããããã§ããïŒå¿è«ãæç·æ¥ç¶å¯èœãªéææ©ã®å Žåã«ããæ¥ç¶è§£é€éžææŒåºãå®è¡ããŠãããïŒã The disconnection selection effect allows the player to choose whether or not to disconnect (disconnect) the earphones, and is therefore used exclusively when canceling pairing on gaming machines that can connect to wireless earphones. In the case of a wired connection, the player can simply remove the earphone cable from the gaming machine (earphone jack) themselves, and there is little need to execute the disconnection selection effect (of course, the disconnection selection effect may also be executed on gaming machines that can connect via wire).
æ¬äŸã«ä¿ãæ¥ç¶è§£é€éžææŒåºã¯ãéæè ãæå®æäœãè¡ã£ãå Žåã«ããã€ã§ãå®è¡ãããããã«æ§æããŠãããããéæç¶æ³ã«å¿ããŠã次ã®ãããªæ¡ä»¶ãä»ãããšãã§ããã The disconnection selection display in this example may be configured to be executed at any time when the player performs a specified operation, or the following conditions may be attached depending on the game situation:
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(Cancellation 1) When not playing and/or when playing.
(Release 2) When a predetermined time has passed (for example, 10 seconds) after the game is no longer in progress.
(Release 3) When the game is no longer being played but sound effects related to the game played immediately before are being output, a certain condition is met (for example, when the sound effects end, or when a certain amount of time has passed since the sound effects ended).
(Release 4) At a specified timing during winning play (winning play performance) (for example, during start INT (during opening performance), during round play (during round performance), during end INT (during ending performance), etc.).
(Release 5) During a specific gaming state (for example, during a gaming state that is more advantageous than the normal state).
(Release 6) The period during which the gaming environment can be configured.
(Release 7) At least one of the above (Release 1) to (Release 6) can be adopted.
ãªããã³ã³ããªãŒãæ©èœãäœåããå Žåã¯éæå®è¡äžèœç¶æ ã«å¶åŸ¡ãããããã³ã³ããªãŒãæ©èœãäœåããå Žåã§ãã£ãŠããå°ãªããšãæ¥ç¶è§£é€éžææŒåºã®å®è¡ã¯å¶éããªãããã«æ§æããããšãã§ããããŸããã³ã³ããªãŒãæ©èœãäœåããå Žåã«ãéæè ã«å¯ŸããŠã€ã€ãã³ã®æ¥ç¶è§£é€ãä¿ãæŒåºïŒæ¥ç¶è§£é€èŠæ±æŒåºïŒãå®è¡å¯èœã«æ§æããŠããããããšãã°ããã³ã³ããªãŒãæ©èœãäœåããŸãããã€ã€ãã³ã®æ¥ç¶ãè§£é€ããŠäžãããããªã©ã®ç»å衚瀺ãè¡ãããšãã§ããã When the complete function is activated, the game is controlled to an unplayable state, but even when the complete function is activated, the game can be configured so that at least the execution of the disconnection selection effect is not restricted. Also, when the complete function is activated, the game can be configured to execute an effect that prompts the player to disconnect their earphones (disconnection request effect). For example, an image such as "The complete function has been activated. Please disconnect your earphones" can be displayed.
ããããã³ã³ããªãŒãæ©èœãäœåããå Žåã«ãæ¥ç¶è§£é€éžææŒåºïŒéæç°å¢èšå®ã«å±ããæ¥ç¶è§£é€éžææŒåºãå«ãïŒã®å®è¡ãå¶éããæ§æãšããŠããããã³ã³ããªãŒãæ©èœã«ããéæå®è¡äžèœç¶æ ã®è§£é€ã¯ãå°ãªããšã黿ºæïŒæ¬å®æœåœ¢æ ã®å ŽåãïŒã¯ãªã¢ïŒãå¿ èŠã§ãããããæ¥ç¶è§£é€éžææŒåºãå®è¡ããæçŸ©ã«ä¹ããããã§ããããã ããç¡ç·ã€ã€ãã³ã®å ŽåïŒç¡ç·æ¥ç¶ã®å ŽåïŒãæ¥ç¶è§£é€éžææŒåºã®å®è¡ãå¶éãããŠããŸããšãã³ã³ããªãŒãæ©èœäœåäžã¯ãã¢ãªã³ã°è§£é€äžèœãšãªã£ãŠããŸããéæè ãéææ©ãšã®ãã¢ãªã³ã°ãè§£é€ã§ããªããšãããšãéææ©ãšã®æ¥ç¶ãç¶æããããŸãŸã«ãªã£ãŠããŸããäžå ·åãçããæãããããããã§ãå°ãªããšãã³ã³ããªãŒãæ©èœãäœåããå Žåã¯ãã€ã€ãã³ãšã®æ¥ç¶ã匷å¶çã«è§£é€å¯èœãªæ§æããããšã奜ãŸããã However, the configuration may be such that the execution of the disconnection selection effect (including the disconnection selection effect belonging to the game environment settings) is restricted when the complete function is activated. This is because the release of the game execution disabled state by the complete function requires at least a power cut (in the case of this embodiment, RAM clearing), so there is little point in executing the disconnection selection effect. However, in the case of wireless earphones (wireless connection), if the execution of the disconnection selection effect is restricted, it will be impossible to unpair while the complete function is activated. If the player is unable to unpair with the gaming machine, the connection with the gaming machine will remain maintained, which may cause a malfunction. Therefore, it is preferable to configure the device so that the connection with the earphones can be forcibly released at least when the complete function is activated.
ãŸãæ¬äŸã®å Žåã«ãããŠããéæè ãåºåè§£é€æäœãè¡ã£ãå ŽåïŒæ¥ç¶è§£é€éžææŒåºã«ãŠãããéžæããå ŽåïŒãå³ïŒïŒïŒïŒïŒŠïŒã«ç€ºããããªãæ¥ç¶è§£é€å®äºæŒåºããå®è¡å¯èœã«æ§æããŠãããã Also in this example, if the player performs an output cancellation operation (selects "YES" in the disconnection selection display), a "disconnection completion display" as shown in FIG. 111 (F) may be executed.
ãªãå¥éãäžèšãã«ã¹ã¿ãã€ãºåæåéžææŒåºããå®è¡å¯èœãªå Žåãéæè ãã«ã¹ã¿ãã€ãºåæåãéžæããå Žåã«ã¯ãã«ã¹ã¿ãã€ãºåæåã«äŒŽããã€ã€ãã³ãšã®æ¥ç¶ãè§£é€ãããããã«æ§æããŠãããããããããã«éãããã«ã¹ã¿ãã€ãºåæåã§ã¯ã€ã€ãã³ãšã®æ¥ç¶ã¯è§£é€ãããªãããã«æ§æããŠãããããã®å Žåãæ¥ç¶è§£é€éžææŒåºã«ããè§£é€å¯èœã«æ§æããã°ããã Separately, if the above-mentioned "customization initialization selection effect" can be executed, when the player selects customization initialization, the connection to the earphones may also be disconnected in conjunction with the customization initialization. However, this is not limited to this, and the customization initialization may not disconnect the earphones. In this case, it is sufficient to configure it so that it can be disconnected by the connection disconnection selection effect.
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(Special effects during earphone play)
Next, a special performance system during earphone play will be described. Here, a configuration that can execute different sound performances (particularly game performance sounds) during earphone play (earphones connected) and non-earphone play (earphones not connected) will be described. This example (hereinafter, this example will be referred to as the "special sound performance form") includes the following performance forms (performance α) to (performance γ).
ïŒæŒÎ±ïŒç¹å®ã®æŒåºã«ãããŠãã€ã€ãã³æ¥ç¶äžãšã€ã€ãã³éæ¥ç¶äžãšã§ç°ãªã鳿Œåºãå®è¡ããã圢æ ã (Performance α) In a specific performance, different sound effects are executed when earphones are connected and when they are not connected.
ïŒæŒÎ²ïŒç¹å®ã®æŒåºã«ãããŠãã€ã€ãã³æ¥ç¶äžã«ã¯æå®ã®é³æŒåºãå®è¡ããããã€ã€ãã³éæ¥ç¶äžã«ã¯ãã®é³æŒåºãå®è¡ããªã圢æ ãã€ãŸããã€ã€ãã³æ¥ç¶äžã«ã®ã¿ãã€ã€ãã³ããåºåãããç¹æ®ãªéææŒåºé³ïŒæ¥ç¶æç¹å®é³æŒåºïŒããã圢æ ã (Performance β) In a specific performance, a specific sound performance is executed when earphones are connected, but the sound performance is not executed when the earphones are not connected. In other words, a special game performance sound (specific sound performance when connected) is output from the earphones only when they are connected.
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(Performance γ) In a specific performance, a specific sound performance is executed when the earphones are not connected, but the sound performance is not executed when the earphones are connected. In other words, a special game performance sound (specific sound performance when not connected) is output from the
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As an example of a special sound presentation form, for example, in a specific reach presentation, when earphones are not connected, the ready sound "reach âª" is output from
ããªãã¡ãæ¬äŸã®æå€§ã®ç¹åŸŽç¹ã¯ãã€ã€ãã³éæäžã®éæè ã«ã®ã¿ãç¥åŸãããç¹å®æ å ±ãå ±ç¥å¯èœãªæ§æã§ãããšããç¹ã«ããããã®ç¹å®æ å ±ãšããŠã¯ãããšãã°ãäžè¿°ã®ãããªåœéžæåŸ 床ïŒåœéžãå«ãïŒã«é¢ããæ å ±ã®ä»ãèšå®å€ã«é¢ããæ å ±ïŒèšå®æ©èœãæããéææ©ã«å¥œé©ïŒãçŸåšã®éæç¶æ æ å ±ïŒæå®ã®æ¡ä»¶äžã§å éšéæç¶æ ãæŒåºçã«ç§å¿å¯èœãªéææ©ã«å¥œé©ïŒãªã©ãçš®ã ã®æ å ±ãæ¡çšããããšãã§ããã In other words, the greatest feature of this example is that it is configured to notify specific information that can only be known by the player playing with earphones. This specific information can be, for example, information about the probability of winning (including winning) as described above, as well as information about setting values (suitable for gaming machines with setting functions) and information about the current gaming state (suitable for gaming machines that can conceal the internal gaming state as a creative presentation under certain conditions).
ç¹æ®é³æŒåºåœ¢æ ã«ä¿ã鳿Œåºã¯ãå€åäžæŒåºïŒäºåæŒåºïŒãå èªã¿äºåãèšå®ç€ºåæŒåºãåœãäžæŒåºããã¢æŒåºïŒãã¢è¡šç€ºïŒãªã©ã§å®è¡ãããããšãã§ãããã©ã®ãããªæŒåºã«æ¡çšãããããŸãã©ã®ãããªç¹å®æ å ±ãå ±ç¥ãããã«ã€ããŠã¯ãé©å®å®ããããšãã§ããã Sound effects related to special sound effect formats can be executed during fluctuation effects (preview effects), pre-reading notices, setting suggestion effects, winning effects, demo effects (demo displays), etc. The type of effect to be adopted and the type of specific information to be notified can be determined as appropriate.
ãªããåœãäžæŒåºã«æ¡çšããå Žåã«ã¯ãããšãã°ãä»åã®ã²ãŒã ã倧åœãã§ããå Žåããã®ã²ãŒã äžã¯åœéžãã倧åœãçš®å¥ãäžæŠç§å¿ç¶æ ãšãããã®åŸã«å®è¡ããã倧åœãéæäžã«åœéžãã倧åœãçš®å¥ãå ±ç¥ãããããªã±ãŒã¹ã«ãããŠãã€ã€ãã³æ¥ç¶äžã«ã¯ããªãŒããã³ã°æŒåºäžïŒéå§ïŒ©ïŒ®ïŒŽäžïŒã«ãã®åœéžãã倧åœãçš®å¥ã«é¢ããæ å ±ïŒç¹å®æ å ±ã«çžåœïŒãå ±ãã鳿ŒåºïŒããšãã°ããããã§ãšãïŒä»åã®å€§åœãã¯ç¢ºå€å€§åœãã ãïŒããªã©ïŒãå®è¡ããããã€ã€ãã³éæ¥ç¶äžã«ã¯ãã®é³æŒåºèªäœãå®è¡ããªãããŸãã¯æç³»åçã«åŸã«å ±ç¥ããïŒããšãã°ããšã³ãã£ã³ã°æŒåºäžïŒçµäºïŒ©ïŒ®ïŒŽäžïŒã«å ±ç¥ããïŒããšãã§ããã When used for the effects during a win, for example, if the current game is a jackpot, the type of jackpot that was won will be kept secret during that game, and the type of jackpot that was won will be announced during the jackpot game that is subsequently played. In this case, when earphones are connected, a sound effect will be executed during the opening effect (during the start INT) that announces information (corresponding to specific information) about the type of jackpot that was won (for example, "Congratulations! This jackpot is a guaranteed jackpot!"), but when earphones are not connected, the sound effect itself will not be executed, or it can be announced later in the chronological order (for example, it can be announced during the ending effect (during the end INT)).
ãŸãããã¢æŒåºã«æ¡çšããå Žåã«ã¯ãã€ã€ãã³æ¥ç¶äžã«éããããšãã°ã補é ã¡ãŒã«ã®åºåã宣äŒãéæèª¬æã泚æåèµ·å ±ç¥ãèŠåäºè±¡å ±ç¥ãªã©ã®é³å£°ãã€ã€ãã³ããåºåãããããšãã§ããã In addition, when used for demo performances, sounds such as manufacturer advertisements, game instructions, warning notifications, and alerts can be output from the earphones only when the earphones are connected.
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(Variations of special sound effects)
As another embodiment of the special sound presentation, the following configuration can be used. Here, the following description is given on the premise that the gaming machine has a presentation means (hereinafter referred to as "vibration presentation means") that is provided with a vibration device (vibration means) capable of applying vibration to the player (operator) as one of the presentation means.
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The vibration presentation means is, for example, a vibration device provided on the operating means that can be operated by the player, and produces a dynamic presentation effect by causing the operating means to vibrate. Like the clock-shaped device 80 (clock hands 82) and the flower-shaped
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However, during earphone play, it is difficult to hear the sound effects (hereinafter referred to as "acoustic toy sounds") produced by the vibration effects, and there is a risk that the purpose of providing the vibration effects will be lost. Therefore, it is preferable to configure the earphones to be able to output sound effects that imitate acoustic toy sounds or sound effects that replace them (hereinafter referred to as "pseudo acoustic toy sounds") while the vibration effects are being executed. In this way, it becomes possible to pseudo-listen to the acoustic toy sounds that are difficult to hear during earphone play. Note that since there is no point in outputting the pseudo acoustic toy sounds from the
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(Volume adjustment function and level meter display: Fig. 112)
Next, various examples of the volume adjustment function of this embodiment will be described.
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In the volume setting (volume adjustment) in FIG. 111 described above, a combined type was described in which a single volume adjustment level meter 103a is used for both the earphone and the
ïŒèª¿ïŒïŒé³éã«ã€ããŠã¯ãå¿ ãããéæç°å¢èšå®ïŒããšãã°ãå³ïŒïŒïŒåç §ïŒã«ãããŠèª¿æŽå¯èœãšããªããŠããããéæç°å¢èšå®ãšã¯å¥ã®æäœïŒå°çšã®é³éèšå®ç»é¢è¡šç€ºæäœïŒã«ããé³éèšå®ç»é¢ïŒé³é調æŽçšç»é¢ïŒã衚瀺å¯èœã«æ§æãããã®èšå®ç»é¢ã«ãŠé³éã調æŽå¯èœãªæ§æãšããŠãããã (Option 1) The volume does not necessarily have to be adjustable in the game environment settings (for example, see FIG. 111). It is also possible to configure the volume setting screen (volume adjustment screen) to be displayed by an operation separate from the game environment settings (a dedicated volume setting screen display operation), and to configure the volume to be adjustable on that setting screen.
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(Mode 2) The
ïŒèª¿ïŒïŒå³ïŒïŒïŒïŒïŒ¡ïŒã§ã¯ãåã調æŽç»é¢ã«ãã¹ããŒã«çšã¬ãã«ã¡ãŒã¿ãšã€ã€ãã³çšã¬ãã«ã¡ãŒã¿ãšã衚瀺ããäŸã§ããããããšãã°å³ïŒïŒïŒïŒïŒ¢ïŒã«ç€ºãããã«ãã¹ããŒã«çšã®é³éèšå®ç»é¢ïŒïŒïŒïœãšã€ã€ãã³çšã®é³éèšå®ç»é¢ïŒïŒïŒïœãšã衚瀺å¯èœã«æ§æããŠãã¹ããŒã«çšã¬ãã«ã¡ãŒã¿ïŒïŒïŒïœãšã€ã€ãã³çšã¬ãã«ã¡ãŒã¿ïŒïŒïŒïœãšãå¥ã ã«è¡šç€ºããŠãããã (Tweet 3) Figure 112 (A) shows an example in which a speaker level meter and an earphone level meter are displayed on the same adjustment screen, but as shown in Figure 112 (B), for example, a speaker volume setting screen 101m and an earphone volume setting screen 101n may be configured to be displayed, and the speaker level meter 103a and earphone level meter 103c may be displayed separately.
ïŒèª¿ïŒïŒã€ã€ãã³éæäžïŒã€ã€ãã³æ¥ç¶äžïŒã®å Žåãéæè ãã€ã€ãã³ã®é³é調æŽããæãããã«ãã€ã€ãã³çšã®ã¬ãã«ã¡ãŒã¿ã®ã¿ã衚瀺å¯èœã«æ§æããããšãã§ããã (Tweet 3) When playing with earphones (earphones connected), the game can be configured to display only the level meter for the earphones so that the player can easily adjust the volume of the earphones.
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ïŒèª¿ïŒïŒéã€ã€ãã³éæäžïŒã€ã€ãã³éæ¥ç¶äžïŒã®å ŽåãäžèšããïŒèª¿ïŒïŒã®ã€ã€ãã³éæäžã®ã±ãŒã¹ãšã¯éã«ãã¹ããŒã«çšã¬ãã«ã¡ãŒã¿ã®ã¿ã衚瀺å¯èœã«æ§æããããšãã§ããã (5) When playing without earphones (earphones not connected), the device can be configured to display only the speaker level meter, as opposed to the case of playing with earphones in (3) above.
ïŒèª¿ïŒïŒéã€ã€ãã³éæäžïŒã€ã€ãã³éæ¥ç¶äžïŒã®å ŽåãäžèšããïŒèª¿ïŒïŒã®ã€ã€ãã³éæäžã®ã±ãŒã¹ãšã¯éã«ãå³ïŒïŒïŒïŒïŒ£ïŒã®èª¿æŽç»é¢ïŒïŒïŒïœã«ç€ºãããã«ãã¹ããŒã«çšã¬ãã«ã¡ãŒã¿åŽã匷調衚瀺ããããšãã§ããã (Adjustment 6) When playing without earphones (earphones not connected), the speaker level meter side can be highlighted as shown on adjustment screen 101q in Figure 112 (C), which is the opposite of the case of playing with earphones in (Adjustment 4) described above.
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(Adjustment 7) When playing with earphones, only the volume of the earphones can be adjusted, and the volume of the
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(Option 8) Also, unlike the above (Option 7), the volume of the
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In the above (tone 7) or (tone 8), when the output is switched from the earphone to the
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(10) Also, unlike the above (9), the volume on the earphone side may be adjustable even during non-earphone play. In this example, the volume on the earphones can be adjusted even during non-earphone play, so when the output is switched from the
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In the above (tone 9) or (tone 10), when output is switched from the
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(Adjustment 12) In Fig. 112 (A) to (C), an example is shown in which the adjustment stages of the speaker level meter and the earphone level meter are the same (5 stages), but this is not limited to this, and they may be different adjustment stages. For example, as shown in Fig. 112 (D), the speaker level meter 103a can have 5 stages and the earphone level meter 103c can have 8 stages. This is because it is preferable to be able to fine-tune the volume of the earphones more than the
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(13) In the above (12), the volume adjustment range may be the same on the earphone side and the
ïŒèª¿ïŒïŒïŒãŸãåäžã®èª¿æŽç¯å²ã§ã¯ãªããç°ãªã調æŽç¯å²ãšããŠããããããšãã°ãã¹ããŒã«åŽã¯ãïŒïŒïœïŒ¢ïœïŒïŒïœïŒ¢ãã®ç¯å²ã§ïŒæ®µé調æŽãšããã€ã€ãã³åŽã¯ãïŒïŒïœïŒ¢ïœïŒïŒïœïŒ¢ãã®ç¯å²ã§ïŒæ®µé調æŽãšããããšãã§ããããã®å Žåãã¹ããŒã«åŽãšã€ã€ãã³åŽãšã§ãæå°é³éããã³ïŒãŸãã¯æå€§é³éãåäžãšããŠãããã (Tone 14) Also, instead of the same adjustment range, different adjustment ranges may be used. For example, the speaker side can be adjusted in five steps in the range of "60 dB to 90 dB," while the earphone side can be adjusted in eight steps in the range of "40 dB to 80 dB." In this case, the minimum and/or maximum volume may be the same for the speaker side and the earphone side.
ïŒèª¿ïŒïŒïŒãªããã¹ããŒã«çšã¬ãã«ã¡ãŒã¿ã®èª¿æŽæ®µéãšã€ã€ãã³çšã¬ãã«ã¡ãŒã¿ã®èª¿æŽæ®µéãåäžïŒå³ïŒïŒïŒïŒïŒ¡ïŒïœïŒïŒ£ïŒã®ã±ãŒã¹ïŒãŸãã¯ç°ãªãå ŽåïŒå³ïŒïŒïŒïŒïŒ€ïŒã®ã±ãŒã¹ïŒã«ãããŠãæå°ã¬ãã«ã®é³éããã³ïŒãŸãã¯æå€§ã¬ãã«ã®é³éãåäžé³éãšããŠãããããç°ãªãé³éãšããŠãããã (Adjustment 15) In addition, when the adjustment stage of the speaker level meter and the adjustment stage of the earphone level meter are the same (cases of Figures 112 (A) to (C)) or different (case of Figure 112 (D)), the minimum volume level and/or the maximum volume level may be the same volume level or different volumes.
ïŒèª¿ïŒïŒïŒãŸããã¹ããŒã«çšã¬ãã«ã¡ãŒã¿ãšã€ã€ãã³çšã¬ãã«ã¡ãŒã¿ã®èª¿æŽæ®µéãåäžã§ãããåŠãã«ããããããã¬ãã«ã¡ãŒã¿ïŒæ®µéåã®é³é調æŽå¹ ïŒïŒ®æ®µéç®ãšïŒ®ïŒïŒæ®µéç®ã®é³éå·®ïŒãåäžã§ãã£ãŠãããããç°ãªããã®ã§ãã£ãŠããããããšãã°ãåŸè ã®å Žåã§ããã°ãã¹ããŒã«çšã¬ãã«ã¡ãŒã¿ã®æå°ã¬ãã«ïŒïŒæ®µéç®ïŒïœïŒæ®µéç®ã®é³é調æŽå¹ ãïŒïŒïœïŒ¢ãã€ã€ãã³çšã¬ãã«ã¡ãŒã¿ã®æå°ã¬ãã«ïŒïŒæ®µéç®ïŒïœïŒæ®µéç®ã®é³é調æŽå¹ ãïŒïŒïœïŒ¢ãªã©ã§ããã (16) Furthermore, regardless of whether the speaker level meter and earphone level meter have the same adjustment steps, the volume adjustment range for one step of the level meter (the volume difference between the Nth step and the N+1th step) may be the same or different. For example, in the latter case, the volume adjustment range from the minimum level (1st step) to the second step of the speaker level meter is 10 dB, and the volume adjustment range from the minimum level (1st step) to the second step of the earphone level meter is 12 dB.
ïŒèª¿ïŒïŒïŒäžèšïŒèª¿ïŒïŒïœïŒèª¿ïŒïŒïŒã«èšèŒããæ§æã®ãã¡ãå°ãªããšãïŒã€ãæ¡çšããããšãã§ããã (17) At least one of the configurations described in (1) to (16) above may be adopted.
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In addition, for the dual-use type described in FIG. 111, when switching from
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(Volume settings for gaming machines exclusively for pachinko parlors: Figure 113)
In this embodiment, a back switch (adjustment mode switching means) that can adjust at least the maximum volume (the upper limit of the total volume value that can be adjusted by the volume adjustment function in the game environment settings, etc.) in stages is provided in an appropriate location on the gaming machine. This back switch is formed on the back side of the gaming machine (in a position that cannot be operated by the player) and is provided exclusively as a "hall management volume adjustment switch" that is operated by pachinko parlor staff.
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Figure 113 shows the configuration of the back switch of this embodiment. The
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In this embodiment, the
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Adjustment mode 0: "Test/Factory settings (silent = 0 dB)"
Adjustment mode 1: "Presentation setting (70 dB),
Adjustment mode 2: "Factory default power saving setting (85 dB)"
Adjustment mode 3: "First game volume low (75 dB)"
Adjustment mode 4: "Second game volume low to medium (80 dB)"
Adjustment mode 5: "Medium volume for third game (85 dB)" (same as for shipment),
Adjustment mode 6: "4th game volume medium-large (90 dB)"
Adjustment mode 7: "5th game volume high (95 dB)"
Adjustment mode 8: "First game, low volume for power saving (60 dB)"
Adjustment mode 9: "Second game/power saving volume high (80 dB)"
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These 10 volume levels are the "maximum volume (limited volume)" of the total volume value, and in this embodiment, the maximum volume can be adjusted in stages (maximum volume can be limited) using the
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The above-mentioned
ãªããèšå®ããã調æŽã¢ãŒãã«å¿ããŠãã¹ããŒã«çšã¬ãã«ã¡ãŒã¿ããã³ïŒãŸãã¯ã€ã€ãã³çšã¬ãã«ã¡ãŒã¿ã®è¡šç€ºã倿Žå¯èœã«æ§æããŠããããããšãã°ã調æŽã¢ãŒãïŒïŒç¡é³ïŒã«èšå®ãããå Žåã¯ãã¬ãã«ã¡ãŒã¿ã®æ®µéããããã®æ®µéã«èª¿æŽã§ãã£ãŠãç¡é³ç¶æ ã«å¶åŸ¡ãããããšãããã¬ãã«ã¡ãŒã¿èªäœãé衚瀺ãšãããã衚瀺ã¯ãããè¡šç€ºæ æ§ãé垞衚瀺ã«ããæå¶ããç¶æ ã§è¡šç€ºããããšãã§ããã The display of the speaker level meter and/or earphone level meter may be configured to be changeable depending on the adjustment mode that is set. For example, when adjustment mode 0 (silent) is set, the level meter is controlled to be in a silent state regardless of the adjustment stage, so the level meter itself can be hidden, or displayed in a suppressed display mode in the normal display.
ãªãããæå¶ããç¶æ ã§è¡šç€ºããšã¯ãããšãã°ãå³ïŒïŒïŒïŒïŒ£ïŒã®èšå®ç»é¢ïŒïŒïŒïœã«ç€ºãã¹ããŒã«çšã¬ãã«ã¡ãŒã¿ã®ããã«ééçãé«ããããæå®ã®ãšãã§ã¯ãåŠçãæœãããããŠãæ¬æ¥ã®ã¬ãã«ã¡ãŒã¿ã®è¡šç€ºã®æ¹ã匷調çã«è¡šç€ºããããããªè¡šç€ºæ æ§ãæå³ããã Note that "displaying in a suppressed state" refers to a display mode in which the original level meter display is emphasized by increasing the transparency or applying a specified effect processing, for example, as in the speaker level meter shown on setting screen 101p in Figure 112 (C).
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The adjustable range of the level meter may be changed depending on the adjustment mode. For example, in "Adjustment mode 3 (first game volume low (75 dB))," the level meter may be adjustable up to four levels, and in "Adjustment mode 7 (fifth game volume high (95 dB))," the maximum volume of which is higher than that of the adjustment mode, the level meter may be adjustable up to five levels. In the former case of "
以äžãäžèšãããæå¶ããç¶æ ã§è¡šç€ºããŸãã¯ã調æŽäžèœãªæ®µéç®ãååšããããã«å¶åŸ¡ããããšãããã¬ãã«ã¡ãŒã¿å¶éåŠçããšç§°ããã Hereinafter, the above-mentioned "display in a suppressed state" or "controlling so that there are stages that cannot be adjusted" will be referred to as "level meter limiting processing."
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Next, the earphone output board will be described.
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There are three forms for providing an earphone output board in an amusement machine: a form in which a wired earphone output board is provided separately, a form in which a wireless earphone output board is provided separately, and a form in which both a wired earphone output board and a wireless earphone output board are provided. In any form in which an earphone output board is provided, the earphone output board is configured so that the earphone output board also functions as a sound output board (audio output board) for the
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<(1) Form in which a wired earphone output board is provided>
This is a configuration in which the gaming machine is provided with a board for wired earphone output and an output terminal (jack) for the wired earphone, and the plug at the end of the cord of the wired earphone is inserted into the output terminal on the gaming machine, thereby connecting the gaming machine and the wired earphone via a wired connection.
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There are two types of wiring patterns provided on the wired earphone output board, and either of these types can be adopted.
(i) The first form of the wiring pattern provided on the wired earphone output board is a form in which a speaker audio signal pattern, which is a wiring pattern for outputting an audio signal to the speaker 46 (
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(ii) The second form of the wiring pattern provided on the wired earphone output board is a form in which a common audio signal pattern is provided for outputting an audio signal from the
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In other words, when we say "providing a common audio signal pattern for outputting audio signals from the
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Regardless of whether the audio signal pattern form is the first or second form described above, when the
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<(2) Form in which a wireless earphone output substrate is provided>
This is a form in which an antenna is provided inside the gaming machine and a wireless earphone output board is provided, and the gaming machine and wireless earphone are connected wirelessly. Since the wireless earphone output board does not have an earphone jack, it is not equipped with an earphone jack, but a separate output terminal for wired earphones (wired earphone output board) may be provided to allow connection of both wired and wireless earphones.
ç¡ç·ã€ã€ãã³ã䜿çšãã圢æ ã®å Žåãéææ©ã®åŽã«ã¯ãã¢ã³ããã®ä»ã«ãé³å£°ãããžã¿ã«åœ¢åŒã§éä¿¡ããïœïœïœ ïœïœïœïœïœéä¿¡æ©èœãåããç¡ç·ã€ã€ãã³åºåçšåºæ¿ãèšããããããŸããïœïœïœ ïœïœïœïœïœéä¿¡æ©èœã®ãããç¡ç·ã€ã€ãã³åºåçšåºæ¿ã«ã¯ãå°çšã®ïŒ¢ïœïœïœ ïœïœïœïœïœãããããã¯ãŒã¢ã³ããïŒïŒ¡ã³ã³ããŒã¿ãªã©ã®éšåãéç©ãïŒããã±ãŒãžåããã¢ãžã¥ãŒã«ïŒïŒ¢ïœïœïœ ïœïœïœïœïœã¢ãžã¥ãŒã«ïŒãèšããããŠããã When wireless earphones are used, the gaming machine is provided with an antenna and a wireless earphone output board with a Bluetooth communication function that transmits audio in digital format. In addition, for the Bluetooth transmission function, the wireless earphone output board is provided with a module (Bluetooth module) that integrates components such as a dedicated Bluetooth chip, power amplifier, and D/A converter into a single package.
ïœïœïœ ïœïœïœïœïœãããã¯ãïœïœïœ ïœïœïœïœïœã®éä¿¡ã«å¿ èŠãªåŠçãããããã®å°çšã®ãããã§ãããã¢ããã°ããŒã¿ãããžã¿ã«ããŒã¿ã«å€æããé³å£°ã鳿¥œãå§çž®ããå¹ççã«éä¿¡ããã³ãŒããã¯ïŒç¬Šå·åã»åŸ©å·åïŒåŠçããïœïœïœ ïœïœïœïœïœããã€ã¹éã§éä¿¡ã確ç«ããããã®ãã¢ãªã³ã°ãšèªèšŒã®æé ã«é¢ããåŠçããéä¿¡ããããŒã¿ãå°ããªãã±ããã«åå²ããããã«ãããæ å ±ãä»å ããŠé©åãªåœ¢åŒã§éä¿¡ããããŒã¿ãã±ããã®çµç«ãŠãšè§£æã®åŠçããããŒã¿ã®æ£ç¢ºæ§ã確ä¿ããããã®ãšã©ãŒå¶åŸ¡ãšåéåŠçããæ¥ç¶ã®ç¢ºç«ãç¶æãåæãªã©ã®å¶åŸ¡ããªãæ¥ç¶ç®¡çåŠçãªã©ã®ããžã¿ã«åŠçãè¡ãã The Bluetooth chip is a dedicated chip for carrying out the processes required for Bluetooth communication, and performs digital processes such as codec (encoding/decoding) processing, which converts analog data into digital data, compresses voice and music, and transmits it efficiently; processing related to pairing and authentication procedures for establishing communication between Bluetooth devices; data packet assembly and analysis processing, which divides the data to be transmitted into small packets, adds header information to these packets, and transmits them in an appropriate format; error control and retransmission processing to ensure data accuracy; and connection management processing, which controls the establishment, maintenance, and disconnection of connections.
èŠããã«ãïœïœïœ ïœïœïœïœïœãããã¯ãïœïœïœ ïœïœïœïœïœç¡ç·éä¿¡ã®ãããã³ã«ãåšæ³¢æ°åž¯åãªã©ãå¶åŸ¡ããããžã¿ã«ãªãŒãã£ãªããŒã¿ãéä¿¡ãããïœïœïœ ïœïœïœïœïœãããããã®ããžã¿ã«ãªãŒãã£ãªããŒã¿ã¯ãïŒïŒ¡ã³ã³ããŒã¿ã«ããã¢ããã°ä¿¡å·ã«å€æãããŠãã¯ãŒã¢ã³ãã«éãããããã§é©åãªåºåã¬ãã«ãŸã§å¢å¹ ãããåŸãéä¿¡ä¿¡å·ãšããŠã¢ã³ãããã黿³¢ã®åœ¢ã§æŸå°ïŒçºä¿¡ïŒãããã In short, the Bluetooth chip controls the protocol and frequency band of Bluetooth wireless communication, and transmits digital audio data. The digital audio data from the Bluetooth chip is converted to an analog signal by a D/A converter and sent to a power amplifier, where it is amplified to an appropriate output level and then radiated (sent) as a transmission signal in the form of radio waves from the antenna.
äžæ¹ãç¡ç·ã€ã€ãã³åŽã¯ãïœïœïœ ïœïœïœïœïœéä¿¡æ©èœãåãããšå ±ã«ãããžã¿ã«ãªãŒãã£ãªã®åä¿¡ã»åŠçã»åçãè¡ãããã®ãªãŒãã£ãªåŠçæ©èœãåãããç¡ç·ã€ã€ãã³åŽã®ïŒ¢ïœïœïœ ïœïœïœïœïœéä¿¡æ©èœãšã®ãªãŒãã£ãªåŠçæ©èœã¯ãïœïœïœ ïœïœïœïœïœçµç±ã§éä¿¡ãããŠæ¥ãããžã¿ã«ãªãŒãã£ãªããŒã¿ãåä¿¡ããç¡ç·ã€ã€ãã³å éšã®ããžã¿ã«ä¿¡å·åŠçåè·¯ã«ãããŠãåä¿¡ããããŒã¿ãè§£æããé©åãªãã³ãŒãåŠçãè¡ããããã«ãããããžã¿ã«ãªãŒãã£ãªããŒã¿ãã¢ããã°é³å£°ã«å€æãããã€ã€ãã³æ¬äœã§ããã¹ããŒã«ãŠãããã«éãããããŸããé³å£°ã®å¿ å®ãªåçããµãŠã³ããšãã§ã¯ãã®æäŸã®ããã®ããžã¿ã«ä¿¡å·åŠçæ©èœãæããããã«ãããã€ã³ã©ã€ãŒãŒã·ã§ã³ïŒé³è³ªèª¿æŽïŒããã€ãºãã£ã³ã»ãªã³ã°ããªããŒããªã©ã®ãªãŒãã£ãªãšãã§ã¯ããé©çšãããé³å£°ã®ã¯ãªãªãã£ãèŽããããã®åäžãå³ãããããŸãã€ã€ãã³å éšã®ããžã¿ã«å¶åŸ¡åè·¯ã«ãã£ãŠãåçãäžæåæ¢ããã©ãã¯éãïŒæ»ããé³é調æŽãªã©ã®ãªãŒãã£ãªå¶åŸ¡æ©èœãè¡ãããã On the other hand, the wireless earphones have a Bluetooth communication function as well as an audio processing function for receiving, processing, and playing digital audio. The audio processing function for the Bluetooth communication function of the wireless earphones receives digital audio data transmitted via Bluetooth, and in a digital signal processing circuit inside the wireless earphones, analyzes the received data and performs appropriate decoding processing. This converts the digital audio data into analog audio and sends it to the speaker unit, which is the main body of the earphones. They also have a digital signal processing function for faithfully playing back audio and providing sound effects, which allows audio effects such as equalization (sound quality adjustment), noise canceling, and reverb to be applied, improving the quality and ease of listening of the audio. A digital control circuit inside the earphones also performs audio control functions such as play, pause, track forward/backward, and volume adjustment.
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There are two types of wiring patterns provided on the wireless earphone output substrate, and either of these types may be adopted.
(i) The first form of the wiring pattern of the wireless earphone output board is a form in which a speaker audio signal pattern for outputting an audio signal to the speaker 46 (
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(ii) The second form of the wiring pattern of the wireless earphone output board is a form in which a common audio signal pattern is provided for outputting an analog audio signal output from the
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Note that when we say "providing a common audio signal pattern for outputting audio signals from the
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(3) A form in which both a board for wired earphone output and a board for wireless earphone output are provided This is a form in which both a board for wired earphone output and a board for wireless earphone output are provided. This has the advantage that wired earphones and wireless earphones can be used selectively depending on the environment in which the gaming machine is installed, etc.
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When providing a wired earphone output board and a wireless earphone output board, they may be provided separately as independent boards, or both may be constructed on a common base board. In a form in which a wired earphone output board and a wireless earphone output board are constructed on a common base board, when an audio signal is output to the earphones, if wired earphones are used, an audio signal pattern is wired from the
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In addition, in the above embodiment, the signal flowing through the wiring pattern of both the wired earphone output board and the wireless earphone output board is an analog audio signal, but the configuration may also be such that the signal flowing through the wiring pattern is a digital audio signal.
In the case of a form that handles this digital audio signal, the end of the speaker audio signal pattern is connected to a D/A converter mounted on the earphone output board or a D/A converter not mounted on the earphone output board, in either case of a wired earphone output board or a wireless earphone output board, and is then connected to the speaker of the
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In the above embodiment, in both the wired earphone output board and the wireless earphone output board, a configuration has been described in which, in addition to an earphone audio signal pattern (earphone system wiring pattern) facing the earphone side, a speaker audio signal pattern (speaker system wiring pattern) facing the speaker side is provided. However, it is also possible to have a configuration that does not include a speaker system wiring pattern between the earphone system wiring pattern and the speaker system wiring pattern, that is, a configuration that only includes an earphone system wiring pattern.
In an earphone output board having only such an earphone wiring pattern, the signal flowing through the wiring pattern can be either an analog audio signal or a digital audio signal.
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For example, in a wired earphone output board that has only an earphone wiring pattern, the earphone wiring pattern may be configured to handle an analog audio signal and output an audio signal from the earphone wiring pattern to the speaker 46 (
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(i) An earphone wiring pattern through which an analog audio signal flows may be connected to a Bluetooth module (wireless communication module) mounted on the circuit board, and the analog audio signal may be converted from analog to digital by an A/D converter built into the module before the Bluetooth communication function built into the module is activated.
(ii) It may be configured to handle an earphone wiring pattern through which a digital audio signal flows, connect it to a Bluetooth module mounted on the board, and send the digital audio signal to the Bluetooth module mounted on the board to activate the Bluetooth communication function built into the module.
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In the above embodiment, a three-pole (stereo) earphone (headphone) is used as the wired earphone, and it is assumed that the sound is received by the earphone, but the microphone function can also be utilized. For example, a four-pole (microphone function) or five-pole (noise canceling) headphone with a microphone function is used, and a process (voice recognition process) that works the same as the ON operation of the effect button 13 (
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The same applies to wireless earphones. A headset with a microphone function can be used for the wireless earphones, and voice input using this microphone function can be used to execute processing that has the same function as pressing the
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In addition, while the above embodiments have been described mainly with reference to examples in which the liquid
ãŸãæ¬å®æœåœ¢æ ã§ã¯ãäž»ã«ãéæåªäœãšããŠéæçãçšãã匟çéææ©ãäžå¿ã«èª¬æããããæ©çš®ã®ã¿ã€ãã«å¿ããŠã次ã®çšèªïŒçšïŒïŒïœïŒçšïŒïŒãé©å®èªã¿æ¿ããŠé©çšããããšãå¯èœã§ããã In this embodiment, the main focus has been on pinball gaming machines that use gaming balls as the gaming medium, but the following terms (Use 1) to (Use 3) can be interpreted and applied appropriately depending on the type of machine.
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匟çéææ©ã«ä¿ããåœãéæãã¯ãäž»ãšããŠãå°åœãéæãŸãã¯å€§åœãéæïŒïŒ¶åœãéæãå«ãïŒãªã©ãæå³ããããåèŽåŒéææ©ã«ã€ããŠã¯ãéæïŒã¢ã·ã¹ãã¿ã€ã éæïŒãéæïŒãªãã¬ã€ã¿ã€ã éæïŒãéæïŒã¢ã·ã¹ããªãã¬ã€ã¿ã€ã éæïŒã第ïŒçš®ç¹å¥åœ¹ç©äœåäžã«ä¿ãéæã第ïŒçš®ç¹å¥åœ¹ç©äœåäžã«ä¿ãéæããŸãã¯æ®é圹ç©äœåäžã«ä¿ãéæãªã©ã®ãã¡ãå°ãªããšãããããïŒã€ããåœãéæãã«èªã¿æ¿ããŠé©çšå¯èœã§ããã
(Use 1) Regarding âwinning gameâ âWinning gameâ in relation to pinball gaming machines primarily means small winning game or big winning game (including V winning game), etc., but in relation to reel-type gaming machines, at least one of AT game (assist time game), RT game (replay time game), ART game (assist replay time game), game while a first type special feature is in operation, game while a second type special feature is in operation, or game while a normal feature is in operation can be read as âwinning gameâ and applied.
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¥è³ïŒãªã©ãæå³ããããåèŽåŒéææ©ã«ã€ããŠã¯ãéæã®å®è¡å¥æ©ãšãªãåœéžçš®å¥ãéæã®å®è¡å¥æ©ãšãªãåœéžçš®å¥ãéæã®å®è¡å¥æ©ãšãªãåœéžçš®å¥ã第ïŒçš®ç¹å¥åœ¹ç©äœåäžã«ä¿ãéæã®å®è¡å¥æ©ãšãªãåœéžçš®å¥ã第ïŒçš®ç¹å¥åœ¹ç©äœåäžã«ä¿ãéæã®å®è¡å¥æ©ãšãªãåœéžçš®å¥ããŸãã¯æ®é圹ç©äœåäžã«ä¿ãéæã®å®è¡å¥æ©ãšãªãåœéžçš®å¥ãªã©ã®ãã¡ãå°ãªããšãããããïŒã€ããåœããã«èªã¿æ¿ããŠé©çšå¯èœã§ããã
(Use 2) Regarding "hit" A "hit" in relation to a pinball gaming machine primarily means a winning type that triggers the execution of a small hit game, a winning type that triggers the execution of a big hit, a V winning (V winning during a small hit game) that triggers the execution of a V hit game, etc., but in relation to a reel-type gaming machine, at least one of the winning type that triggers the execution of an AT game, the winning type that triggers the execution of an RT game, the winning type that triggers the execution of an ART game, the winning type that triggers the execution of a game related to the operation of a first type special device, the winning type that triggers the execution of a game related to the operation of a second type special device, or the winning type that triggers the execution of a game related to the operation of a normal device can be read as a "hit" and applied.
ïŒçšïŒïŒåèŽåŒéææ©ã«é¢ãããéæäžããŸãã¯ãã²ãŒã äžããšã¯ãåèŽãå転äžã®æéïŒåèŽãå転æäœããã¬ããŒãæäœåŸãåèŽãå§åããŠããã忢æäœãã¿ã³ãæäœããæçµçãªéæçµæãå°åºããããŸã§ïŒãæå³ããããŸããééæäžããšã¯åèŽãå®å šåæ¢äžã®æéãæå³ãããã®ééæäžã§ã¯ãæ¬å®æœåœ¢æ ãšåãããæå®æéçµéã«ããå®¢åŸ ã¡åŸ æ©äžãšãªãããã¢è¡šç€ºãªã©ãå®è¡ãããããã«ãªã£ãŠããã (3) "In play" or "in game" in relation to a reel-type gaming machine means the period during which the reel is rotating (after the lever that rotates the reel is operated, the reel starts, and until the stop button is operated and the final game result is determined). "Not in play" means the period during which the reel is completely stopped, and during this non-play period, as in this embodiment, the machine goes into standby to wait for customers after a certain period of time has elapsed, and demo displays and the like are executed.
ãŸã以äžã«èª¬æãã宿œåœ¢æ ã§ã¯ã匟çéææ©ïŒã±ã¡ããéææ©ïŒã«ã€ããŠèª¬æããããæ¬çºæã¯åŒŸçéææ©ã«éãããªããããšãã°ãåèŽåŒéææ©ãã¢ã¬ã³ãžããŒã«éææ©ããããçéææ©ãªã©ããããã®ã¿ã€ãã®éææ©ã«ãé©çšå¯èœã§ããã In the above embodiment, a pinball game machine (pachinko game machine) has been described, but the present invention is not limited to pinball game machines. For example, the present invention can be applied to any type of game machine, such as a reel game machine, an arrange ball game machine, or a jankyu game machine.
æ¬çºæã¯ãéææ©ã«æçšã§ããã The present invention is useful for gaming machines.
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1 gaming machine,
2 Front frame (door),
3, 3a Game board, game area,
19 Game ball payout device,
20 Main control unit (main control board),
21 Frame external terminal board,
22 Frame control unit (frame control board),
24. Performance control unit (performance control board, liquid crystal control board)
28 launch control board,
29 Dispensing control board,
32 launchers,
34, 34a Upper starting port, upper
37, 37a normal pattern start port, normal pattern start port sensor,
38a, 38b Special symbol display device,
39a Ordinary pattern display device,
43, 43h General prize winning port, general prize winning port sensor,
50, 52a: Large prize opening, large prize opening sensor,
51a specific area sensor,
41, 41c Normal variable winning device, normal electric role solenoid,
52, 52c Special variable prize device, large prize port solenoid,
36 Liquid crystal display device,
45 decorative lamps,
46 Speaker,
49 Outlet,
61 Door open sensor,
62 ball removal switch,
63 Frame RAM clear switch,
64 Error release switch,
65 Game ball clear switch,
66 ball entry passage count sensor,
67 non-entered ball passage count sensor,
68 Subtraction mechanism count sensor,
72 ball removal unit,
73 Circulation unit,
74 polishing unit,
87 Ball loan request switch,
85 External connection terminal board,
98 RAM clear switch,
99 Performance indicators,
201, 202, 203 Main control CPU, main control ROM, main control RAM,
241, 242, 243 performance control CPU, performance control ROM, performance control RAM.
Claims (1)
åèšåœãæœéžã®çµæã«é¢ããæŒåºãå¶åŸ¡ããæŒåºå¶åŸ¡ææ®µãšã
ãåããéææ©ã§ãã£ãŠã
åèšæŒåºå¶åŸ¡ææ®µã¯ãåèšæŒåºã®æŒåºå 容ã«ã€ããŠãæå®ã®åç §æ å ±ãçšããæœéžåŠçãè€æ°åå®è¡ããŠãå®è¡ãã¹ãåèšæŒåºã決å®å¯èœã«æ§æããã
åèšåç §æ å ±ã«ã¯ãä»åã®æœéžåŠçãå®è¡ããåã«æ±ºå®ããã第ïŒåç §æ å ±ãšãä»åã®æœéžåŠçã«ãã£ãŠæ±ºå®ããã第ïŒåç §æ å ±ãšãå«ãŸãã
次å以éã®æœéžåŠçã«ãããŠåèšç¬¬ïŒåç §æ å ±ãåç §ããåèšæŒåºå å®¹ãæ±ºå®å¯èœã«æ§æãããã
ããšãç¹åŸŽãšããéææ©ã A lottery means for executing a winning lottery;
A performance control means for controlling a performance related to the result of the winning lottery;
A gaming machine comprising:
The performance control means is configured to execute a lottery process using predetermined reference information a plurality of times for the performance content of the performance, and to determine the performance to be executed;
the reference information includes first reference information determined before the current lottery process is executed and second reference information determined by the current lottery process;
The second reference information is referred to in the next or subsequent lottery process, and the content of the performance is determined.
A gaming machine characterized by:
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JP2023103810A JP2025003897A (en) | 2023-06-24 | 2023-06-24 | Gaming Machines |
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Citations (2)
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JP2014198219A (en) * | 2013-03-31 | 2014-10-23 | æ ªåŒäŒç€Ÿå€§éœæç | Game machine |
JP2025003194A (en) * | 2023-06-23 | 2025-01-09 | æ ªåŒäŒç€Ÿè€åäº | Gaming Machines |
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JP2014198219A (en) * | 2013-03-31 | 2014-10-23 | æ ªåŒäŒç€Ÿå€§éœæç | Game machine |
JP2025003194A (en) * | 2023-06-23 | 2025-01-09 | æ ªåŒäŒç€Ÿè€åäº | Gaming Machines |
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