Gaming Machines
Patent Information
- Application Number
- JP2024054621
- Authority / Receiving Office
- JP · JP
- Patent Type
- Patents
- Current Assignee / Owner
- Filing Date
- 2024-03-28
- Publication Date
- 2025-04-25
- Estimated Expiration
- 2041-03-09
AI Technical Summary
Conventional gaming machines lack engagement and interest for players due to limited interactive elements and predictable game outcomes.
A gaming machine equipped with operation means such as a production button and cross key that allow players to influence game variations, featuring vibration and sound effects to enhance interaction, along with suggestive performances and variable vibration modes to increase anticipation and excitement.
Enhances player engagement by providing dynamic gameplay experiences through varied interactions and heightened anticipation, improving overall interest in the gaming process.
Smart Images

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Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] In conventional gaming machines, it is common for a gaming machine to determine whether or not to execute a special game that is advantageous to the player based on judgment information obtained when a starting condition is met, and then execute a game presentation (variable presentation) according to the result of that judgment.
[0003] Among such gaming machines, there are also known ones that execute effects using a predetermined effect device (effect button, movable member, lamp, image display device, etc.) (for example, see Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2019-033816 A Summary of the Invention [Problem to be solved by the invention]
[0005] However, conventional gaming machines such as those described in the above patent documents have a problem in that the gaming experience is low.
[0006] The present invention has been made in consideration of the above-mentioned problems, and has an object to provide a gaming machine that can increase the enjoyment of the game. [Means for solving the problem]
[0007] In order to solve the above problems, according to the present invention, a gaming machine capable of controlling the progress of a special game (jackpot game) is provided with an operation means (effect button, cross key, effect lever) that can be operated by a player, and is capable of executing a variable effect of a pattern (effect pattern, effect pattern + special pattern, special pattern only) according to judgment information (special pattern judgment information) acquired based on the establishment of an acquisition condition (ball entering a starting hole), and during the execution of the variable effect, a vibration effect that vibrates the operation means, a reach effect that gives an expectation that the special game will be executed, and a win / lose effect ( The operation means includes a first operation means (effect button) that vibrates with the vibration effect, and a second operation means (cross key, effect lever) different from the first operation means. When the vibration effect is executed during the operation of the second operation means, the vibration related to the vibration effect is transmitted to the player via the second operation means. The vibration effect includes a first vibration effect (when a dialogue preview effect is performed, a cut-in effect, etc.) that is executed in response to the operation of the operation means during the operation effective period. The second vibration performance includes a first performance (pre-reading vibration performance, vibration performance when symbols are aligned, when C symbols are aligned, and when a decision is made) that is executed without generating the operation effective period, and the second vibration performance includes a first performance (pre-reading vibration performance, etc.) that is executed at a predetermined timing, and a second performance (vibration performance when symbols are aligned, when C symbols are aligned, and when a decision is made) that is executed at a timing different from that of the first performance, and the first vibration performance has a vibration start timing that differs depending on the operation timing of the first operating means, and when the first vibration performance is executed, When the second vibration performance is performed, a predetermined sound effect (a display sound effect of an operation prompting image, a sound effect in response to the operation of a performance button, a sound effect of a role object) can be output in response to the operation of the operating means, while when the second vibration performance is performed, the predetermined sound effect is not output, and it is possible to make the vibration mode in the first performance and the vibration mode in the second performance different, and it is possible to perform the first performance and the second performance so that their performance periods do not overlap during the execution of the variable performance, and the second performance is not performed in the variable performance in which the special game is not performed,The present invention is characterized in that the operation can be performed when the suggestion performance is performed in the variable performance in which the special game is performed, the operation effective period related to the first vibration performance occurs when the hit / lose performance is performed during the execution of the reach performance, and the vibration period in the first vibration performance associated with the hit / lose performance is longer than the vibration period in the first performance. Effect of the Invention
[0008] According to the present invention, it is possible to increase the interest in games. [Brief description of the drawings]
[0009] [Figure 1] FIG. 2 is a diagram showing an example of a front view of the gaming machine. [Diagram 2] FIG. 4 is a rear view showing the state in which each unit is assembled to the base frame. [Diagram 3] FIG. 3 is a partially exploded perspective view of FIG. 2. [Figure 4] FIG. [Diagram 5] FIG. 2 is an exploded perspective view including a base of the main board case. [Figure 6] FIG. 2 is a rear perspective view of the main board case when disassembled. [Figure 7] FIG. 2 is a diagram for explaining the structure of a main control board. [Figure 8] 13 is a front view of the main board case when the main control board is stored. FIG. [Figure 9] FIG. 2 is a diagram showing an example of a block diagram of the entire gaming machine. [Figure 10] FIG. 13 is a diagram showing an example of a big win determination table. [Figure 11] FIG. 13 is a diagram showing an example of a special symbol determination table. [Figure 12] A figure showing an example of a normal special chart variation pattern determination table. [Figure 13] A figure showing an example of a special chart change pattern determination table for special bonus / normal time reduction. [Figure 14]A figure showing an example of a special chart fluctuation pattern determination table for special time reduction. [Figure 15] FIG. 13 is a diagram illustrating an example of a pre-determination table. [Figure 16] FIG. 13 is a diagram showing an example of a game status setting table. [Figure 17] FIG. 4 is a diagram showing main processing in a main control board. [Figure 18] FIG. 11 is a diagram showing timer interrupt processing in the main control board. [Figure 19] FIG. 11 is a diagram showing input control processing in the main control board. [Figure 20] A diagram showing the first start hole detection switch input processing on the main control board. [Figure 21] A diagram showing the second starting hole detection switch input processing on the main control board. [Figure 22] A diagram showing the special diagram special electric control processing on the main control board. [Figure 23] A diagram showing the special pattern memory determination process in the main control board. [Figure 24] A diagram showing the special chart variation pattern determination process in the main control board. [Diagram 25] A diagram showing special pattern change processing on the main control board. [Figure 26] A diagram showing the jackpot game ending processing on the main control board. [Figure 27] A diagram showing the main processing in the performance control unit. [Figure 28] A diagram showing timer interrupt processing in the performance control unit. [Figure 29] A diagram showing customer waiting performance processing in the performance control unit. [Diagram 30] FIG. 13 is a diagram showing an example of a demonstration waiting time determination table. [Diagram 31] A diagram showing menu operation processing in the performance control unit. [Diagram 32] A diagram showing a look-ahead type performance processing in the performance control unit. [Diagram 33]A diagram showing the icon change effect determination process in the effect control unit. [Diagram 34] FIG. 13 is a diagram showing an example of an icon final display mode determination table. [Diagram 35] FIG. 13 is a diagram illustrating an example of a change scenario determination table. [Diagram 36] A diagram showing an icon change effect execution process in a effect control unit. [Figure 37] A figure showing an example of a change pattern determination table for the hold icon. [Figure 38] FIG. 10A is a diagram showing an example of a one-stage change pattern determination table for the icon, and FIG. 10B is a diagram showing an example of a two-stage change pattern determination table for the icon. [Figure 39] A diagram showing the continuous preview performance decision process in the performance control unit. [Diagram 40] A figure showing an example of a continuous notice type determination table for presentation modes A to C (normal gaming state). [Diagram 41] FIG. 13 is a diagram showing an example of a continuous notice type determination table for presentation modes D to H (specific game states). [Diagram 42] FIG. 13 is a diagram showing an example of a continuous preview presentation scenario determination table for presentation modes A to C (normal gaming state). [Diagram 43] FIG. 13 is a diagram showing an example of a continuous preview presentation scenario determination table for presentation modes D to H (specific game states). [Diagram 44] A diagram showing the continuous preview performance execution processing in the performance control unit. [Diagram 45] A diagram showing the lamp change performance execution process in the performance control unit. [Figure 46] A diagram showing the process of determining the light-emitting effect when a prize is won in the effect control unit. [Figure 47] FIG. 13 is a diagram showing an example of a winning light-emitting effect pattern determination table. [Figure 48] A diagram showing the variable performance pattern determination process in the performance control unit. [Figure 49]A figure showing an example of a variable presentation pattern determination table for presentation modes A to C (normal gaming state). [Figure 50] A figure showing an example of a variable presentation pattern determination table for presentation modes D to G (specific game states). [Figure 51] A figure showing an example of a variable presentation pattern determination table for presentation mode H (specific game state). [Figure 52] A diagram showing the timer performance decision process in the performance control unit. [Figure 53] FIG. 13 is a diagram illustrating an example of an event timer count determination table. [Figure 54] FIG. 13 is a diagram showing an example of a first suggestion event determination table for one timer. [Figure 55] FIG. 13 is a diagram showing an example of a second suggestive event determination table for a timer of two times. [Figure 56] FIG. 13 is a diagram illustrating an example of an update pattern determination table. [Figure 57] A diagram showing the jackpot preview performance decision process in the performance control unit. [Figure 58] A figure showing an example of a role prediction determination table at the start of fluctuation for presentation modes A to C (normal gaming state). [Figure 59] A figure showing an example of a role prediction determination table at the start of fluctuation for presentation modes D to H (specific game states). [Figure 60] FIG. 13 is a diagram showing an example of a pre-reach notice determination table for presentation modes A to C (normal gaming state). [Figure 61] FIG. 13 is a diagram showing an example of a reach-before-notification determination table for presentation modes D to H (specific game states). [Figure 62] FIG. 13 is a diagram showing an example of a dialogue preview pattern determination table. [Figure 63] FIG. 13 is a diagram showing an example of a step-up notice pattern determination table. [Figure 64] FIG. 13 is a diagram showing an example of a pseudo consecutive performance pattern determination table. [Figure 65] A figure showing an example of a development effect pattern determination table. [Figure 66] FIG. 13 is a diagram showing an example of a cut-in effect pattern determination table. [Figure 67] FIG. 13 is a diagram showing an example of a deciding effect pattern determination table. [Figure 68] FIG. 13 is a diagram showing an example of a re-lottery effect pattern determination table. [Figure 69] FIG. 13 is a diagram showing an example of a confirmed effect pattern determination table. [Figure 70] A diagram showing the ratio of the advance notice limit period for the miss variable presentation of presentation modes A to C. [Figure 71] A diagram showing the ratio of the advance notice limit period for the miss variable presentation of presentation modes D to G. [Figure 72] A diagram showing the percentage of the advance notice limit period for the miss variable presentation in presentation mode H. [Figure 73] A diagram showing the types of vibration effects for each effect mode. [Figure 74] FIG. 4 is a diagram illustrating a main process in a central control unit. [Figure 75] A diagram showing the initial processing of the reels in the lamp control unit. [Figure 76] FIG. 11 is a diagram showing an origin return process in a lamp control unit. [Figure 77] FIG. 4 is a diagram showing an initial operation process in a lamp control unit. [Figure 78] FIG. 13 is a diagram showing an example of a board role initial operation pattern determination table. [Figure 79] A figure showing an example of a frame role initial operation pattern determination table. [Figure 80] This figure shows a specific example of a case where there are no recovery abnormalities in various reels after power is turned on. [Figure 81] 11A and 11B are diagrams illustrating a specific example in which a second movable member has a return abnormality after power is turned on. [Figure 82] 11A and 11B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is turned on. [Figure 83] A figure showing a specific example of a case where there is a recovery abnormality in the performance button after power is turned on. [Figure 84] This figure shows a specific example of a case where there are no recovery abnormalities in various reels after power is restored. [Figure 85] 11A and 11B are diagrams illustrating a specific example in which a second movable member has a return abnormality after power is restored. [Figure 86] 11A and 11B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is restored. [Figure 87] A figure showing a specific example of a case where there is a recovery abnormality in the performance button after power is restored. [Figure 88] This figure shows a specific example of the state after power is restored when the special pattern is being displayed in a changing state and there is pending memory. [Figure 89] 11A and 11B are diagrams illustrating a specific example of a case where a power-on command cannot be normally received when the power is turned on. [Figure 90] 11A and 11B are diagrams illustrating a specific example of a case where a power restoration designation command cannot be normally received when the power is turned on. [Figure 91] 11A and 11B are diagrams illustrating specific examples of a case where power-on commands (power-on command, power-restoration command) cannot be normally received when the power is turned on. [Figure 92] FIG. 11 is a diagram showing a first specific example of a case in which power supply to only the main control board is stopped and then resumed. [Figure 93] FIG. 11 is a diagram showing a second specific example of a case in which power supply to only the main control board is stopped and then resumed. [Figure 94] FIG. 11 is a diagram showing a specific example 3 in which power supply to only the main control board is stopped and then resumed. [Figure 95] FIG. 11 is a diagram showing a specific example 4 in which power supply to only the main control board is stopped and then resumed. [Figure 96] FIG. 11 is a diagram showing a first modified example in which power supply to only the main control board is stopped and then resumed. [Figure 97] FIG. 11 is a diagram showing a second modified example in which power supply to only the main control board is stopped and then resumed. [Figure 98] 13A and 13B are diagrams illustrating a modified example in which the second movable member has a return abnormality after power is turned on. [Figure 99]A diagram showing a modified example of the initial processing of the reels in the lamp control unit. [Figure 100] This figure shows a specific example of a case where there are no recovery abnormalities in various reels after power is turned on. [Figure 101] 11A and 11B are diagrams illustrating a specific example in which a second movable member has a return abnormality after power is turned on. [Figure 102] 11A and 11B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is turned on. [Figure 103] A figure showing a specific example of a case where there is a recovery abnormality in the performance button after power is turned on. [Figure 104] This figure shows a specific example of a case where there are no recovery abnormalities in various reels after power is restored. [Figure 105] 11A and 11B are diagrams illustrating a specific example in which a second movable member has a return abnormality after power is restored. [Fig. 106] 11A and 11B are diagrams illustrating a specific example in which a first movable member has a return abnormality after power is restored. [Figure 107] A figure showing a specific example of a case where there is a recovery abnormality in the performance button after power is restored. [Figure 108] This figure shows a specific example of the state after power is restored when the special pattern is being displayed in a changing state and there is pending memory. [Fig. 109] 11A and 11B are diagrams illustrating a specific example of a case where a power-on command cannot be normally received when the power is turned on. [Figure 110] 11A and 11B are diagrams illustrating a specific example of a case where a power restoration designation command cannot be normally received when the power is turned on. [Figure 111] 11A and 11B are diagrams illustrating specific examples of a case where power-on commands (power-on command, power-restoration command) cannot be normally received when the power is turned on. [Figure 112] FIG. 11 is a diagram showing a first specific example of a case in which power supply to only the main control board 110 is stopped and then resumed. [Figure 113] FIG. 11 is a diagram showing a specific example 2 in which power supply to main control board 110 alone is stopped and then resumed. [Fig. 114] FIG. 11 is a diagram showing a specific example 3 in which power supply to main control board 110 alone is stopped and then resumed. [Fig. 115] FIG. 11 is a diagram showing a specific example 4 in which power supply to main control board 110 alone is stopped and then resumed. [Fig. 116] 11A and 11B are diagrams showing specific examples of changes in the connection states of various detection means when waiting for customers. [Fig. 117] 13A and 13B are diagrams showing specific examples of when the operating unit is operated while waiting for customers. [Fig. 118] A figure showing a specific example of customizing the performance while waiting for customers. [Figure 119] This is a timing chart showing when the variable performance starts from the waiting state for customers. [Figure 120] This is a diagram showing an example of a performance in which a variable performance starts from a waiting state for customers. [Figure 121] This shows the continuation of the example presentation in which the variable presentation begins from a waiting state for customers. [Figure 122] This is a timing chart showing the increase in the number of reserved balls during a variable performance. [Figure 123] A figure showing an example of a presentation in which the number of reserved balls increases during a variable presentation. [Figure 124] This is a timing chart showing the number of reserved items increasing immediately after decreasing. [Fig. 125] This figure shows an example of a presentation in which the number of reserved items increases immediately after decreasing. [Fig. 126] This is a timing chart showing the increase in the number of reserved balls during a specific reach performance. [Figure 127] A figure showing an example of a presentation in which the number of reserved balls increases during a specific reach presentation. [Figure 128] This is a timing chart showing the increase and decrease in the number of reserved balls before and after the end of a specific game state. [Figure 129] A figure showing an example of a presentation in which the number of reserved balls increases or decreases before and after the end of a specific game state. [Fig. 130] This figure shows the continuation of the example presentation in which the number of reserved balls increases or decreases before and after the end of a specific gaming state. [Fig. 131] A figure showing an example of a presentation when a player changes a presentation element during the first variable presentation in a specific game state. [Fig. 132]A figure showing an example of a presentation when a player changes a presentation element during a second variable presentation in a specific game state. [Fig. 133] A figure showing an example of a performance when a pre-reading action performance and a step-up preview performance are executed. [Fig. 134] A figure showing the continuation of the example presentation when a pre-reading action presentation and a step-up preview presentation are executed. [Fig. 135] A figure showing an example of a performance when a pre-reading vibration performance and a dialogue preview performance are executed. [Fig. 136] A figure showing the continuation of the example of the performance when a pre-reading vibration performance and a dialogue preview performance are executed. [Fig. 137] A figure showing an example of a presentation in which a pseudo consecutive presentation is executed before a reach presentation. [Figure 138] A figure showing an example of a presentation in which a pseudo consecutive presentation is executed after a reach presentation. [Fig. 139] A figure showing an example of a presentation when a development presentation is executed and an SP reach presentation is executed. [Fig. 140] A figure showing an example of a presentation when a development presentation is executed and an SPSP reach presentation is executed. [Fig. 141] FIG. 13 is a diagram showing an example of a presentation in which a cut-in presentation is executed during an SP reach presentation, resulting in a jackpot. [Fig. 142] This figure shows the continuation of the example presentation when a cut-in presentation is executed during an SP reach presentation, resulting in a jackpot. [Fig. 143] This figure shows example 1 of the performance when a deciding performance is executed during the SPSP reach performance, resulting in a jackpot. [Fig. 144] This figure shows the continuation of presentation example 1 when a deciding presentation is executed during the SPSP reach presentation, resulting in a jackpot. [Fig. 145] This figure shows example 2 of the presentation in which a deciding effect is executed during the SPSP reach presentation, resulting in a jackpot. [Fig. 146] This figure shows the continuation of presentation example 2 when a deciding presentation is executed during the SPSP reach presentation, resulting in a jackpot. [Fig. 147]A diagram showing the execution timing of the timer performance for each variable performance pattern. [Fig. 148] A figure showing an example of a presentation when two timer presentations are executed during a variable presentation. [Figure 149] This figure shows an example of a presentation when a special SP reach presentation is executed in the second variable presentation in presentation mode A (normal game play state) resulting in a jackpot. [Fig. 150] This is a diagram showing an example of a presentation when a chance presentation is executed in the first variable presentation in presentation mode G (specific game state) resulting in a jackpot. [Fig. 151] A figure showing an example of a performance when a special mission performance is executed during a jackpot. [Fig. 152] A figure showing examples of opening and ending effects for a jackpot game in each game state. [Fig. 153] A figure showing examples of the opening and ending effects of a jackpot game during a special time-saving game state. [Fig. 154] A figure showing an example of a presentation when a special time-saving game state occurs. [Fig. 155] A figure showing an example of a presentation when a special time-saving game state that occurs without a jackpot history ends. [Fig. 156] A figure showing an example of a presentation when a special time-saving game state that occurs when there is a jackpot history ends. [Fig. 157] A figure showing an example of a presentation when power supply to the gaming machine is stopped and then resumed while the icon change presentation and lamp change presentation are being executed. [Fig. 158] This figure shows the continuation of the example presentation when power supply to the gaming machine is stopped and then resumed while the icon change presentation and lamp change presentation are being executed. [Fig. 159] This figure shows examples of presentations when power supply to the gaming machine is stopped and then resumed while a look-ahead effect presentation, a pending icon change presentation, and a lamp change presentation are being executed. [Fig. 160]This figure shows the continuation of the example presentation when power supply to the gaming machine is stopped and then resumed while the look-ahead effect presentation, the pending icon change presentation, and the lamp change presentation are being executed. [Fig. 161] 1 is a timing chart 1 showing a case where a command cannot be normally received. [Fig. 162] This is an example of the performance at various timings in Timing Chart 1. [Fig. 163] 11 is a timing chart 2 showing a case where a command cannot be normally received. [Fig. 164] This is example 1 of the performance at various timings in timing chart 2. [Fig. 165] This is a second example of a performance at various timings in the timing chart 2. [Fig. 166] 11 is a timing chart 3 showing a case where a command cannot be normally received. [Fig. 167] This is example 1 of the performance at various timings in timing chart 3. [Fig. 168] This is example 2 of the performance at various timings in timing chart 3. [Fig. 169] 4 is a timing chart 4 showing a case where a command cannot be normally received. [Fig. 170] This is an example of the performance at various timings in Timing Chart 4. [Fig. 171] 5 is a timing chart 5 showing a case where a command cannot be normally received. [Fig. 172] This is an example of the performance at various timings in the timing chart 5. [Fig. 173] 6 is a timing chart 6 showing a case where a command cannot be normally received. [Fig. 174] This is an example of the performance at various timings in the timing chart 6. [Fig. 175] 7 is a timing chart 7 showing a case where a command cannot be normally received. [Fig. 176] This is an example of the performance at various timings in the timing chart 7. [Fig. 177]8 is a timing chart 8 showing a case where a command cannot be normally received. [Fig. 178] This is an example of the performance at various timings in the timing chart 8. [Fig. 179] This is a first modified example when the command cannot be received normally. [Fig. 180] This is a second modified example when the command cannot be received normally. [Fig. 181] This is a third modified example when the command cannot be received normally. [Fig. 182] This is a fourth modified example when the command cannot be received normally. [Fig. 183] This is a fifth modified example when the command cannot be received normally. [Fig. 184] This is a ninth specific example of a case where a command cannot be received normally. [Fig. 185] This is a specific example 10 of a case where a command cannot be received normally. [Fig. 186] This is a specific example 11 of a case where a command cannot be received normally. [Fig. 187] This is a twelfth specific example of a case where a command cannot be received normally. [Fig. 188] This is a thirteenth specific example of a case where a command cannot be received normally. [Fig. 189] This is a 14th specific example of a case where a command cannot be received normally. [Fig. 190] This is a specific example 15 of a case where a command cannot be received normally. [Fig. 191] This is a specific example 16 of a case where a command cannot be received normally. [Fig. 192] FIG. 11 is a diagram showing an example of a front view of a gaming machine according to a second embodiment. [Fig. 193] FIG. 13 is a diagram showing an example of a finishing effect pattern determination table in the second embodiment. [Fig. 194] FIG. 13 is a diagram showing an example of a frame role object initial operation pattern determination table in the second embodiment. [Fig. 195]This figure shows a specific example of a game ball hit from the left side entering the starting hole during normal gameplay. [Fig. 196] This figure shows a specific example of a game ball hit from the left side entering the starting hole in a specific game state (a special game state, various time-saving game states). [Figure 197] A figure showing the special icon change effect determination process of the effect control unit in the second embodiment. [Figure 198] 1A is a diagram showing an example of an icon final display mode determination table for a MAX reserved chance, and FIG. 1B is a diagram showing an example of a puzzle reserved chance presentation pattern determination table. [Figure 199] A figure showing an example of a presentation when a MAX hold chance presentation is executed. [Figure 200] 13 is a diagram showing an example of a presentation when a puzzle reservation chance presentation is executed. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0010] (First embodiment) Hereinafter, a first embodiment of the present invention will be specifically described with reference to the drawings.
[0011] (Configuration of gaming machine) First, the configuration of the gaming machine 1 will be described with reference to Fig. 1. Fig. 1 is an example of a front view of the gaming machine 1 in this embodiment.
[0012] The gaming machine 1 is provided with an outer frame 2, a gaming board mounting frame 3 rotatably supported relative to the outer frame 2, a glass frame 4 rotatably supported relative to the gaming board mounting frame 3, and a gaming board 5 on which a gaming area 5a through which gaming balls flow down is formed.
[0013] The outer frame 2 has a decorative plate 2b attached to the lower front of a rectangular base frame 2a whose central portion is open in the front-to-back directions, and is fixed to the island equipment of the amusement arcade via fixing members (e.g., nails, fasteners, etc.).
[0014] The game board mounting frame 3 has a mounting section (not shown) for mounting the game board 5 from the front, and is detachably connected to the outer frame 2 via a first hinge mechanism section 6 at one horizontal end, and is supported rotatably with the first hinge mechanism section 6 as a fulcrum. Therefore, when the game board mounting frame 3 is rotated like a door relative to the outer frame 2, the back side of the game board mounting frame 3 is exposed to the front, making it possible to perform maintenance of various devices provided on the back side of the game board mounting frame 3.
[0015] The glass frame 4 is detachably connected at one horizontal end to the front side of the game board mounting frame 3 via the second hinge mechanism 7 so as to cover the front of the mounting portion of the game board mounting frame 3, and is supported rotatably with the second hinge mechanism 7 as a fulcrum. Therefore, when the glass frame 4 is rotated like a door relative to the game board mounting frame 3, the game area 5a of the game board 5 and the front portion of the game board mounting frame 3 can be opened or closed.
[0016] An opening 8 (window portion) that opens in the front-to-back direction is formed in approximately the center near the top of the glass frame 4, and a transparent member 8a (such as a glass plate or an acrylic plate) is attached to cover the opening 8 from the rear, making it possible to view the playing area 5a of the playing board 5 attached to the mounting portion of the playing board mounting frame 3 through this opening 8 and the transparent member 8a.
[0017] Around the opening 8 in the glass frame 4, there are provided an audio output device 9 consisting of a speaker, a frame lighting device 10 having multiple decorative lamps (LEDs), an upper tray 11 for storing multiple game balls such as those paid out from the payout device 100 described below, a lower tray 12 for receiving and storing game balls that do not fit into the upper tray 11 and flow into the overflow ball flow path described below, and a launch operation device 13 for performing the launch operation of the game balls.
[0018] The audio output devices 9 are provided at two locations on the top of the glass frame 4 with a gap between them, and are adapted to perform sound (music, audio) effects by outputting BGM (background music), SE (sound effects), etc. A plurality of frame lighting devices 10 are provided around the opening 8, and perform lighting effects by changing the direction of light irradiation and the color of light emitted from each lamp (LED). The frame lighting devices 10 are also equipped with an alarm LED 10a that is controlled to light up / blink when the glass frame 4 opens or a dispensing abnormality, which will be described later, occurs.
[0019] The bottom surface of the storage section 11a of the game balls of the upper tray 11 slopes downward toward the direction (right direction) of the launch operation device 13, and a ball feed solenoid 11b is provided at the end of the downward slope. When the game balls stored in the storage section 11a of the upper tray 11 flow down and reach the ball feed solenoid 11b, the game balls are sent out one by one toward the game board mounting frame 3 by the operation of the ball feed solenoid 11b.
[0020] In addition, in the central front part of the upper tray 11, a performance button device 16 and a selection button device 18 (see Figure 1) are lined up on the left and right sides, and function as input devices for performing decision operations and selection operations related to various performances described below.
[0021] The effect button device 16 is provided with an effect button 17 (not shown) that can perform operations such as decision operations (operation input), an effect button detection switch 17a (see Figure 9) that detects operations on the effect button 17, and a button drive device 17b (see Figure 9) for driving the effect button 17, allowing the player to input specified information into the gaming machine 1.
[0022] The effect button 17 can perform effect illumination by lighting the effect button LED (full color), which is a part of the frame illumination device 10 (see FIG. 9), in a predetermined light emission pattern (for example, white, red, rainbow). In addition, the effect button 17 can be moved vertically between a standby position (origin position) located below and an effect position located above by the driving force of a button driving motor, which is a part of the button driving device 17b, and the button position detection sensor (not shown) detects that the button is in the origin position. Furthermore, the effect operation can be performed by vibrating in a predetermined vibration pattern by the driving force of a button vibration motor, which is a part of the button driving device 17b, and the effect button 17 can be operated even when the button vibration motor is vibrating.
[0023] The selection button device 18 is provided with a cross key 19 (not shown) which can be used to perform operations such as selection operations, and a cross key detection switch 19a (see Figure 9) which is connected to the cross key 19 and detects operations on the cross key 19, enabling the player to input specified information into the gaming machine 1.
[0024] Further, a lending operation unit 20 is provided on the right side of the upper tray 11, which allows the lending of game balls and the return of storage media such as cards that store the remaining balance. When the lending button on the lending operation unit 20 is operated, a ball lending machine (not shown) attached to the gaming machine 1 subtracts the remaining balance stored in the storage media and lends game balls, and when the return button on the lending operation unit 20 is operated, the storage media is returned from the ball lending machine (not shown).
[0025] Between the upper tray 11 and the lower tray 12, an overflow ball flow path (not shown) is formed to receive game balls that do not fit into the upper tray 11 and guide them to the lower tray 12. In addition, a tray full detection switch 32a (see FIG. 9) is provided in the middle of the overflow ball flow path to detect when the lower tray 12 is full of game balls, and while the tray full detection switch 32a detects that the lower tray 12 is full, the payout of game balls by the payout device 100 described later is stopped.
[0026] The launch operation device 13 is provided with a base 14 fixed to the glass frame 4, a launch handle 15 rotatably mounted on the base 14, a touch sensor 15a (see FIG. 9) that detects that the player's hand is touching the launch handle 15, a launch volume 15b (see FIG. 9) made of a variable resistor whose resistance value changes depending on the rotation angle of the launch handle 15, and a plurality of handle LEDs (frame illumination device 10) for illuminating the launch handle 15 in a predetermined manner. When the touch sensor 15a detects that the player's hand is touching the launch handle 15, the ball feed solenoid 11b is activated and game balls are sent out one by one.
[0027] The game board mounting frame 3 is provided with a game board mounting portion 25 for mounting the game board 5, a launching device 26 for launching game balls toward the game area 5a, a locking mechanism 27 for locking the game board mounting frame 3 and the glass frame 4 in a closed state, and an open detection switch 31a for detecting the opening (opening or closing) of the glass frame 4.
[0028] The game board mounting section 25 is formed in a recessed chamber shape that opens forward at approximately the center near the top of the game board mounting frame 3, and the game board 5 can be stored from the front. An opening that opens in the front-to-rear direction is provided at the back of the recessed chamber of the game board mounting section 25, and various devices provided on the back side of the game board 5 face the rear of the game machine 1 through this opening.
[0029] The launching device 26 is provided with a launching member 28 for launching game balls, a launching solenoid 28b (see FIG. 9) for driving the launching member 28, a launching rail 29 that slopes upward from the launching member 28 toward the lower left end of the game board, and a stopper 30 that stops the game ball A at the launch position, which is the lower end of the slope of the launching rail 29. Then, when the game ball sent out by the ball sending solenoid 11b is received at the launch position, the game ball A is launched toward the game area 5a by the operation of the launching member 28.
[0030] The lock mechanism 27 is provided on the right side of the game board mounting part 25, and the front end of the cylinder in which a keyhole is formed is exposed on the front side of the glass frame 4. When a special key is inserted into the keyhole of the cylinder and rotated in one direction, the game board mounting frame 3 is unlocked and the game board mounting frame 3 can be opened and closed, and when it is rotated in the other direction, the glass frame 4 is unlocked and the glass frame 4 can be opened and closed.
[0031] At a position near the outer edge of the game board 5, there are provided a curved inner rail 35, a curved outer rail 36 located on the outer side of the inner rail 35, and a guide member 37 for guiding game balls toward the center of the game area 5a. A launched ball guide path 38 for guiding game balls launched by the launching device 26 to the upstream part of the game area 5a is formed between the inner rail 35 and the outer rail 36. In addition, at the most downstream part of the game area 5a, an outlet 39 for guiding the game balls that have flowed down to outside the game area (the collection part of the game board mounting frame 3) is formed.
[0032] A decorative frame 40, which is a frame-like frame that restricts the entry of game balls into the interior, known as a center case, is provided in the approximate center of the game area 5a, and a performance space 40a is formed inside the decorative frame 40. A warp device 41 that introduces game balls flowing down the game area 5a into the decorative frame 40 is provided on the side of the decorative frame 40, and a stage section 42 that rolls the game balls introduced into the decorative frame 40 by the warp device 41 and causes them to flow down below the decorative frame 40 is provided at the bottom of the decorative frame 40.
[0033] At the bottom of the game area 5a, there are multiple (four in this embodiment) general prize openings 43 spaced apart, through which game balls can always enter (be won), and when a game ball that has entered (been won) at one of the general prize openings 43 is detected by the general prize opening detection switch 43a (see Figure 9), a predetermined number (for example, 10) of game balls are paid out from the payout device 100 (not shown) to the upper tray 11 as prize balls.
[0034] On both sides (left side area, right side area) of the game area 5a, there are provided normal gates 44 (normal start areas) through which the game ball can pass, and when the game ball passing through the normal gates 44 is detected by the gate detection switch 44a (see FIG. 9), a normal symbol winning lottery (auxiliary game judgment) is held. The normal symbol winning lottery will be described later.
[0035] A first start hole 45 (special symbol start area) where game balls can always enter is provided at the bottom of the game area 5a and directly below the stage section 42. When a game ball that has entered the first start hole 45 is detected by the first start hole detection switch 45a (see FIG. 9), a predetermined number of game balls (for example, three balls) are paid out as prize balls from the payout device 100 to the upper tray 11. In addition to the payout of prize balls, a jackpot determination (special game determination) of the first special symbol (identification information) described later is made.
[0036] Below the first starting hole 45 is provided a variable starting section 46 which is converted from a closed state (basic mode) in which it is impossible or difficult for the game ball to enter the hole, to an open state (special mode) in which it is possible or easy for the game ball to enter the hole, based on the satisfaction of a predetermined condition (winning the lottery for a normal pattern).
[0037] The variable start section 46 is provided with a second start port 47 (special drawing start area) through which the game ball can enter (enter), a second start port detection switch 47a (see FIG. 9) that detects the entry (entry) of the game ball into the second start port 47, a movable member 48 that converts (varies) the second start port 47 between a closed state and an open state, and a second start port opening / closing solenoid 48b (see FIG. 9) for converting the movable member 48 between an open state and an closed state. When the second start port 47 is in a closed state, it is impossible or difficult for the game ball to enter, and when the second start port 47 is in an open state, it is possible or easy for the game ball to enter (enter).
[0038] In addition, when a game ball that has entered the second start hole 47 is detected by the second start hole detection switch 47a, a predetermined number of game balls (for example, three balls) are paid out as prize balls from the payout device 100 to the upper tray 11. In addition to the payment of prize balls, a jackpot determination (special game determination) of the second special symbol (identification information) described later is made.
[0039] Between the first starting hole 45 and the variable starting section 46, a winning hole lamp NR (not shown) is provided for illuminating the first starting hole 45 and the area around the variable starting section 46 in a predetermined manner, and a light-emitting effect can be created by illuminating the board lighting device 76 having multiple lamps (full-color LEDs, etc.).
[0040] Above the guide member 37 and downstream of the right-side regular gate 44, there is provided a variable winning section 49 which is converted from a closed state (basic mode) in which the game ball cannot win (enter) the slot to an open state (special mode) in which the game ball can win (enter) the slot based on the fulfillment of a predetermined condition (winning the jackpot judgment for a special pattern).
[0041] The variable winning section 49 is provided with a large winning opening 50 through which a game ball can win (enter), a large winning opening detection switch 50a (see FIG. 9) for detecting the winning (entering) of a game ball into the large winning opening 50, an opening / closing member 51 for converting (variable) the large winning opening 50 between a closed state and an open state, and a large winning opening opening / closing solenoid 51b for converting the opening / closing member 51 between open and closed. When the large winning opening 50 is in a closed state, it is impossible or difficult for a game ball to win, and when the large winning opening 50 is in an open state, it is possible or easy for a game ball to win (enter).
[0042] In addition, when a gaming ball that has entered the large winning opening 50 is detected by the large winning opening detection switch 50a, a predetermined number of gaming balls (for example, 15 balls) are paid out from the payout device 100 to the upper tray 11 as prize balls.
[0043] On the back side of the game board 5, there is provided an out-ball flow path that receives and collects game balls that have won in the general winning hole 43, the first starting hole 45, the second starting hole 47, and the special winning hole 50 and are detected by the general winning hole detection switch 43a, the first starting hole detection switch 45a, the second starting hole detection switch 47a, and the special winning hole detection switch 50a, as well as game balls that have flowed into the out hole 39, and allows them to flow down, and an out-ball detection switch 52a is provided at the most downstream part of the out-ball flow path. Game balls that have flowed down this out-ball flow path and are detected by the out-ball detection switch 52a are discharged from the discharge port on the back side of the game machine 1 to the outside of the game machine 1 (island equipment).
[0044] Outside the game area 5a, there are a first special symbol display 60, a second special symbol display 61, a normal symbol display 62, a first special symbol reserved display 63, a second special symbol reserved display 64, and a normal symbol reserved display 65, a round number display 66 (see FIG. 9) that displays the number of rounds when a jackpot game (special game mode) described later is executed, a right-hand hit display 67 (see FIG. 9) that prompts the player to shoot a game ball toward the right area of the game area 5a during a jackpot game (special game) or a time-saving game state, and a state confirmation display 68 (see FIG. 9) that indicates that the game is set to a setting change mode or a setting confirmation mode described later. A main information display device 59 is provided.
[0045] In addition, a winning probability display sticker (not shown) is attached near the main information display device 59. The winning probability display sticker has the winning probability (1 / 285 to 1 / 300) of the big win of the gaming machine 1 of this embodiment and a set value (4 to 1) printed on it. Note that the attachment position of this winning probability display sticker 200 is one example, and is not limited to the vicinity of the main information display device 59, and may be on the front (surface) of the gaming machine 1.
[0046] The first special pattern display 60 is a variable display for displaying (informing) the result of a jackpot determination for a first special pattern, which is performed on the condition that a gaming ball enters (sinks) the first starting hole 45, the second special pattern display 61 is a variable display for displaying (informing) the result of a jackpot determination for a second special pattern, which is performed on the condition that a gaming ball enters (sinks) the second starting hole 47, and the normal pattern display 62 is a variable display for displaying (informing) the result of a winning lottery for a normal pattern, which is performed on the condition that a gaming ball enters (sinks) the normal gate 44.
[0047] The jackpot determination of the first special symbol corresponds to obtaining a random number value for jackpot determination (first special symbol determination information) when a game ball enters the first starting hole 45, and comparing the obtained random number value for jackpot determination with the jackpot determination value to determine whether or not it is a "jackpot". When the jackpot determination of the first special symbol is performed, the first special symbol is displayed in a variable manner on the first special symbol display 60, and after a predetermined time has passed, the first special symbol indicating the lottery result is displayed stationarily. In other words, the stationary display of the first special symbol serves as a notification of the lottery result.
[0048] The jackpot determination of the second special symbol corresponds to obtaining a random number value for jackpot determination (second special symbol determination information) when the game ball enters the second starting hole 47, and comparing the obtained random number value for jackpot determination with the jackpot determination value to determine whether or not it is a "jackpot". When the jackpot determination of the second special symbol is performed, the second special symbol is displayed in a variable manner on the second special symbol display 61, and after a predetermined time has passed, the second special symbol indicating the lottery result is displayed stationarily. In other words, the stationary display of the second special symbol serves as a notification of the lottery result.
[0049] The first special symbol display 60 and the second special symbol display 61 are each composed of a plurality of LEDs, and the LEDs of the corresponding display blink at a predetermined interval or sequence when each special symbol is displayed. When the special symbol is displayed stationary, the LEDs light up in a manner that indicates the result of each jackpot determination (jackpot or loss).
[0050] In this embodiment, the term "jackpot" refers to a state in which the player has acquired the right to play a jackpot game (special game) in the jackpot judgment (special game judgment) of the first special symbol or the jackpot judgment (special game judgment) of the second special symbol. The term "jackpot game" refers to a game state in which the round game in which the big prize opening 50 is opened in a predetermined manner is played a predetermined number of times (for example, 4 times or 15 times).
[0051] In addition, the maximum number of times the big prize opening 50 is opened and the maximum opening time in each round of play are determined in advance, but even before the maximum number of times and the maximum opening time are reached, if a predetermined number of game balls (for example, 9 balls) enter the big prize opening 50, one round of play ends. In other words, the "big prize game (special game)" is a game state that is advantageous for the player in that the player is likely to win prize balls. In this embodiment, any of a plurality of types of big prize games that differ in the degree of advantage to the player can occur, which will be described in detail later.
[0052] The winning lottery for the normal symbol corresponds to obtaining a random number value for winning judgment when the game ball passes through the normal symbol gate 44, and comparing the obtained random number value for winning judgment with the winning judgment value to determine whether or not there is a "win". When the winning lottery for the normal symbol is performed, the normal symbol display 62 displays a variable normal symbol, and after a predetermined time has passed, the normal symbol is displayed stationarily to indicate the lottery result. In other words, the stationary display of the normal symbol is a notification of the lottery result.
[0053] The normal symbol display 62 is composed of one or more LEDs, and the LEDs flash at a predetermined interval or sequence when the normal symbol is displayed. When the normal symbol is displayed in a stationary state, the LEDs light up in a manner that indicates the result of the winning lottery (win or lose).
[0054] In this embodiment, "win" refers to a state in which the right to execute a win state (auxiliary game) is acquired in a winning lottery for normal symbols. "Winning game (auxiliary game)" refers to a game state in which the second starting hole 47 is opened in a predetermined manner.
[0055] In addition, the maximum number of times the second start hole 47 is opened and the maximum opening time in the winning game (auxiliary game) are determined in advance, but even before the maximum number of times the second start hole 47 is opened and the maximum opening time is reached, if a predetermined number of game balls (for example, 9 balls) enter the second start hole 47, the winning game (auxiliary game) ends. In other words, the "winning game (auxiliary game)" is a game state in which the variable display of the second special symbol is easily executed (the starting condition for the variable display is easily established). In this embodiment, multiple types of winning games (auxiliary games) with different degrees of advantage to the player are provided, which will be described in detail later.
[0056] The first special symbol reserved indicator 63 is composed of multiple LEDs, and is for displaying the number of rights (first reserved memories) for making a jackpot judgment (variable display of the first special symbol) of the first special symbol that is stored when the game ball enters (enters) the first starting hole 45, and lights up or blinks in a manner indicating the number of first reserved memories. Note that, although a maximum of four first reserved memories can be stored, the number may be more or less than four.
[0057] The second special symbol reserved indicator 64 is composed of multiple LEDs, and is for displaying the number of rights (second reserved memories) for making a jackpot judgment (variable display of the second special symbol) of the second special symbol that is stored when the game ball enters (enters) the second starting hole 47, and lights up or blinks in a manner indicating the number of second reserved memories. Note that, although a maximum of four second reserved memories can be stored, the number may be more or less than four.
[0058] The normal symbol reserved indicator 65 is composed of multiple LEDs, and is for displaying the number of rights (normal symbol reserved memories) to hold a winning lottery for a normal symbol (variable display of normal symbols) that is stored when a game ball enters (passes) the normal symbol gate 44, and lights up or blinks in a manner that indicates the number of normal symbol reserved memories. Note that, although a maximum of four normal symbol reserved memories can be stored, the number may be more or less than four.
[0059] The first special symbol display 60 and / or the second special symbol display 61 can also be configured with a 7-segment LED. For example, if the special symbol wins the jackpot, a "7" is displayed as a stop sign, and if it is a miss, a "-" is displayed as a stop sign, and during the variable display, the light is turned off and the "-" is alternately displayed. Before the variable display of the special symbol starts, the stopped result of the previous variable display is displayed by the LED being lit, so that the start of the variable display can be easily understood by starting with the LED being turned off.
[0060] The round number indicator 66 is composed of multiple LEDs and is for displaying the number of rounds when a jackpot state (special game state) occurs, and starts lighting the LEDs in a predetermined manner indicating the number of rounds when a jackpot game starts, keeps the LEDs lit during the jackpot game, and turns off the LEDs when the jackpot game ends. For example, if the jackpot game has two rounds, only the fourth LED from the left lights up, and if the jackpot game has sixteen rounds, all the LEDs light up.
[0061] The right-hit indicator 67 is composed of one LED and is intended to display a right-hit indication that encourages the player to fire the game ball toward the right-side game area (so-called right hit) during a jackpot state (special game state) and during a time-limited game state, and the LED lights up during the jackpot state (special game state) and during the time-limited game state.
[0062] The status confirmation indicator 68 is composed of one LED and is for indicating that a setting change mode, which will be described later, or a setting confirmation mode, which will be described later, is set, and when the setting change mode or the setting confirmation mode is entered, the LED starts to light up, and when the setting change mode or the setting confirmation mode is ended, the LED goes out. In this way, since the status confirmation indicator 68, which indicates that the setting change mode or the setting confirmation mode is set, is provided on the front (surface) of the gaming machine, it is possible to easily check whether the setting change mode or the setting confirmation mode is set.
[0063] The installation position of the status indicator 68 is merely an example, and is not limited to that of this embodiment, and may be any position as long as it is on the front (surface) of the gaming machine 1.
[0064] In this embodiment, the same display mode (lighting display) is displayed whether the setting change mode or the setting check mode is set, but the display may be made so that it is possible to recognize which mode it is set to. For example, when the setting change mode is set, the status check indicator 68 may be displayed as a lit display, and when the setting check mode is set, the status check indicator 68 may be displayed as a flashing display, or when the setting change mode is set, the status check indicator 68 and one of the indicators of the second game information display device 69 may be displayed as a lit display, and when the setting check mode is set, only the status check indicator 68 may be displayed as a lit display.
[0065] In this embodiment, the status confirmation indicator 68 is provided as a dedicated indicator for indicating that the setting change mode or the setting confirmation mode is set, but it may be used in combination with another indicator. For example, in the setting change mode and the setting confirmation mode, the main information display device 59 and the second game information display device 69 described later are turned off, so these indicators may be used. Specifically, one LED of the indicator of either the main information display device 59 or the second game information display device 69 may be turned on, or all LEDs of the main information display device 59 and the second game information display device 69 may be turned on.
[0066] At the lower right inside of the play area 5a, a sub information display device 80 is provided, which is made up of a sub first change indicator 81, a sub second change indicator 82, a sub first reserve indicator 83, a sub second reserve indicator 84, a sub normal map change indicator 85, a sub normal map reserve indicator 86, and a sub right hit indicator 87 that encourages the player to shoot the game ball toward the right area of the play area 5a (so-called right hit). Note that the sub information display device 80 is not provided with an indicator such as the above-mentioned state confirmation indicator 68 that indicates that the setting change mode or setting confirmation mode, which will be described later, is set.
[0067] The sub-first variable indicator 81 is for displaying (informing) the result of the jackpot determination of the first special symbol, and the sub-second variable indicator 82 is for displaying (informing) the result of the jackpot determination of the second special symbol, and each is composed of one LED. Then, when the variable display of the corresponding special symbol starts, the LED blinks at a predetermined interval (the first lamp symbol LZ or the second lamp symbol LZ is displayed variably), and when the corresponding special symbol is displayed stationary, the result of the jackpot determination (lights up in the case of a jackpot, goes out in the case of a miss) is displayed stationary.
[0068] In addition, in order to enable the user to know only whether or not the special pattern is being displayed in a changing state, the sub-first change display 81 and the sub-second change display 82 may be configured to flash while the special pattern is being displayed in a changing state, and to light up or go out when the special pattern is displayed as stopped.
[0069] The sub-first hold indicator 83 is for displaying the number of first hold memories (hold number), and the sub-second hold indicator 84 is for displaying the number of second hold memories (hold number), and each is composed of two LEDs, one on the left and one on the right. When the hold number is "0", the left LED is turned off, when the hold number is "1", the left LED is turned on and the right LED is turned off, when the hold number is "2", the left LED is turned on, when the hold number is "3", the left LED is blinking and the right LED is turned on, and when the hold number is "4", the left LED is blinking.
[0070] The sub-regular symbol variation indicator 85 is for displaying (informing) the result of the winning lottery, and is composed of one LED. Then, when the variable display of the regular symbol starts, the LED blinks (variable display) at a predetermined interval. Then, when the regular symbol is displayed in a static state, the mode showing the result of the winning lottery (lights up in the case of a win, turns off in the case of a loss) is displayed in a static state.
[0071] In addition, in order to make it possible to know only whether or not the sub-regular pattern change display 85 is displaying a change in the regular pattern, the sub-regular pattern change display 85 may be configured to flash while displaying a change in the regular pattern, and to light up or go out when the regular pattern is displayed as stopped.
[0072] The sub-regular map reservation indicator 86 is for displaying the number of reserved regular map memories (reserved number), and is composed of two LEDs arranged side by side. When the reserved regular map number is "0", the left and right LEDs are turned off, when the reserved regular map number is "1", the left LED is turned on and the right LED is turned off, when the reserved regular map number is "2", the left LED flashes and the right LED is turned on, and when the reserved regular map number is "4", the left and right LEDs flash.
[0073] A first image display device 70 (main LCD) consisting of an LCD display is provided at the back of the performance space 40a, and a second image display device 71 (sub LCD) consisting of an LCD display with a smaller display area than the first image display device 70 (main LCD) is provided at the bottom of the performance space 40a in front of the first image display device 70 (main LCD).A first movable member 73 modeled after a character's face is provided at the top of the performance space 40a, and a circular second movable member 74 is provided at the right part of the performance space 40a.
[0074] The image display device consisting of the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) displays various effects according to the progress of the game. The effects include a customer waiting demo effect executed during a customer waiting state (a waiting state in which the game is not progressing) in which the special symbol variable display is not performed, and a variable effect accompanied by a variable display of the performance symbol 70a executed during the variable display of the special symbol.
[0075] The display section (effective display area) of the first image display device 70 (main liquid crystal) has three variable display areas, such as a left area, a center area, and a right area, and the variable display of the performance pattern 70a is performed by scrolling the performance pattern 70a displayed in each variable display area vertically (from top to bottom in this embodiment). Also, a special pattern display area is formed in the lower right corner of the display section of the first image display device 70 (main liquid crystal), and the variable display of the special pattern TZ is performed by scrolling the special pattern TZ displayed in the special pattern display area vertically (from top to bottom in this embodiment) in response to the variable display of the special pattern.
[0076] The performance pattern 70a and the special pattern TZ are composed of patterns showing numbers from "1" to "9", for example, and the performance pattern 70a is displayed in response (synchronization) to the display of the special pattern displayed by the first special pattern display device 60 and the second special pattern display device 61. That is, the display of the performance pattern 70a starts in response to the start of the display of the special pattern, the performance pattern 70a is temporarily stopped (swinging) before the display of the special pattern stops, and the display of the performance pattern 70a is stopped (static) in response to the stop of the display of the special pattern. In addition to the patterns showing numbers, the performance pattern 70a may be provided with patterns showing alphabets such as "A" to "F".
[0077] Note that a "temporary stop display" refers to a state in which the performance pattern 70a slightly shakes or deforms slightly, making it appear to the player that the performance pattern 70a is stopped (but is not completely stopped).
[0078] In the stopped display of the performance symbol 70a, the performance symbol 70a stops for a predetermined time (for example, 0.5 seconds) in a predetermined mode (miss mode, jackpot mode, etc.) that indicates the result of the jackpot determination. The jackpot mode (special result mode) is a combination of the same performance symbols such as "777" or a combination of performance symbols with a pattern such as "357", and the miss mode is any other mode. Note that the mode of the variable display of the performance symbol 70a is not limited to this, and it may be scrolled left and right, or rotated (spinned) on the spot.
[0079] In addition, while the display of the changing performance pattern 70a is in progress, various performance images and movies such as reach performances, background images, characters, etc. are displayed on the first image display device 70 (main LCD) and the second image display device 71 (sub-LCD) depending on the result of the jackpot determination, thereby increasing the player's anticipation of a jackpot (special game) being executed (hereinafter referred to as the "expectation of winning a jackpot").
[0080] Here, the "reach effect" means a variation mode that makes the player expect a big win game to be executed, such as a part of the combination of the effect patterns 70a that notify a big win temporarily stopping and other effect patterns 70a changing. For example, when a combination of the effect patterns 70a with three digits "777" is set as a combination of the effect patterns 70a that notify a big win (big win result mode), it means a mode in which two effect patterns 70a temporarily stop at "7" in the left and right areas, and the remaining effect patterns 70a change in the center area.
[0081] In addition, in this embodiment, there are seven types of reach effects: "normal reach effect," "SP reach effect," "SPSP reach effect," "SPSP "7" reach effect," "full rotation reach effect," and "special SP reach."
[0082] The "Normal Reach Effect" is a reach effect that is performed in a state where the background image before reaching is being displayed, with two effect symbols 70a temporarily stopped in the left and right regions, and the remaining one effect symbol 70a fluctuating in the central region to form a reach state.
[0083] The "SP Reach Effect" is a reach effect that is executed after the normal reach effect. In this effect, the effect symbol 70a in the reach state is reduced and displayed at the corner of the screen, and a reach effect with a higher effect (higher expectation of a big win) than the normal reach effect is performed.
[0084] The "SPSP Reach Effect" is a reach effect that is executed after the normal reach effect or the SP reach effect, and a reach effect with a higher effect (higher expectation of a big win) than the normal reach effect or the SP reach effect is performed.
[0085] The "Full Rotation Reach Effect" is a reach effect in which a combination of a plurality of effect symbols 70a that notify a big win fluctuates at a low speed in a state where all are aligned. In the present embodiment, it is a reach effect that is executed only when a win is determined in the big win determination.
[0086] The "Special SP Reach" is a reach effect that is executed after the normal reach effect. In this effect, the effect symbol 70a in the reach state is reduced and displayed at the corner of the screen, and a reach effect with a higher effect (higher expectation of a big win) than the normal reach effect is performed, and a different effect from the normal SP reach is performed.
[0087] In the present embodiment, as the expectation of winning the big win related to the reach effect, it increases in the order of normal reach effect < SP reach effect < SPSP reach effect < full rotation reach effect (big win confirmed), and it increases in the order of normal reach effect < special SP reach effect.
[0088] In addition, at the bottom of the display section of the first image display device 70 (main LCD), there are formed a first reserve icon display area 70B for displaying a number of first reserve icons corresponding to the first special reserve number (U1), which is the current number of first reserve memories in the normal game state, a second reserve icon display area 70D for displaying a number of second reserve icons corresponding to the second special reserve number (U2), which is the current number of second reserve memories in the specific game state, and a corresponding icon display area 70C for displaying the icon corresponding to (related to) the changing display of the special pattern (performance pattern 70a) being executed in the normal game state and the specific game state.
[0089] The first reserved icon display area 70B is divided into a first display section 70B1, a second display section 70B2, a third display section 70B3, and a fourth display section 70B4 from the side closer to the icon display area 70C, and the number of first reserved icons corresponding to the first special reserved number (U1) is displayed in each display section 70B1 to 70B4. In other words, the number of first reserved icons increases or decreases in response to the increase or decrease in the first special reserved number (U1).
[0090] Specifically, the first display unit 70B1 displays a first reserve icon H11 indicating the first reserve memory in which the first special pattern changing display is executed first, the second display unit 70B2 displays a first reserve icon H12 indicating the first reserve memory in which the first special pattern changing display is executed second, the third display unit 70B3 displays a first reserve icon H13 indicating the first reserve memory in which the first special pattern changing display is executed third, and the fourth display unit 70B4 displays a first reserve icon H14 indicating the first reserve memory in which the first special pattern changing display is executed fourth.
[0091] The second reserved icon display area 70D is divided into a first display section 70D1, a second display section 70D2, a third display section 70D3, and a fourth display section 70D4 from the side closer to the icon display area 70C, and the number of second reserved icons corresponding to the second special chart reserved number (U2) is displayed on each display section 70D1 to 70D4. In other words, the number of second reserved icons increases or decreases in response to the increase or decrease in the second special chart reserved number (U2).
[0092] Specifically, the first display section 70D1 displays a second reserved icon H21 indicating the second reserved memory in which the variable display of the second special symbol is executed first, the second display section 70D2 displays a second reserved icon H22 indicating the second reserved memory in which the variable display of the second special symbol is executed second, the third display section 70D3 displays a second reserved icon H23 indicating the second reserved memory in which the variable display of the second special symbol is executed third, and the fourth display section 70D4 displays a second reserved icon H24 indicating the second reserved memory in which the variable display of the second special symbol is executed fourth. In this embodiment, the "first special reserved number" may be referred to as the "first reserved number" and the "second special reserved number" may be referred to as the "second reserved number".
[0093] In the icon display area 70C, the first reserved icon displayed in the first display section 70B1 of the first reserved icon display area 70B or the second reserved icon displayed in the first display section 70D1 of the second reserved icon display area 70D moves (shifts) in response to the start of the variable display of the special pattern (performance pattern 70a), and the icon TI disappears (is erased) when the variable display of the special pattern (performance pattern 70a) ends. The icon may be erased during the variable display of the special pattern (performance pattern 70a). In this embodiment, the "first reserved icon", the "second reserved icon", and the "icon" may be collectively referred to as "icon".
[0094] In addition, on the left side of the display unit of the first image display device 70 (main LCD), there are formed a first special chart reserved number display area 70E for displaying a first reserved number indicating the current number of first special chart reserved numbers (U1) in the normal game state and the specific game state, and a second special chart reserved number display area 70F for displaying a second reserved number indicating the current number of second special chart reserved numbers (U2) in the normal game state and the specific game state.
[0095] The first movable member 73 is capable of producing a dramatic light effect by lighting up the first movable member LED (full color), which is part of the board lighting device 76 (see Figure 9), in a predetermined light emission mode, and is capable of performing a dramatic action by moving vertically between a waiting position (origin position) located above and a dramatic position located below by the driving force of the first movable member drive motor, which is part of the board drive device 75 (see Figure 9), and is detected to be in the origin position by a first position detection sensor (not shown).
[0096] The second movable member 74 is capable of producing a dramatic light effect by lighting the second movable member LED (full color), which is part of the board lighting device 76 (see Figure 9), in a predetermined light emission mode, and is capable of performing a dramatic action by moving diagonally up and down between a waiting position (origin position) located in the upper right and a dramatic position located in the lower left by the driving force of the second movable member drive motor, which is part of the board drive device 75 (see Figure 9), and is detected to be in the origin position by a second position detection sensor (not shown).
[0097] The first movable member 73 and the second movable member 74 are configured so that their performance positions overlap partially, and therefore the first movable member 73 and the second movable member 74 do not basically move simultaneously and therefore do not collide with each other.
[0098] In addition, if the first movable member 73 and the second movable member 74 do not collide with each other, one movable member may be moved to its performance position when it returns to a position that does not overlap with the performance position of the other movable member.
[0099] On the back side of the game board mounting frame 3 and the game board 5, there are a payout device 100 for paying out game balls based on the establishment of predetermined payout conditions (prize balls, ball loans), a game ball storage section (not shown) that stores game balls supplied from island equipment etc. and supplies them to the payout device 100, a main control device 110A (not shown) that incorporates a main control board 110 that controls the overall progress of the game, a payout control device 120A (not shown) that incorporates a payout control board 120 that controls the payout device 100 in response to a payout control command from the main control board 110, a presentation control device 130A (not shown) that incorporates a presentation control board 130 that controls the presentation in response to a presentation control command from the main control board 110, a power supply device 160A (not shown) that incorporates a power supply board 160 that supplies power supply voltage to various control devices, and a game information output terminal board 90 (not shown) for outputting game information (game signal) to the outside of the game machine (see Figure 9).
[0100] In addition, a door-type cover member is provided that opens and closes in the left-right direction on one side around a rotation axis set on the left or right side so as to cover the upper part of main control device 110A and the entire performance control device 130A from the rear, and performance control device 130A is provided with a changeover switch 22 (see Figure 9) that is covered by the cover member and is used to switch adjustment modes related to adjusting the volume of the performance sound output from the audio output device 9 and the light intensity of the display devices (first image display device 70, second image display device 71) and various lighting devices (frame lighting device 10, board lighting device 76).
[0101] On the front side of the main control board 110, there are mounted a main control unit 110m consisting of a one-chip microcomputer for controlling the game, an RWM clear switch 111a for inputting a signal to clear the memory contents of the main RAM 110c of the main control unit 110m or to update a setting value which is the stage of the advantageous degree of the game (differentiating the advantageous degree of the game), a setting key switch 112a for inputting a signal to transition to a state in which the setting value can be changed by operation using the setting key or to a state in which the setting value can be confirmed, and an information display 113 for displaying performance information and setting values which enable the actual performance of the gaming machine 1 to be grasped.
[0102] The information display 113 is for displaying setting values and performance information (normal base values, described later), and is configured by arranging four 7-segment displays having decimal points DP side by side. The two 7-segment displays corresponding to the upper two digits form an identification segment for displaying identification information indicating the type of performance information (data type), and the two 7-segment displays corresponding to the lower two digits form a numeric segment for displaying numeric information indicating the setting values and performance information values.
[0103] (Configuration of the back of the game board) Next, the configuration of the back side of the game board will be described with reference to Figs. FIG. 2 is a rear view showing a state in which each unit is assembled to the base frame, and FIG. 3 is a partially exploded perspective view of FIG.
[0104] As shown in Figures 2 and 3, a base frame 170 (liquid crystal base frame) having an opening penetrating in the front-to-rear direction is attached to the back (rear) of the game board 5, and an image display unit (first image display device 70, and image display cover 185) 180 is attached to the back (rear) side of the base frame 170 so as to cover the opening. A lamp relay board 186 is attached to the back (rear) of the image display cover 185 (liquid crystal cover), and a main board case 200 accommodating main control device 110A (main control board 110) is attached to the lower back of the image display cover 185 below the lamp relay board 186.
[0105] The base frame 170 (liquid crystal base) is a substantially rectangular ring-shaped body having an opening penetrating in the front-rear direction, and its ring-shaped front surface 171 is attached and fixed to the rear surface of the game board 5. The rear surface of the base frame 170 has space for arranging various circuit boards and components. The performance control board 130 is disposed on the rear side of the image display unit 180 (liquid crystal unit) fixed to the rear side of the base frame 170. The image display unit 180 is configured so that it can be freely slidably attached to the base frame from the side (left-right direction), up-down direction, or diagonally within a gap (storage space) for storing the image display unit provided in front of the performance control board. The various circuit boards arranged on the rear surface of the base frame are covered with a cover member 190.
[0106] As shown in FIG. 2, at the rear side of the main board case 200, at least the RWM clear switch 111a and the setting key switch 112a of the main control board 110 are exposed. In addition, the information display 113 provided on the main control board 110 can be seen through the transparent main board case 200. Staff at the gaming facility can open the door of the gaming machine and, while visually checking the information display 113 on the back of the gaming machine, operate the RWM clear switch 111a and the setting key switch 112a to perform operations such as RWM clear, setting change, setting confirmation, and confirmation of the performance information of the gaming machine.
[0107] The RWM clear switch 111a on the main control board 110 is not directly exposed, and an operating member 685 that can be operated by game arcade staff, etc., protrudes from an opening provided in the main board case 200 at a position corresponding to the RWM clear switch 111a. When a staff member or the like presses the operation member 685, the RWM clear switch 111a is pressed by the pressed operation member 685. This causes the RWM clear switch 111a to be operated.
[0108] The setting key switch 112a is a cylindrical member protruding from the main control board 110, and has an end face provided with a keyhole into which a key is inserted. An end face of the setting key switch 112 a having a keyhole is exposed from an opening provided in the main board case 200 . Staff at the gaming establishment can insert a key into the keyhole of the setting key switch 112a to perform the operation.
[0109] (Main board case) Next, the configuration of the main board case 200 according to this embodiment will be described with reference to FIGS. In this embodiment, the game board 5 side is defined as the front side with respect to the main board case 200, and the direction opposite the game board 5 is defined as the rear side. Therefore, the left and right directions in the drawings are the left and right directions when the main board case 200 is viewed from the opposite side to the game board 5.
[0110] FIG. 4 is a diagram illustrating the main board case 200, FIG. 5 is an exploded perspective view including the base of the main board case 200, and FIG. 6 is a rear perspective view of the main board case 200 when exploded. The main board case 200 of this embodiment is attached to the rear of a gaming machine such as a pachinko machine via a base 280 with the main control board 110 equipped with electronic components housed inside.
[0111] The base 280 is a connecting means for attaching the main board case 200 to a gaming machine side holding portion (in this embodiment, the lamp relay board 186) provided on the back side of the gaming machine main body. The main board case 200 containing the main control board is assembled with the lower case piece 210 attached to the back of the game board of a pachinko game machine or the like via a base 280, so that the electronic components mounted on the internal main control board 110 can be seen from the back of the game board through the upper case piece 220.
[0112] The base 280 is a part used for mounting the main board case 200 to the rear side of the game board 5. As shown in Fig. 5, the base 280 is formed in a substantially rectangular shape with two sides along the left-right direction longer than the two sides along the up-down direction, and is provided with a pair of shaft parts 281 near both the left and right ends of the lower side, and a plate-shaped part in the left-right center of the upper side. The axial direction of the shaft parts 281 coincides with the left-right direction.
[0113] The main board case 200 is provided with a pair of hook portions 249 for engaging with each of the shaft portions 281. The pair of hook portions 249 are provided on the lower side of an upper case piece 220, which will be described later. The hook portions 249 are formed in a U-shape that protrudes toward the front side.
[0114] When attaching main board case 200 to base 280, main board case 200 is positioned so that hook portions 249 are convex toward the rear side. Then, hook portions 249 are able to engage with shaft portions 281. Main board case 200 is then brought closer to base 280, and each hook portion 249 is engaged with each shaft portion 281.
[0115] Then, once the hook portion 249 engages with the shaft portion 281, the free end side of the main board case 200 is rotated upward around the shaft portion 281, and the main board case 200 is placed on the base 280. At this time, the plate-shaped hook 282 provided on the upper side of the base 280 is caught in the recess D provided on the upper side of the main board case 200. Therefore, the main board case 200 is fixed to the base 280 by the engagement between the hook portion 249 and the shaft portion 281 and the engagement between the plate-shaped hook 282 and the main board case 200.
[0116] Thereafter, the protective cover 229 is attached to the main board case 200. The protective cover 229 covers the lower portion of the main board case 200 including the hook portion 249. In this manner, the main control device 110A is attached to the rear side of the game board 5.
[0117] The main board case 200 comprises two case pieces (lower case piece 210, upper case piece 220) made of transparent resin which house inside a single-sided mounting type main control board 110 (printed circuit board) which has electronic components arranged on only one side, a cutting member 230 for cutting the anti-opening seal which is held between the edges of the lower case piece 210 and the upper case piece 220, and a cap 240 which is removably attached to the sealing base part 310 of the main board case 200 to which the anti-opening seal 250 described later is adhered.
[0118] Main board case 200 houses main control board 110 with multiple connectors 771-776 mounted on main control board 110 exposed. Main board case 200 is formed of a light-transmitting material such as transparent plastic.
[0119] The lower case half 210 and the upper case half 220 form a main board case body (sealing body 300). A protective cover 229 is disposed at the bottom of upper case piece 220, which covers the connection between the internal connector provided on main control board 110 inside and the external connector. In this embodiment, lower case half 210 is fixed to upper case half 220 by a crimping member, with main control board 110 sandwiched therebetween.
[0120] Crimping fastening parts 291 using crimping members are arranged at appropriate positions along the edges of main board case 200, and lower case piece 210 and upper case piece 220 are locked in a closed state by driving (locking) crimping members (locking members) into crimping fastening holes (sealing parts) provided in crimping fastening parts 291. Lower case piece 210 and upper case piece 220 become openable, closable, and detachable by removing (breaking) the crimping members driven (locked) into the crimping fastening holes.
[0121] In the crimping portion 291 of the main board case 200 of this embodiment, two crimping holes are provided (crimping holes 291A, 291B). Each of the crimp fastening holes 291A, 291B is formed by communication between a lower case side fastening hole 292 provided in the lower case piece 210 and an upper case side fastening hole 293 provided in the upper case piece 220.
[0122] Only one crimp fastening hole is used for one fastening of the lower case piece 210 and the upper case piece 220. After removing (breaking) the crimping member to release the fastening (after opening the main board case 200), if fastening is to be performed again, the crimping member is driven into the other remaining crimp fastening hole to perform fastening. In other words, the main board case of this embodiment can be opened up to two times.
[0123] Lower case piece 210 is combined with upper case piece 220 to form an inner portion 581 for containing main control board 110. Upper case piece 220 is provided on the rear side of main board case 200, which is the main control unit 110m side. Lower case piece 210 is provided on the front side of main board case 200, which is the opposite side to the main control unit 110m side.
[0124] The lower case piece 210 and the upper case piece 220 each include a control board storage section 211, 221 that stores the main control board 110, and sealing sections 212, 222 that form a sealing base section 310 described below. The control board storage sections 211, 221 each include plate sections 211a, 221a formed in a substantially rectangular shape, and flange sections 211b, 221b that protrude from the peripheral edges of the plate sections 211a, 221a and surround one side of each of the plate sections 211a, 221a.
[0125] Furthermore, a cylindrical portion 565 is provided on the left side of plate portion 211a of lower case half 210, extending rearward toward main control board 110. A hole 566 extending in the front-rear direction is formed in cylindrical portion 565. A screw thread is formed on the inside of hole 566. A hole 567 is provided in main control board 110 at a position facing cylindrical portion 565.
[0126] The main control board 110 is fixed to the lower case piece 210. More specifically, a hole 567 of the main control board 110 is disposed behind a cylindrical portion 565 of the lower case piece 210. The shaft of a screw for fixing the main control board 110 is inserted from the rear side of the main control board 110 into a hole 566 of the cylindrical portion 565 through the hole 567. The thread formed in the hole 567 of the cylindrical portion 565 is engaged with the thread provided on the shaft of the screw. As a result, the main control board 110 is sandwiched between the head of the screw and the rear surface of the cylindrical portion 565, and the main control board 110 is fixed to the lower case piece 210. That is, the main control board 110 is screwed to the lower case piece 210 side.
[0127] Of the flange portion 211b of the control board storage portion 211, three L-shaped hook pieces 211c are formed on each of the portions (hereinafter referred to as "male portions") protruding from the plate portion 211a along the two long sides of the plate portion 211a. On the other hand, of the flange portion 221b of the control board storage portion 221, the portions (hereinafter referred to as "female portions") protruding from the plate portion 221a along the two long sides of the plate portion 221a are formed in a double-wall shape, and an insertion groove portion 221c into which the male portion of the control board storage portion 211 can be inserted is provided between the walls forming the double wall. Also, a hook piece 221d is formed in each insertion groove portion 221c.
[0128] When lower case piece 210 to which main control board 110 is fastened with screws and upper case piece 220 are assembled, the male part of flange portion 211b is inserted into the female part of flange portion 221b. Then, control board housing portions 211, 221 are slid toward each other in the left-right direction indicated by arrow α in Fig. 6. Then, hook piece 211c provided on the male part engages with hook piece 221d, so that lower case piece 210 and upper case piece 220 are assembled together so as not to come apart unless they move toward each other in the direction opposite to arrow α.
[0129] When combined in this way, control board storage sections 211, 221 form a box-shaped inner section 581 that is shielded from the outside. Since main control board 110 is stored in inner section 581, it is possible to reduce the possibility of main control board 110 and main control section 110m being fraudulently replaced.
[0130] The main control board 110 is attached to the inside of the control board storage section 221 before the control board storage sections 211 and 221 are combined. At this time, ICs and the like mounted on the main control board 110 are attached to face the plate section 221a of the control board storage section 221. This is because, since the plate section 221a is also formed of transparent plastic, even if the main control board 110 is stored in the main board case 200, it is possible to check from the outside through the plate section 221a whether electronic components such as the main control section 110m mounted on the main control board 110 have not been illegally replaced. In this embodiment, when the main control device 110A equipped with the main board case 200 is attached to the game board 5, the electronic components mounted on the main control board 110 in the main board case 200 can be visually confirmed from the rear side of the game machine 1 through the upper case piece 220.
[0131] The right ends of the lower case piece 210 and the upper case piece 220 are provided with sealing portions 212 and 222. As shown in FIG. 34, the lower case piece 210 and the upper case piece 220 are provided with a first screw-fastening piece 91 and a second screw-fastening piece 92 above the sealing portions 212 and 222. When the control board storage parts 211 and 221 are slid and assembled, the sealing base part 310 is formed by the sealing parts 212 and 222 at the longitudinal end of the assembled sealing body 300. When the cap 240 is attached to the sealing body 300 by covering the sealing base part 310, in addition to the first screw-fastening piece 91 and the second screw-fastening piece 92, a third screw-fastening piece 393 provided on the cap 240 overlaps with the longitudinal end of the sealing body 300, forming a screw-fastening part 390 for screw fastening.
[0132] The sealing parts 212, 222 are provided to protrude rightward from the right end of the control board storage parts 211, 221. The sealing parts 212, 222 are formed to have the same height in the left-right direction and the same width in the up-down direction. Each sealing part 212, 222 is formed with a long groove part 212a, 222a along the left-right direction. The sealing part 222 is formed with two parallel groove parts 222a along the left-right direction at a predetermined distance, and the sealing part 212 is formed with one groove part 212a along the left-right direction. When the lower case piece 210 and the upper case piece 220 are combined, the sealing parts 212, 222 form a sealing base part 310 on the right part of the combined control board storage parts 211, 221. In the sealing base part 310, the sealing parts 212, 222 are arranged in parallel with a certain interval, and an insertion / removal space is formed between the surfaces of the sealing parts 212, 222 facing each other.
[0133] The open-danger seal 250 is used as a means for sealing the main board case 200, and certifies that it is an authentic product issued by an organization or the like that has certification qualifications. The open-danger seal 250 is made of an easily cuttable material such as paper, with an adhesive surface on one side thereof, and has multiple cuts formed thereon, taking into consideration cuttability. As will be described later, for example, a hologram and a QR code (registered trademark) are printed on the open-danger seal 250. The words "Do not open" are also printed on the open-danger seal 250. The cutting member 230 is formed in a shape having a base portion 230a, a pair of cut portions 361, and a cutting portion 364. The base portion 230a, which is the base of the cutting member 230, is formed in a substantially rectangular shape. One of the two long sides of the base portion 230a is formed with a cutting portion 364. The cutting portion 364 is a portion where the tip of the base portion 230a is formed in a blade shape. The cut portions 361 are provided on both ends of the base portion 230a in the longitudinal direction, and are formed in a shape that is bent in an overall "L" shape. The left end of the cut portion 361 is called a free end portion 361a.
[0134] The cap 240 is formed to a size that can be placed over the sealing base part 310 to cover the entire sealing base part 310, and is formed to be detachable from the sealing base part 310. The cap 240 includes a cap body 241 formed in a bowl shape that covers the sealing base part 310, and a third screw stop piece 393 formed on one end side of the cap body 241 in the longitudinal direction. A protrusion 382 is provided on the inner surface of the cap body 241 at a position where a free end part 361a of the knob part 361 of the cutting member 230 inserted into the insertion space 310a is caught when the cap 240 is attached to the sealing base part 310. In addition, a groove part 386 is formed on the inner surface of the cap body 241.
[0135] The cutting member 230 is inserted into the insertion / removal space of the sealing base part 310. Then, the open-prohibition seal 250 is affixed. When the cap 240 is placed over the sealing base part 310, the groove part 386 fits into the part of the cutting member 230 inserted into the insertion / removal space 310a. Also, the protrusion 382 engages with the free end part 361a of the knob part 361 of the cutting member 230.
[0136] When cap 240 is placed over sealing base portion 310, third screw-fastening piece 393 overlaps with the combination of first screw-fastening piece 91 of lower case piece 210 and second screw-fastening piece 92 of upper case piece 220, forming screw-fastening portion 390 for screw fastening. When crimping member 94 is driven into screw-fastening portion 390, lower case piece 210, upper case piece 220, and cap 240 are fixed to one another.
[0137] When the seal of the main board case 200 is to be broken, the crimping member 94 is removed and the cap 240 is removed from the sealing base part 310. The same applies when the seal of the main board case 200 is broken illegally. The cutting member 230 and the cap 240 are integrated. Therefore, when the cap 240 is removed from the sealing base part 310, the cutting member 230 is also removed from the sealing base part 310 at the same time. Then, the opening prohibition seal 250 is irreparably damaged by the cutting part 364 etc.
[0138] (Main control board) Next, the configuration of main control board 110 according to this embodiment will be described with reference to Fig. 7. Fig. 7 is a diagram for explaining the structure of the main control board. The main control board 110, which controls the game, is equipped with a main control unit 110m, an RWM clear switch 111a, a setting key switch 112a, an information display 113, a plurality of electronic components 595 (ICs, resistors, connectors, capacitors, coils, etc.) different from the main control unit 110m, and a plurality of connectors 771, 772, 773, 774, 775, 776, etc.
[0139] The main control unit 110m stores memory contents used for controlling the game, and also stores memory contents that affect the outcome of the game. The main control unit 110m is a one-chip microcomputer that integrates a main CPU 110a, a main ROM 110b, and a main RAM 110c, which will be described later. The multiple connectors 771-776 are lined up in order from left to right on the lower part of main control board 110. The multiple connectors 771-776 are arranged inside six openings 779 provided on the lower part of upper case piece 220 of main board case 200.
[0140] Among the multiple connectors 771 to 776, two connectors 774 and 775 are called detection signal connectors 774 and 775. Signals from at least some of the first start hole detection switch 45a, the second start hole detection switch 47a, the general prize hole detection switch 43a, and the special prize hole detection switch 50a that detect the entrance of a game ball are input to the detection signal connectors 774 and 775. In this embodiment, all signals from the first start hole detection switch 45a, the second start hole detection switch 47a, the general prize hole detection switch 43a, and the special prize hole detection switch 50a that detect the entrance of a game ball are input to the detection signal connectors 774 and 775. The detection signal connectors 774 and 775 are different in color from the other connectors 771, 772, 773, and 776. In this embodiment, the detection signal connectors 774, 775 are fluorescent in color, and the other connectors 771, 772, 773, 776 are a color different from the fluorescent color.
[0141] The main control unit 110m includes a plate-shaped main body extending in the left-right direction, and a plurality of signal pins (first signal pins) extending downward from the lower end of the main body and electrically connected to the main control board 110. The signal pins (first signal pins) are mounted (soldered) on the main control board 110 so as to be visible through the main board case 200. The electronic components 595 each include a signal pin (second signal pin). The signal pin (second signal pin) is mounted (soldered) on the main control board 110 so as to be visible through the main board case 200.
[0142] The RWM clear switch 111a will now be described. 4 and 8, the RWM clear switch 111a on the main control board 110 is not directly exposed. A recess 688 is provided in the upper case piece 220 of the board case 200, and an opening 687 is provided in the recess 688. 5, the operation member 685 is provided at a position corresponding to the RWM clear switch 111a, and when a staff member or the like presses the operation member 685, the RWM clear switch 111a is pressed by the pressed operation member 685. This causes the RWM clear switch 111a to be operated. A cover member 686 is provided in the recess 688. The cover member 686 is journaled within the recess 688 so as to be rotatable between a first position where the operating member 685 is covered to make it inoperable, and a second position where the operating member 685 is opened to make it operable. By moving the operating member 685 to the second position, the RWM clear switch 111a can be operated. In this way, it is only necessary to provide the substrate case 200 with an opening 687 large enough to insert the operating member 685. Furthermore, the operating member 685 cannot be operated unless the cover member 686 is opened. Therefore, unauthorized access to the inside of the substrate case 200 can be prevented. The RWM clear switch 111 a may have an end exposed from an opening 687 so that it can be operated directly without being operated using the operating member 685 .
[0143] The setting key switch 112a is a cylindrical member protruding from the main control board 110, and has an end face provided with a keyhole into which a key is inserted. An end face of the setting key switch 112 a having a keyhole is exposed from an opening 661 provided in the upper case piece 220 of the board case 200 , but is slightly lower than the surface of the board case 200 . Staff or the like can insert a key into the keyhole of the setting key switch 112a to perform the operation.
[0144] (Identification) The following describes the identification markings 520. As shown in Fig. 5, the identification markings 520 are provided on the main control board 110, the main control section 110m, the lower case half 210, the upper case half 220, and the cap 240. The identification mark 520 is a mark including information related to the gaming machine 1. In the following description, the identification mark 520 provided on the main control board 110 is referred to as an identification mark 521, and the identification mark 520 provided on the main control unit 110m is referred to as an identification mark 522. The identification mark 520 provided on the upper case piece 220 is referred to as an identification mark 523, the identification mark 520 provided on the lower case piece 210 is referred to as an identification mark 524, and the identification mark 520 provided on the cap 240 is referred to as an identification mark 525.
[0145] 5, identification mark 521 is displayed by silk screen printing on the upper part of the rear surface of main control board 110. Identification mark 521 is an information identification section for displaying specific information. Identification mark 522 is affixed by engraving to main control section 110m. Identification mark 522 is an information identification section for displaying specific information. Identification marks 523, 524, and 525 attached to main board case 200 are information identification sections for displaying specific information. Identification mark 524 is formed in the upper right part of the front surface of lower case piece 210 by stamping using a mold for manufacturing lower case piece 210 (see FIG. 33). The identification mark 525 is formed on the rear surface of the cap 240 by stamping using a mold used to manufacture the cap 240. The display mode of the identification mark 523 will be described later.
[0146] The identification indications 521 to 525 are related to each other, and include at least the same identification indication 529. In this embodiment, as an example, the identification indication 521 is a character string of "ABCD01", and the identification indication 522 is a character string of "ABCD02". The identification indication 523 is a character string of "ABCD03", and the identification indication 524 is a character string of "ABCD04". The identification indication 525 is a character string of "ABCD05". The same identification indication 529 in the identification indications 521 to 525 is "ABCD". The identification indication 529 is, for example, an indication corresponding to a manufacturer name and a model name. In this embodiment, as an example, in "ABCD", "AB" represents the manufacturer name, and "CD" represents the model name.
[0147] In addition, in the identification displays 521 to 525, the manufacturer name may be displayed as it is, instead of "AB" included in "ABCD". In addition, the model name may be displayed as it is, instead of "CD" included in "ABCD". In addition, the model of the gaming machine may be displayed in the identification displays 521 to 525.
[0148] (Sealing material) 5 and 8, a seal member 1560 and a seal member 1561 are attached to the outer surface 531 of the upper case half 220 of the main board case 200.
[0149] Sealing member 1560 is attached to a position indication portion 561 provided on the lower left side of upper case piece 220 in the left-right direction, and sealing member 1561 is attached to a position indication portion 561 provided on the upper right corner of upper case piece 220. Both of the seal members 1560 and 1561 are formed from a material having optical transparency, and in this embodiment, as one example, they are transparent (made of a transparent material). Each of the sealing members 1560 and 1561 is disposed straddling a plurality of electronic components 595 (see FIG. 8). Note that various electronic components such as the plurality of electronic components 595 located in front of the sealing members 1560 and 1561 are not shown in FIG.
[0150] The seal member 1560 is a seal for managing the main board. In this example, a watermark for preventing counterfeiting is provided on a seal member main body 1560A (base portion) of the seal member 1560. That is, the seal member 1560 (opener indication seal) is a processed seal in which a watermark processing is applied to the seal member main body 1560A. A "watermark" is, for example, a display that looks different depending on the viewing angle, and various types can be applied, such as those that use holograms or those that look different depending on their physical shape. However, the seal member body 1560A is transparent even though it has been subjected to a predetermined processing (watermark processing). At least, the light transmittance is high and a certain degree of visibility is ensured.
[0151] The seal member 1560 includes, on a seal member body 1560A, a white writing area 1570 (writing column), a code portion 1572, and an information display portion 1573 within a frame with a black heading such as "Main Board Control Number." Writing area 1570, code portion 1572, information display portion 1573, and the text display associated with these areas (described later) are non-translucent areas with low translucency because the transparent material of seal member main body 1560A is not exposed. The seal member 1560 has a plurality of non-transmitting portions, and it is difficult to visually confirm the main control board 110 inside the main board case 200 through these non-transmitting portions. The code portion 1572 as a non-transparent portion, the information display portion 1573, and the writing area 1570 are provided at positions on the seal member main body 1560A that do not overlap with the main control portion 110m and the information display device 113.
[0152] On the other hand, the areas of seal member main body 1560A other than writing area 1570, code portion 1572, information display portion 1573, and the areas associated with these areas and containing the text display described below are translucent portions 1574 in which the transparent material of seal member main body 1560A is exposed and which have high translucency. The light-transmitting portion 1574 is the above-mentioned viewing portion through which the electronic components 595 on the main control board 110 in the main board case 200 can be seen and confirmed through a transparent material.
[0153] In main board case 200, main control board 110 is visible through seal member 1560 and main board case 200. Therefore, an inspector can easily check main control board 110. Therefore, an inspector can check main control board 110 through seal member 1560 and easily determine whether or not cheating has occurred. Therefore, a player can play with peace of mind. Therefore, the player's interest is increased.
[0154] Furthermore, regardless of the presence or absence of a light-transmitting portion or a non-light-transmitting portion, the seal member 1560 is attached to the seal member 1562 attached to the main control unit 110m on the main control board 110 in a position that allows it to be viewed from all angles. Furthermore, regardless of whether or not there is a light-transmitting portion or a non-light-transmitting portion, the sealing member 1560, including the writing area 1570, the code portion 1572, and the information display portion 1573, is positioned so that the entire sealing member 1560 does not overlap with the main control portion 110m from any angle. Therefore, when the main board case 200 is viewed from the front, the main control unit 110m can always be seen through the main board case 200. Therefore, the inspector can easily check the main control unit 110m. Therefore, the inspector can easily check the main control unit 110m and determine whether or not cheating is occurring. Therefore, the player can play with peace of mind. Therefore, the interest of the player is improved. Regardless of whether it has a light-transmitting or non-light-transmitting portion, the sealing member 1560, including the writing area 1570, the code portion 1572, and the information display portion 1573, is positioned so that the entire sealing member 1560 does not overlap with the information display device 113 from any angle. Therefore, when the main board case 200 is viewed from the front, the information display 113 can be seen through the main board case 200.
[0155] In FIG. 8, it cannot be said that the sealing member 1560 and the information display 113 are in close proximity to each other; however, as long as all of the following conditions are met: the sealing member 1560 does not overlap the main control unit 110m or the information display 113, the information display 113 is located sufficiently separated from the connectors 771-776, and the sealing member 1561 does not overlap the information display 113, the sealing member 1560 and the information display 113 may be in close proximity to each other.
[0156] The display contents of the seal member 1560 will be described in detail below. The writing area 1570 is an area for writing the name of the person who opened the main board case 200 and the date of opening. The writing area 1570 is a white base formed on a transparent material on which writing can be performed with a pen or the like. As an example, six entry areas 1570 are provided, with three rows in the vertical direction and two columns in the horizontal direction, allowing three sets of "opener" and "opening date" to be entered. The writing area 1570 is printed with a rectangular colored (white in this embodiment) base.
[0157] Above the writing areas 1570, headings such as "Opener" and "Date Opened" are printed in black, and to the left of each writing area, a circled number indicating the number of the writing area is printed. That is, "Opener" is printed in black above the upper left writing area 1570. "Date Opened" is printed in black above the upper right writing area 1570. A circle 1 is printed to the left of the upper left writing area 1570. A circle 2 is printed to the left of the writing area 1570 in the vertical center on the left side. A circle 3 is printed to the left of the lower left writing area 1570.
[0158] For example, when an inspector opens main board case 200, he / she writes the inspector's name in writing area 1570 on the left side, and writes the date that main board case 200 was opened in writing area 1570 on the right side. The inspector may also write in writing area 1570 the date that he / she confirmed whether or not tampering had occurred with main control board 110.
[0159] Code portion 1572 is provided on the upper left of seal member 1560. Code portion 1572 includes predetermined information. Code portion 1572 is a portion from which information can be read by other devices, and for example, a QR code (registered trademark), a barcode, or the like is printed in black in a rectangular colored (white in this embodiment) area. In this embodiment, as an example, code portion 1572 includes a QR code (registered trademark).
[0160] The code portion 1572 is linked to information indicating the delivery destination of the main control board 110, which is stored in a device different from the gaming machine 1 (hereinafter, referred to as "other device"). For example, a URL (Uniform Resource Locator), which is information included in the code section 1572, is read by a camera provided on a portable information terminal or the like. The portable information terminal uses the URL to access other devices via a network. As a result of accessing other devices, information displayed on the portable information terminal includes information such as the delivery destination of the main control board 110 (for example, the name of the store to which the gaming machine 1 was delivered) and whether the gaming machine 1 has been discarded. This allows the inspector to easily confirm the information indicating the delivery destination of the main control board 110 and information such as whether the gaming machine 1 has been discarded. Therefore, the inspector can confirm the information on the delivery destination and easily determine whether or not fraud has occurred in which a main control board 110 with a different delivery destination has been installed. Therefore, the player can play with peace of mind. This increases the player's interest.
[0161] The information display section 1573 includes various information. The information display section 1573 may include, for example, information similar to the identification display 529. In the present embodiment, as an example, the information display section 1573 has a character string "EF001" printed in a rectangular colored (white in the present embodiment) area. The character string is, for example, the management number of the main control board 110. Using the management number, an inspector can check information such as the delivery destination of the gaming machine 1 and whether or not the gaming machine 1 has been discarded from information linked to the management number held by the manufacturer. The character string of the information display section 1573 may include information corresponding to the manufacturer name, the model name, the model, and the like. In addition, the rectangular area of the information display section 1573 and the rectangular basin of the code section 1572 are connected in the left-right direction.
[0162] The light transmitting portion 1574 (viewing portion) of the seal member 1560 will be described. The light-transmitting portion 1574 is an area of the seal member main body 1560A other than the writing area 1570, the code portion 1572, the information display portion 1573, the indication of the "main board control number", the frame, the indication of the opener, the indication of the opening date, and the indications of the circles 1 to 3. The light transmitting portion 1574 is, for example, an area extending in the left-right direction between three lines of writing areas 1570 in the vertical direction. The light-transmitting portion 1574 is also an area extending in the left-right direction between the code portion 1572 and the information display portion 1573 arranged side by side, and the two writing areas 1570 on the upper side. The light-transmitting portion 1574 is also an area extending in the vertical direction between the two horizontal rows of writing areas 1570. An inspector can check electronic component 595 (see FIG. 62(a)) through light-transmitting portion 1574. Therefore, compared to a case where light-transmitting portion 1574 is not provided, an inspector can easily check whether or not tampering has occurred with electronic component 595. This reduces the possibility of tampering, allowing a player to play with peace of mind. This increases the player's interest.
[0163] The sealing member 1561 will now be described. The seal member 1561 is attached to the main control unit 110m on the main control board 110 at a position where the seal member 1561 is visible from all angles. The seal member 1561 is provided at a position that does not overlap with the main control unit 110m from any angle. Therefore, when the main board case 200 is viewed from the front, the main control unit 110m can always be seen through the main board case 200. The seal member 1561 is provided at a position such that it does not overlap with the information display device 113 from any angle. Therefore, when the main board case 200 is viewed from the front, the information display 113 can be seen through the main board case 200.
[0164] Moreover, the seal member 1561 is an information identifying portion for displaying specific information. For example, at least one of the model name, manufacturer name, rated voltage, and total capacity is printed as the specific information. In this embodiment, as an example, the model name "CR Aiu GH101" and manufacturer name "AA Company" are printed. In this embodiment, the part where this information is printed is also referred to as the printed part 1563. The specific information displayed on the seal member 1561 is called an identification mark 1595. In this embodiment, the identification mark 1595 is the model name including the model number "CR Aiu GH101", the manufacturer name "AA Company", the rated voltage, and the total capacity (AC24V±5%, 250VA). In addition, in the area where the model name is to be displayed, a background is formed in a conspicuous color such as red or yellow against the transparent material, and the model name is displayed in white letters on the background.
[0165] In addition, a seal member 1562 is attached to the main control unit 110m. The seal member 1562 is an information identification section for displaying specific information. For example, at least one of the model name and the manufacturer name is printed as the specific information. In the present embodiment, as an example, the model name "CR AIU GH101" and the manufacturer name "AA Company" are printed on the seal member 1562 as the predetermined information. The specific information displayed on the seal member 1562 is called an identification display 1596. In the present embodiment, the identification display 1595 is the model name "CR AIU GH101" and the manufacturer name "AA Company". The seal member 1562 may display a QR code (registered trademark) indicating the information specified by the identification mark 1596. Furthermore, the seal member 1561 and the seal member 1562 are displayed including at least the same identification marks 1595, 1596. In this embodiment, the type name "CR AIU", model number "GH101", and manufacturer name "AA Company" in the identification marks 1595, 1596 are all the same, but it is sufficient if only some of them are the same. Although the identification marks 1595 and 1596 are provided on the main board case 200 and the main control unit 110m, they may be provided on other components. For example, the main control board 110 may be provided with the same identification marks as the identification marks 1595 and 1596.
[0166] As described above, in this embodiment, the seal members 1560, 1561 are arranged across at least a portion of the multiple electronic components 595 (see FIG. 8), so that, for example, by checking the positional relationship between the seal members 1560, 1561 and the electronic components 595, an inspector can determine whether or not tampering has occurred with the main control board 110. This reduces the possibility of tampering, allowing players to play with peace of mind. This increases the player's interest.
[0167] Moreover, since the area 1575 is provided in the seal member 1560, the inspector can write the inspector's name and the date when the main board case 200 was opened in the area 1575 (more specifically, the writing area 1570). The inspector can also write in the area 1575 the date when it was confirmed whether or not tampering had occurred in the main control board 110. Furthermore, since the light-transmitting portion 1574 (peeping portion) is provided between the areas 1575, the area 1575 is more noticeable than when only the area 1575 is provided. Therefore, it becomes easier for the inspector to check the characters and the like written in the area 1575. Therefore, the possibility of tampering can be reduced, and the player can play with peace of mind. Therefore, the interest of the player is improved.
[0168] Furthermore, since the sealing member 1560 is provided with the light-transmitting portion 1574 (viewing portion), the inspector can check the electronic component 595 through the light-transmitting portion 1574 (viewing portion). Therefore, compared to a case where the light-transmitting portion 1574 (viewing portion) is not provided, the inspector can easily check whether or not tampering has occurred with the electronic component 595. This reduces the possibility of tampering, allowing the player to play with peace of mind. This increases the player's interest. Moreover, the code portion 1572 is provided at a position that does not overlap with the main control portion 110m. Therefore, the inspector can easily check the main control portion 110m. Therefore, the inspector can check the main control portion 110m and easily determine whether or not cheating has been performed. Therefore, the player can play with peace of mind. Therefore, the interest of the player is improved.
[0169] Moreover, the code section 1572 is linked to information indicating the delivery destination of the main control board 110, which is stored in a device different from the gaming machine 1. This allows an inspector to easily check the information indicating the delivery destination of the main control board 110 using the code section 1572. Therefore, the inspector can check the delivery destination information and easily determine whether or not fraud has occurred in which a main control board 110 with a different delivery destination has been installed. This allows the player to play with peace of mind. This increases the player's interest. Also, a seal member 1562 is attached to the main control unit 110m, and predetermined information is displayed on the seal member 1562. Therefore, an inspector can easily check for tampering such as replacing the main control unit 110m by checking the seal member 1562. This reduces the possibility of tampering, allowing players to play with peace of mind. This increases the player's interest. Furthermore, since at least one of the model name and the manufacturer name is printed on the seal member 1561, the inspector can easily ascertain at least one of the model name and the manufacturer name. Therefore, the inspector can check at least one of the model name and the manufacturer name and easily determine whether or not cheating has occurred. Therefore, the player can play with peace of mind. Therefore, the player's interest is improved.
[0170] The various pieces of information displayed on the seal members 1560 and 1561 may be displayed at an angle that allows the mounting location of the main control unit 110m to be visually recognized. The main board case 200, particularly the upper case piece 220, does not have any ventilation holes. The main board case 200 has date marks formed on the lower case piece 210 and the upper case piece 220. The date mark is a mark for lot management that is added to the case, which is a plastic molded product, during production (molding). A feature of this embodiment is that no parts having a height that would make the seal member 1562 invisible are provided near the main control unit 110m.
[0171] As described above, the main control board 110 is mounted with the main control unit 110m that controls the game, the information display 113 that displays the performance of the gaming machine, and other electronic components 595 that are different from these. A transparent seal member 1560 is attached to the main control board 110. This allows the other electronic components 595 to be viewed through the transparent seal member 1560 and the main board case 200. In addition, the main control unit 110m and the information display 113 can be directly viewed through the main board case 200.
[0172] By performing watermarking on the transparent portion of the seal member 1560, which has a transparent portion and multiple non-transparent portions that need to be affixed to the main board case 200, it is possible to prevent duplication of the seal member 1560. Also, by affixing the seal member 1560 to a position that does not overlap with the main control unit 110m and the information display 113, it is possible to reliably ensure the visibility of the main control unit 110m, which is an important board component, and the information display 113, which needs to be read accurately, without being affected by the watermarking or the multiple non-transparent portions.
[0173] For electronic components 595 that are less important than the main control unit 110m and the information display 113, their status can be checked through gaps between the multiple non-transparent parts or through the surrounding transparent parts 1574 (viewing parts) via watermark processing. Even if there are multiple non-transparent parts, the transparent parts ensure visibility of the board parts. In addition, the non-transparent parts can display specific information, for example, necessary information for identifying the main control unit 110m. Different information can be displayed or written in each of the multiple non-transparent parts.
[0174] The information display 113 may be disposed on the lower end side instead of the upper end side of the main control board 110. In that case, it is desirable to dispose the connectors 771-776 on the upper end side opposite (opposite) the information display 113. The information display 113 may be disposed on the left or right end side of the main control board 110. In that case, it is desirable that the connectors 771 to 776 are disposed on the end opposite (opposite) the information display 113. As described above, the information display 113 may be disposed inside the main control board 110 instead of at the end of the board. Even in this case, the information display 113 must be disposed at a position that does not overlap with the cables, harnesses, sealing member 1560, etc. extending from the connectors 771-776.
[0175] In this embodiment, the RWM clear switch 111a is described as being disposed on the main control board 110, but is not limited thereto and may be provided on the dispensing control board 120. Also, in this embodiment, the setting key switch 112a is described as being disposed on the main control board 110, but is not limited thereto. The setting key switch 112a can be disposed at a different position away from the main control board 110 as long as it is electrically connected to the main control board 110.
[0176] (Control configuration of gaming machine 1) Next, the control configuration of the gaming machine 1 will be specifically described with reference to Fig. 9. Fig. 9 is an overall block diagram of the gaming machine 1 in this embodiment.
[0177] The main control board 110 controls the overall progress of the game (basic operations). The main control board 110 is equipped with a main control unit 110m as a one-chip microcomputer equipped with a main CPU 110a that performs arithmetic processing, a main ROM 110b in which a game control program and the like are stored, and a main RAM 110c that serves as a work area during arithmetic processing, as well as an input port for main control and an output port. The main CPU 110a receives an operating clock from a crystal oscillator, reads out a program stored in the main ROM 110b, and performs arithmetic processing related to the game while utilizing the main RAM 110c as a work area, thereby controlling controlled devices (various solenoids and various displays) and transmitting predetermined commands based on the results of arithmetic processing to the payout control board 120, the performance control board 130, and the like.
[0178] Here, communication between the main control board 110 and the dispensing control board 120 is configured to allow commands (data) to be communicated in both directions, and communication between the main control board 110 and the performance control board 130 is configured to allow commands (data) to be communicated in only one direction, from the main control board 110 to the performance control board 130.
[0179] The input port of the main control board 110 is connected to the general winning hole detection switch 43a, the gate detection switch 44a, the first start hole detection switch 45a, the second start hole detection switch 47a, the large winning hole detection switch 50a, the out ball detection switch 52a, the magnetic detection sensor 53a, the radio wave detection sensor 54a, the RWM clear switch 111a, the setting key switch 112a, the information display 113, and the payout control board 120. When detection signals from various detection switches and various detection sensors are input to the main control board 110 via the input port, control processing is performed according to the detection signals.
[0180] The output port of the main control board 110 is connected to the second start opening / closing solenoid 48b, the large prize opening opening / closing solenoid 51b, the main information display device 59, the game information output terminal board 90, the payout control board 120, and the performance control board 130. Drive control signals for controlling the various solenoids, display control signals for controlling the various displays, and game information to be notified from the game information output terminal board to the outside of the gaming machine (such as a hall computer) are output via the output port.
[0181] The payout control board 120 is a slave control board that controls the payout of game balls based on the receipt of a payout command from the main control board 110, and also controls the launch of game balls. The payout control board 120 includes a payout control unit 121 that drives the payout device 100 to control the payout of game balls, and a launch control unit 122 that drives the launch device 26 to control the launch of game balls.
[0182] The payout control unit 121 includes a payout CPU 121a that performs arithmetic processing, a payout ROM 121b that stores a payout program, etc., a payout RAM 121c that serves as a work area during arithmetic processing, an input port for payout control, and an output port, etc. The payout CPU 121a receives an operating clock from a crystal oscillator (not shown) and reads out the payout control program stored in the payout ROM 121b, performs arithmetic processing related to the payout of game balls while utilizing the payout RAM 121c as a work area, controls the payout device 100, and transmits predetermined commands based on the results of the arithmetic processing to the main control board 110, the performance control board 130, etc.
[0183] The input port of the payout control unit 121 is connected to an open detection switch 31a, a tray full detection switch 32a, a payout ball detection switch 100a provided in the payout device 100, and a ball presence detection switch 101a provided in the game ball storage unit, etc., and the output port of the payout control unit 121 is connected to a payout motor 100b provided in the payout device 100.
[0184] When the payout control unit 121 receives a payout command from the main control board 110, it controls the payout motor 100b provided in the payout device 100 to drive the payout motor 100b to pay out a predetermined number of game balls, and when the payout ball detection switch 100a detects that the predetermined number of game balls have been paid out, it terminates the control of paying out the game balls.
[0185] The firing control unit 122 includes a control circuit, an input port, an output port, etc., which are not shown in the figure. The touch sensor 15a and the firing volume 15b are connected to the input port of the firing control unit 122, and the ball feed solenoid 11b and the firing solenoid 28b are connected to the output port of the firing control unit 122.
[0186] When the launch control unit 122 detects that the player's hand is touching the launch handle 15 based on a touch signal input from the touch sensor 15a, it allows current to flow to the ball feeding solenoid 11b and the launch solenoid 28b, and when it detects a change in the rotation angle of the launch handle 15 based on a detection signal from the launch volume 15b, it drives the ball feeding solenoid 11b and also drives the launch solenoid 28b so that the launch strength corresponds to the rotation angle of the launch handle 15, thereby launching the game ball.
[0187] The launch solenoid 28b is composed of a rotary solenoid, and the launch member 28 is directly connected to the rotating shaft, so that the rotation of the rotating shaft rotates the launch member 28 to launch the game ball A. The operation of the launch solenoid 28b is set to about 99.9 (times / min) from a frequency based on the output period of a crystal oscillator provided in the launch control unit 122, so the number of game balls launched in one minute is about 99.9 (pieces / min). In other words, a game ball is launched approximately every 0.6 seconds.
[0188] The performance control board 130 is a slave control board (slave control means) that controls the performance related to the game (performed in the gaming machine 1) based on the reception of the performance command from the main control board 110. The performance control board 130 is equipped with a sub-CPU 130a that performs arithmetic processing, a sub-ROM 130b in which a performance control program is stored, a performance control unit 130m that has a sub-RAM 130c that serves as a work area during arithmetic processing, a display control unit 140 that controls the first image display device 70 (main liquid crystal), the second image display device 71 (sub liquid crystal), and the sound output device 9 (speaker), etc., a lamp control unit 150 that controls the frame lighting device 10, the button drive device 17b, the board drive device 75, the board lighting device 76, etc., and input and output ports for performance control.
[0189] The sub-CPU 130a receives an operating clock from a crystal oscillator, reads out the game program stored in the sub-ROM 130b, and performs calculation processing related to the presentation while utilizing the sub-RAM 130c as a work area, thereby controlling (outputting data and commands) the various control units (display control unit 140, lamp control unit 150) to execute various presentations in accordance with commands received from the main control board 110 and input signals from the presentation button detection switch 17a and the cross key detection switch 19a.
[0190] The input port of the performance control board 130 is connected to the performance button detection switch 17a, the cross key detection switch 19a, and a button position detection sensor (not shown). When a performance button detection signal indicating that the performance button 17 has been operated is input from the performance button detection switch 17a, or when a cross key detection signal (up button detection signal, left button detection signal, down button detection signal, right button detection signal) indicating that the cross key 19 has been operated is input from the cross key detection switch 19a, the performance control board 130 performs processing to execute a performance according to the detection signal.
[0191] The display control unit 140 receives commands from the performance control unit 130m and controls the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) to display a specified image, and controls the audio output device 9 to output a specified sound.
[0192] The display control unit 140 includes an overall control unit 141 which performs overall control of image display and audio output based on reception of a performance control command from the performance control unit 130m, an image control unit 145 (VDP) which controls the first image display device 70 and the second image display device 71 based on reception of a display control command (display list) from the overall control unit 141, a CGROM 146 in which image data, etc. are stored, an audio control unit 148 (audio LSI) which controls the audio output device 9 based on reception of an audio control command from the overall control unit 141, and an audio ROM 149 in which audio data, etc. are stored.
[0193] The overall control unit 141 includes an overall CPU 141a that performs calculation processing, an overall ROM 141b in which an overall control program is stored, an overall RAM 141c that serves as a work area during calculation processing, and input / output ports to which an image control unit 145 (VDP) and an audio control unit 148 (audio LSI) are connected.
[0194] The overall CPU 141a receives an operating clock from a crystal oscillator, reads out an overall control program stored in the overall ROM 141b, and performs arithmetic processing related to the performance while using the overall RAM 141c as a work area. This performs control processing for generating display control commands (display lists) that instruct the performance images to be displayed on the first image display device 70 and the second image display device 71 and transmitting them to the display control unit 140, and control processing for generating audio control commands that instruct the performance sounds to be output from the audio output device 9 and transmitting them to the audio control unit 148 (audio LSI), etc.
[0195] The VRAM 143 provided in the image control unit 145 (VDP) has a display list storage area for temporarily storing the display list output from the overall control unit 141 (overall CPU 142a), a frame buffer area corresponding to the first image display device 70 (main LCD) and the second image display device 71 (sub LCD), and the like.
[0196] This frame buffer area is a storage area for drawing or displaying an image, and further includes a first frame buffer area and a second frame buffer area, which are alternately switched between a "drawing frame buffer" and a "display frame buffer" every time drawing starts.
[0197] Therefore, based on instructions (display list) from the overall control unit 141, the image control unit 145 (VDP) draws drawing data stored in CGROM 146 in the "drawing frame buffer" in the frame buffer area of the VRAM 147, reads the drawing data from the "display frame buffer" in the frame buffer area, generates video signals (RGB signals, etc.) based on the read drawing data, and outputs them to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display various images.
[0198] The image control unit 145 (VDP) receives an operating clock from a crystal oscillator, and divides the operating clock to generate synchronization signals (horizontal and vertical synchronization signals) for synchronizing with the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal), and outputs the signals to the first image display device 70 (main liquid crystal) and the second image display device 71 (sub-liquid crystal). In this embodiment, the frame rate of the image control unit 145 (VDP) is 30 fps (1 / 30 sec = about 33 ms) so that drawing (displaying an image) is performed 30 times per second, but it may be 60 fps (1 / 60 sec = about 16.6 ms) so that drawing (displaying an image) is performed 60 times per second.
[0199] The audio control unit 148 is connected to the audio output device 9, and controls the output of audio data, music data (BGM, SE), etc. from the audio output device 9 in accordance with the display of the first image display device 70 (main LCD) and the second image display device 71 (sub LCD) based on various performance data (including commands) transmitted from the performance control unit 130m.
[0200] The lamp control unit 150 includes a lamp CPU 150a that performs arithmetic processing, a lamp ROM 150b in which a lamp control program is stored, a lamp RAM 150c that serves as a work area during arithmetic processing, and input / output ports.
[0201] The lamp CPU 150a receives an operating clock from a crystal oscillator, reads out the lamp control program stored in the lamp ROM 150b, and performs calculations related to the performance while utilizing the lamp RAM 150c as a work area, thereby controlling (outputting data and commands) controlled devices such as various lighting devices and various driving devices to perform a specified performance in accordance with the performance instruction commands received from the performance control unit 130m.
[0202] The input / output ports of the lamp control unit are connected to the frame lighting device 10, the button driving device 17b, the board lighting device 76, and the sub-information display device 80, and based on various performance data (including commands) transmitted from the performance control unit 130m (sub-CPU 130a), it controls the lighting of various LEDs in the frame lighting device 10, the board lighting device 76, and the sub-information display device 80, and controls the driving of driving sources such as the motors and solenoids of the button driving device 17b and the board driving device 75.
[0203] The power supply board 160 generates a main power supply (operating power supply) required for the operation of the gaming machine 1 from a power supply supplied from outside the gaming machine 1, and supplies it to the gaming machine 1 (the main control board 110, the payout control board 120, the performance control board 130, and various electronic components). The power supply board 160 includes a power interruption detection circuit 162 that detects whether a power interruption (power outage) has occurred and outputs a power interruption detection signal to the main control board 110 based on the occurrence of a power interruption (power outage), and a backup power supply circuit 163 that supplies backup power to the main control board 110 when a power interruption (power outage) occurs.
[0204] The power supply board 160 also includes a power switch operable by a store clerk to switch between an ON state for supplying main power to the gaming machine 1 (main control board 110, payout control board 120, performance control board 130, and various electronic components) and an OFF state for stopping the supply, and when the power switch is turned ON, the supply of main power is started and the operation of the gaming machine 1 is started. Note that the supply of backup power to the main control board 110 is maintained even when the power switch is OFF.
[0205] The power interruption detection circuit 162 monitors the power supply voltage supplied to the gaming machine 1, and when the power supply voltage falls below a predetermined value, outputs a power interruption detection signal to the main control board 110. More specifically, when the power interruption detection signal becomes high level, the main CPU 110a enters an operable state, and when the power interruption detection signal becomes low level, the main CPU 110a enters an inoperable state.
[0206] The backup power circuit 163 is equipped with a capacitor that stores electricity when the gaming machine is energized, and when a power outage occurs, the backup power supply voltage stored in the capacitor is supplied to the main RAM 110c of the main control board 110. This allows the stored contents of the main RAM 110c and the payout RAM 121c to be retained even during a power outage, and the game control state can be restored to the state before the power outage (power outage) after recovery from the power outage (power outage). Note that a backup power supply may be supplied to the payout control board 120 and the performance control board 130.
[0207] (Explanation of game state) Next, the game state when the game progresses will be described. In this embodiment, there are a "low probability state" and a "high probability state" as states related to the jackpot determination of the special symbol, and there are a "non-time-saving state" and a "time-saving state" as states related to the movable member 48 of the second starting hole 47.
[0208] In this embodiment, the following three game states are provided. (1) Normal game state that is a "low probability state" and a "non-time-saving state" (low probability non-time-saving game state) (2) A time-saving game state that is both a "low probability state" and a "time-saving state" (low probability time-saving game state) (3) A probability-variant game state in which the game is both a "high probability state" and a "time-saving state" (high probability time-saving game state)
[0209] The gaming state when a game is started, that is, the initial gaming state of the gaming machine 1, is set to a "low-probability non-time-saving gaming state." In this embodiment, the "low-probability time-saving gaming state" and the "high-probability time-saving gaming state" are sometimes referred to as "specific gaming states" because they are gaming states that are more advantageous to the player than the normal gaming state.
[0210] In this embodiment, the "low probability state" refers to a gaming state in which the probability of winning a jackpot is set low, about 1 / 300, in the jackpot determination of a special symbol, which is performed on the condition that a gaming ball enters the first starting hole 45 or the second starting hole 47, when the setting value (of the jackpot probability in the jackpot determination), which is the stage of the advantageous degree of the game, is "1." In contrast, the "high probability state" refers to a gaming state in which the probability of winning a jackpot is improved compared to the low probability state, and when the setting value is "1," the probability of winning a jackpot is set high, about 1 / 60.
[0211] Specifically, there are four setting values, from "1" to "4". When the setting value is "1", the probability of winning a jackpot in a low probability state is approximately 1 / 300, and the probability of winning a jackpot in a high probability state is approximately 1 / 60. When the setting value is "2", the probability of winning a jackpot in a low probability state is approximately 1 / 295, and the probability of winning a jackpot in a high probability state is approximately 1 / 59. When the setting value is "3", the probability of winning a jackpot in a low probability state is approximately 1 / 290, and the probability of winning a jackpot in a high probability state is approximately 1 / 58. When the setting value is "4", the probability of winning a jackpot in a low probability state is approximately 1 / 285, and the probability of winning a jackpot in a high probability state is approximately 1 / 57.
[0212] Therefore, in the "high probability state", it is easier to win a jackpot than in the "low probability state". Also, the change from the low probability state to the high probability state occurs after the jackpot game described below is completed. Therefore, in this embodiment, the jackpot that triggers the transition to the high probability state is called a "variable jackpot". Also, the jackpot that triggers the transition to the low probability state is called a "normal jackpot".
[0213] In this embodiment, the "non-time-saving state" refers to a game state in which the average change time of the normal pattern corresponding to the winning lottery result, which is performed on the condition that the game ball has passed through the normal gate 44, is set longer than the "time-saving state", and the opening time of the second start hole 47 when a winning lottery is won is likely to be set shorter. For example, when a game ball passes through the normal gate 44, a winning lottery for the normal pattern is performed and the normal pattern is displayed on the normal pattern display 62, but the normal pattern is stopped and displayed, for example, 30 seconds after the start of the display. Then, if the lottery result is a winning lottery, the second start hole 47 is controlled to be in an open state for, for example, 0.2 seconds after the normal pattern is stopped and displayed.
[0214] In contrast, the "time-saving state" refers to a game state in which the average fluctuation time of the normal pattern corresponding to the lottery result is set to 0.5 seconds, which is shorter than the "non-time-saving state", in the winning lottery for the normal pattern, which is performed on the condition that the game ball has passed through the normal gate 44, and the opening time of the second start hole 47 when the winning is won is set to, for example, 2.5 seconds, which is longer than the "non-time-saving state". Furthermore, in the "non-time-saving state", the probability of winning in the winning lottery for the normal pattern is set low, for example, 1 / 128, and in the "time-saving state", the probability of winning in the winning lottery for the normal pattern is set high, for example, 127 / 128. Therefore, in the "time-saving state", when the game ball passes through the normal gate 44, the second start hole 47 is more easily controlled to the open state than in the "non-time-saving state". As a result, in the "time-saving state", it is possible for the player to advantageously proceed with the game in a state in which it is difficult to consume game balls.
[0215] The "time-saving game state" is defined as a normal time-saving game state which is controlled after the end of a jackpot game (via a jackpot game), which will be described later, and a special time-saving game state which is controlled (without going through a jackpot game) when the number of times that the special pattern has displayed a missing variation, which is executed after a predetermined condition is met (executing an RWM clear, clearing the number of variations based on the end of a jackpot game to 0), reaches a specified number of times (900 times in this embodiment).
[0216] In the embodiment, the "time-saving state" is set to be more advantageous than the "non-time-saving state" in terms of the normal symbol variation time, the opening time of the second start hole 47, and the winning probability of the normal symbol lottery, but the "time-saving state" may be set to be more advantageous in only one of the normal symbol variation time, the opening time of the second start hole 47, and the winning probability of the normal symbol lottery. In addition, in the non-time-saving state, the probability of winning in the normal symbol lottery may be, for example, 0 / 128.
[0217] In addition, in this embodiment, the probability of winning a jackpot when in a high probability state is 5 times (common regardless of the set value) the probability of winning a jackpot when in a low probability state, but the probability of determining a jackpot is not limited to 5 times, and may be set to any value such as 3 times or 8 times as long as it is less than 10 times.
[0218] In addition, in this embodiment, the small prize, which is less advantageous to the player than the big prize, is not won in the big prize judgment, but for example, the small prize may be won with a probability of about 1 / 100. In this case, it is preferable to make the small prize probability the same regardless of whether the set value is "1" to "4".
[0219] Also, the larger the set value, the more advantageous it is for the player (the higher the probability of winning the jackpot), but conversely, the smaller the set value, the more advantageous it is for the player (the higher the probability of winning the jackpot).
[0220] Also, the probability of determining a jackpot in a low probability state and / or a high probability state may be the same for all set values (1-4), or the probability of determining a jackpot in a low probability state and / or a high probability state may be the same for two or three set values (1 and 2, 1-3, etc.). Also, the set values in this embodiment are four levels, 1-4, but are not limited to four levels and may be more or less than four levels (for example, one level).
[0221] In addition, the time-saving game state includes a normal time-saving game state and a special time-saving game state, but when a special miss different from a normal miss is won as a result of the big win determination process, and the special miss special pattern is stopped and displayed as a result of the special pattern variable display, the special time-saving game state may be generated for a predetermined period of time (for example, until the special pattern variable display is executed 100 times). Various controls in the special time-saving game state may be made to conform to those in the special time-saving game state.
[0222] Next, various tables stored in the main ROM 110b will be described in detail with reference to FIGS.
[0223] (Jackpot Judgment Table) Figure 10(a) is a jackpot determination table for a first special pattern for determining (jackpot determination) special pattern determination information obtained based on the entry (sinking) of a gaming ball into the first starting hole 45, and Figure 10(b) is a jackpot determination table for a second special pattern for determining (jackpot determination) special pattern determination information obtained based on the entry (sinking) of a gaming ball into the second starting hole 47.
[0224] As shown in Figures 10(a)-(b), the jackpot determination table corresponds the current setting value, the current probability state, a random number value for jackpot determination, and a jackpot determination result (jackpot, miss), and for reference, the approximate probability of winning in the case of a "jackpot" is listed in the rightmost column.
[0225] The main CPU 110a refers to the jackpot determination table for the first special pattern shown in FIG. 10(a) or the jackpot determination table for the second special pattern shown in FIG. 10(b), and determines whether it is a "jackpot" or a "miss" based on the current setting value, the probability state, and the random number value for jackpot determination.
[0226] For example, according to the jackpot determination table for the first special symbol shown in Fig. 10(a), when the set value is "1" and the game is in a normal game mode, 200 random numbers for jackpot determination from "100" to "299" are determined as "jackpots." And, the random numbers for jackpot determination other than those determined as jackpots are determined as "misses."
[0227] The special symbol determination information acquired based on the winning of the game ball into the first starting hole 45 is stored in the first special symbol determination information reserve memory area of the main RAM 110c, and the special symbol determination information acquired based on the winning of the game ball into the second starting hole 47 is stored in the second special symbol determination information reserve memory area of the main RAM 110c. When a jackpot determination is performed, the special symbol determination information stored in the first special symbol determination information reserve memory area or the second special symbol determination information reserve memory area is shifted to the special symbol determination information storage area of the main RAM 110c, and the jackpot determination is performed using the shifted special symbol determination information.
[0228] In addition, the first special pattern determination information reservation storage area is divided into a first storage section to a fourth storage section, and the reservation icons corresponding to the special pattern determination information stored in these first storage section to fourth storage section are displayed in the first display section 70B1 to the fourth display section 70B4 of the first reservation icon display area 70B, respectively. The second special pattern determination information reservation storage area is divided into a first storage section to a fourth storage section, and the reservation icons corresponding to the special pattern determination information stored in these first storage section to fourth storage section are displayed in the first display section 70D1 to the fourth display section 70D4 of the second reservation icon display area 70D, respectively.
[0229] (Special symbol determination table) FIG. 11(a) is a special pattern determination table for a jackpot for determining the type of special pattern when a jackpot is determined, and FIG. 11(b) is a special pattern determination table for a miss for determining the type of special pattern when a miss is determined.
[0230] As shown in Figures 11(a) to (b), the special pattern determination table associates the type of special pattern to be stopped, a random number value for special pattern determination, a determination result of the special pattern, stop special pattern data corresponding to the determination result, and a special pattern designation command corresponding to the determination result.
[0231] The special symbols "00" and "10" are the losing symbols that do not trigger a jackpot game. The special symbols "01" and "04" are the jackpot special symbols that trigger the first jackpot game, the special symbols "02" and "05" are the jackpot special symbols that trigger the second jackpot game, and the special symbol "03" is the jackpot special symbol that triggers the third jackpot game.
[0232] In the "first jackpot game", the big prize winning hole 50 is opened for a maximum of 29.5 seconds, and then the big prize winning hole 50 is closed for 2 seconds in a round game that is executed up to 6 times. In the round game, if a specified number of game balls (for example, 10 balls) enter the big prize winning hole 50 even before the opening time has elapsed, one round game ends. After the first jackpot game ends, the game is set to a normal time-saving game state (low-probability non-time-saving game state) until the variable display of the second special symbol is performed 50 or 100 times.
[0233] In the "second jackpot game", the big prize winning port 50 is opened for a maximum of 29.5 seconds, and then the big prize winning port is closed for 2 seconds. This round game is executed up to 10 times. After the second jackpot game ends, the game is set to a probability variable game state (high probability time-saving game state) until the variable display of the second special symbol is performed 10,000 times. Therefore, the probability of winning the jackpot in the high probability game state is almost certain to be the next jackpot.
[0234] In the "third jackpot game", the second jackpot opening 56 is opened for a maximum of 29.5 seconds, and then the round game in which the second jackpot opening is closed for 2 seconds is executed up to 4 times. After the third jackpot game ends, the game is set to a probability variable game state (high probability time-saving game state) until the variable display of the second special symbol is performed 10,000 times. Therefore, the probability of winning the jackpot in the high probability game state is almost certain to be the next jackpot.
[0235] Although one losing special symbol is associated with each of the first special symbol and the second special symbol, multiple losing special symbols may be associated with at least one of the first special symbol and the second special symbol.
[0236] The main CPU 110a refers to a special pattern determination table shown in any one of Figures 11(a) to (b), and determines the type of special pattern, the stopped special pattern data, and the special pattern designation command based on the type of special pattern to be stopped and the random number value for special pattern determination, and transmits the special pattern designation command to the performance control board 130.
[0237] The first feature of the special symbol determination table shown in Figure 11 is that the types of the big win special symbols and the types of the losing special symbols are the same and do not change depending on the setting value. This makes it possible for players to play with confidence without making the game complicated.
[0238] The second feature of the special symbol determination table shown in Fig. 11 is that the selection ratio of each special big win symbol and the selection ratio of each losing symbol are constant and do not change depending on the setting value. By doing so, the player's advantage does not change drastically depending on the setting value, and the player can play with peace of mind.
[0239] (Normal special chart variation pattern determination table) FIG. 12 is a diagram showing an example of a normal special symbol variation pattern determination table that is referred to when determining the variation pattern of the special symbol in the normal game state.
[0240] Specifically, Figure 12(a) is a normal special pattern change pattern determination table 1 which is referenced when executing a change display of a basic special pattern in a normal game state, and Figure 12(b) is a normal special pattern change pattern determination table 2 which is referenced when executing a change display corresponding to the remaining reserved number of the second special pattern at the end of the special time-saving game state when transitioning from the special time-saving game state to the normal game state.
[0241] (Special chart fluctuation pattern judgment table for special / normal time reduction) FIG. 13 is a diagram showing an example of a special symbol change pattern determination table for the ...
[0242] Specifically, Figure 13(a) is special pattern change pattern determination table 1 for special bonus / normal time-saving play that is referenced when executing a basic special pattern change display in special bonus play state or normal time-saving play state, and Figure 13(b) is special pattern change pattern determination table 2 for normal time-saving play that is referenced when executing a final special pattern change display in normal time-saving play state.
[0243] (Special chart fluctuation pattern determination table for special time reduction) FIG. 14 is a diagram showing an example of a special symbol change pattern determination table for special time-saving which is referred to when determining the change pattern of the special symbol in the special time-saving game state.
[0244] Specifically, Figure 14(a) is a special chart change pattern determination table 1 for special time-saving which is referenced when executing a change display of a special pattern when there is no jackpot history information in the main RAM 110c, Figure 14(b) is a special chart change pattern determination table 2 for special time-saving which is referenced when there is jackpot history information in the main RAM 110c and executing a change display of a special pattern that will be the beginning of a special time-saving play state, Figure 14(c) is a special chart change pattern determination table 3 for special time-saving which is referenced when there is jackpot history information in the main RAM 110c and executing a change display of a special pattern before the end of the special time-saving play state, and Figure 14(d) is a special chart change pattern determination table 4 for special time-saving which is referenced when there is jackpot history information in the main RAM 110c and executing a change display of a special pattern that will be the final time of a special time-saving play state.
[0245] As shown in Figures 12 to 14, the special pattern change pattern determination table associates the type of special pattern (starting hole) that displays the change, the result of a jackpot determination, the result of the special pattern determination (stop special pattern data), a random number value for reach determination, the number of first special patterns reserved (U1) or the number of second special patterns reserved (U2), a random number value for determining the special pattern change pattern, the special pattern change pattern as the determination result, the change time of the special pattern, and a special pattern change pattern designation command that indicates the special pattern change pattern.
[0246] Therefore, the "special pattern change pattern" can be said to be something that can specify the type of special pattern, the result of the jackpot determination, the kind of special pattern, and the change time of the special pattern.
[0247] The main CPU 110a refers to the special symbol change pattern determination table shown in Figures 12 to 14, and determines the special symbol change pattern based on the jackpot determination result, the special pattern determination result (stop special symbol data), the random number value for reach determination, the first special symbol reserved number (U1) or the second special symbol reserved number (U2), and the random number value for special symbol change pattern determination, and transmits a special symbol change pattern designation command corresponding to the special symbol change pattern to the performance control board 130.
[0248] In addition, as described below, the performance control board 130 determines the content (performance mode) of the variable performance involving the variable display of the performance pattern 70a in accordance with a variable pattern designation command (jackpot determination result, special pattern determination result, etc.), and therefore, for reference, the rightmost column of the special pattern determination table shown in Figures 12 to 14 lists the performance contents that can be executed in the variable performance.
[0249] The performance contents shown in the fluctuation pattern determination table shown in Figures 12 to 14, namely "normal fluctuation," "shortened fluctuation," and "ultra-shortened fluctuation," mean that the three performance patterns 70a fluctuate independently at high speed and stop without reaching a reach.
[0250] In addition, "reach" means a variation mode that makes the player expect a big win game to be executed, such as a part of the combination of the performance symbols 70a that notify a big win temporarily stopping and other performance symbols 70a changing. For example, when a combination of three performance symbols 70a of "777" is set as a combination of the performance symbols 70a that notify a big win, the same performance symbols 70a temporarily stop at "7" in the left and right areas, and the remaining performance symbols 70a change in the center area.
[0251] In addition, "temporary stop" refers to a state in which the performance pattern 70a slightly shakes or deforms slightly, making it appear to the player that the performance pattern 70a is stopped (but is not completely stopped).
[0252] In addition, a "normal reach" refers to a reach effect in which the same performance pattern 70a temporarily stops in the left and right areas, and the remaining performance pattern 70a changes in the central area, and this is the reach effect with the lowest expectation of a jackpot.
[0253] Also, "SP reach" and "special SP reach" are super reach effects that have a higher expectation of a jackpot than normal reach, and are executed after an advanced effect is executed from the normal reach effect. For example, the two effect patterns 70a shrink and move to the corners of the first image display device 70, and a special reach effect is executed using almost the entire display area of the first image display device 70. Note that the "special SP reach" executes a more special effect than the "SP reach".
[0254] Also, "SPSP reach" and "SPSP "7" reach" are special reach effects that have a higher expectation of a jackpot than a super reach, and are executed after a normal reach effect or a super reach effect. For example, an extension effect is executed from a normal reach effect, and then the three effect symbols 70a shrink and move to the corners of the first image display device 70, and a reach effect that is more special than an "SP reach" is executed using almost the entire display area of the first image display device 70. In an "SPSP reach", a reach effect is executed with effect symbols 70a other than "7", and in an "SPSP "7" reach", a reach effect is executed with the "7" symbol.
[0255] In addition, the "full rotation reach" is a reach that guarantees a jackpot, and is executed after a normal reach performance. For example, a development performance is executed from a normal reach performance, and then the three performance patterns 70a all fluctuate at a low speed while being the same, and a more special reach performance (a reach performance that guarantees a jackpot) than the "SPSP reach" or "SPSP "7" reach" is performed using almost the entire display area of the first image display device 70.
[0256] In addition, a "Revival Fluctuation (Hit)" is an effect in which a revival effect is performed suggesting that a jackpot has been hit and that the player will be resurrected to a specific game state that is advantageous to the player, and is executed without going through a reach after an end notification effect is performed suggesting the end of a specific game state that is advantageous to the player after transitioning from a special time-saving game state to a normal game state.
[0257] "Chance performance change (win)" is a change performance in which a chance performance that suggests a chance to win a big win game is executed, and is executed without going through a reach. For example, after the text image "Chance approaching" is displayed on the first image display device 70, a performance is executed in which three performance symbols 70a are displayed in a line.
[0258] The "result change" is a presentation in which, in the final change display of the normal time-saving game state, a result display is made to display the results of the game during a series of advantageous periods during which the time-saving game state continues, triggered by a jackpot game from the normal game state, so-called the first win. Note that the result display may be made not from the first win, but from a series of advantageous periods during which a state advantageous to the player continues.
[0259] "Result revival change (win)" refers to a revival effect that suggests a jackpot has been hit and the player will be resurrected to a specific game state that is favorable to the player, and is executed without going through a reach after the result display is shown in the final change display of the normal time-saving game state.
[0260] "(Thrust) ~ Change" indicates that if it is the first change of the special time-shortened game state, a short entry effect is performed that suggests entry into the special time-shortened game state in a relatively short period of time (for example, 2 seconds), and if it is not the first change of the special time-shortened game state, no short entry effect is performed.
[0261] A "long entry effect change" is a change pattern that occurs when a long entry effect is performed during the first change of the special time-saving game state, suggesting entry into the special time-saving game state for a relatively long period of time (for example, 6 seconds). This change pattern is specifically for the first change of the special time-saving game state when there is a history of jackpot wins.
[0262] The "instant win variation (win)" is a presentation that notifies the player of a favorable result (jackpot) without going through a reach, and ultimately produces a presentation in which the three presentation patterns 70a are displayed in a line.
[0263] An "end suggestion change" is a display that notifies the player that a special time-saving game state is coming to an end, and is executed during the final change display of a special time-saving game state that has a jackpot history.
[0264] An "end suggestion revival change (hit)" is a revival effect that suggests a jackpot will be hit and a revival to a specific game state that is advantageous to the player, and is executed without going through a reach after the end notification effect has started in the final change display of the special time-saving game state.
[0265] In addition, when the changing display of the first special pattern is executed in the normal game state, the "instant win change" is not executed, but the "instant win change" may be executed even when the changing display of the first special pattern is executed.
[0266] The first feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that during the variation display that is the final round of the normal time-saving game state (series of advantageous periods), a variation performance in which the result is displayed is executed. By doing so, it is possible to allow the player to confirm the results of the game during the series of advantageous periods, and it is possible to increase the interest of the game.
[0267] The second feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that during the variation display that is the final round of the special time-saving game state, the result display is not performed and an end notification performance is performed. By doing so, even though a big win game has not been executed, the results of the game during a series of advantageous periods are displayed, which prevents the player from becoming dissatisfied and increases the interest of the game.
[0268] The third feature of the special pattern variation determination table shown in Figures 12 to 14 is that different special pattern variation determination tables are used for the normal time-saving game state and the special time-saving game state. By doing so, even if the game is in the same time-saving game state, the presentation contents of the normal time-saving game state and the special time-saving game state can be made different, which makes it possible to improve the interest of the game.
[0269] The fourth feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that, in the variation display during the special time-saving game state, different special chart variation pattern determination tables are used depending on the presence or absence of a jackpot history (RWM clear). By doing so, the performance content during the variation display during the special time-saving game state can be made different depending on the presence or absence of a jackpot history, which makes it possible to improve the interest of the game.
[0270] The fifth feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that, in the first variation during the special time-saving game state, a different special chart variation pattern determination table is used depending on the presence or absence of a jackpot history (RWM clear). By doing so, the performance content during the first variation display in the special time-saving game state can be made different depending on the presence or absence of a jackpot history, making it possible to improve the interest of the game.
[0271] The sixth feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that, in the initial variation during the special time-saving game state, the number of special chart variation patterns determined when there is no jackpot history is greater than the number of special chart variation patterns when there is a jackpot history (RWM clear). By doing this, the content of the presentation during the initial variation display during the special time-saving game state can be made different depending on the presence or absence of a jackpot history, making it possible to improve the interest of the game.
[0272] The seventh feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that when the first variation during a special time-saving game state with a jackpot history (RWM clear) is a miss, a special chart variation pattern is determined for the first time. By doing so, a special performance (long entry performance) can be performed during the first variation during the special time-saving game state, making it possible to improve the interest of the game.
[0273] The eighth feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that in the final variation during the special time-saving game state, different special chart variation pattern determination tables are used depending on the presence or absence of a jackpot history (RWM clear). By doing so, the performance content during the final variation display in the special time-saving game state can be made different depending on the presence or absence of a jackpot history, making it possible to improve the interest of the game.
[0274] The ninth feature of the special chart change pattern determination table shown in Figures 12 to 14 is that, in the final change during the special time-saving game state, the number of special chart change patterns determined when there is no jackpot history is greater than the number of special chart change patterns when there is a jackpot history (RWM clear). By doing this, the performance content during the final change display during the special time-saving game state can be made different depending on whether there is a jackpot history, making it possible to improve the interest of the game.
[0275] The tenth feature of the special chart variation pattern determination table shown in Figures 12 to 14 is that when the final variation during a special time-saving game state with a jackpot history (RWM clear) is a miss, a special chart variation pattern is determined for the final round. By doing so, a special performance (end suggestion performance) can be performed during the final variation during the special time-saving game state, making it possible to increase the interest of the game.
[0276] The eleventh feature of the special symbol variation pattern determination table shown in Fig. 12 to Fig. 14 is that, in the special time-saving game state, when the miss variation display (second variation display) of the second special symbol is executed, the number of types of special symbol variation patterns (variation display patterns) that are determined (executed) is greater than when the miss variation display (first variation display) of the first special symbol is executed. By doing so, it is possible to induce the player to perform the variation display of the second special symbol that is advantageous to the player in the special time-saving game state, and it is possible to improve the interest of the game.
[0277] The twelfth feature of the special symbol variation pattern determination table shown in Figures 12 to 14 is that the average variation time of the special symbols (mainly the second special symbols) during the time-saving game state is longer than the average variation time of the normal symbols during the time-saving game state. By doing so, even in the time-saving game state in which the average variation time of the special symbols is shorter than in the normal game state, the second reserved memory is more likely to accumulate, and the variation display of the special symbols is speedily executed, making it possible to improve the interest of the game.
[0278] (Pre-judgment table) Figure 15(a) is a diagram showing an example of a pre-judgment table for the non-time-saving state for pre-judging (reading ahead) special chart judgment information obtained based on the winning of a game ball into the first starting hole 45 during the non-time-saving state, and Figure 15(b) is a diagram showing an example of a pre-judgment table for the time-saving state for pre-judging (reading ahead) special chart judgment information obtained based on the winning of a game ball into the second starting hole 47 during the time-saving state.
[0279] As shown in Figure 15, the pre-determination table associates the type of special pattern (starting hole), a jackpot determination result, a special pattern determination result, a random number value for reach determination, a random number value for special pattern fluctuation pattern determination, a planned special pattern fluctuation pattern as the determination result, and a look-ahead designation command indicating the planned special pattern fluctuation pattern.
[0280] Therefore, the "special symbol planned change pattern" can be said to be capable of identifying the type of special symbol, the result of the jackpot determination, the type of special symbol, and the special symbol change pattern planned to be executed.
[0281] The main CPU 110a refers to the pre-determination table shown in Figure 15, and determines the planned special chart variation pattern based on the random number value for determining a jackpot, the random number value for determining a special pattern, the random number value for determining a reach, and the random number value for determining a special chart variation pattern, and transmits a look-ahead designation command corresponding to the planned special chart variation pattern to the performance control board 130.
[0282] (Game Status Setting Table) FIG. 16 is a diagram showing an example of a game state setting table for setting the game state after the end of a big win game.
[0283] As shown in FIG. 16, the game status setting table associates the stopping special symbol data of the jackpot special symbol, the game status information at the time of winning the jackpot, the game status flags to be set (a time-saving flag indicating that the game is in a time-saving state, and a high-probability flag indicating that the game is in a high-probability state), a first time-saving number of times (J1) which is the number of times the first special symbol will change to end the time-saving game state, a second time-saving number of times (J2) which is the number of times the second special symbol will change to end the time-saving game state, and a third time-saving number of times (J3) which is the number of times the combined first special symbol and second special symbol will change to end the time-saving game state.
[0284] The first feature of the game state setting table shown in Fig. 16 is that there is a jackpot game (first jackpot game) in which the second time-saving number of times (J2) set when executed in the time-saving state is greater than the second time-saving number of times (J2) set when executed in the normal game state. In this way, the second time-saving number of times (J2) set can be made different depending on the type of jackpot game, improving the gameplay and making the game more interesting.
[0285] A second feature of the game status setting table shown in Figure 16 is that three types of time-saving counts are set, so that regardless of whether the first special pattern changing display or the second special pattern changing display is executed during the time-saving state, the time-saving state ends at an appropriate count, so that a fair time-saving state can be provided among players, thereby making it possible to increase interest in the game.
[0286] Next, the progress of the game in the gaming machine 1 will be described with reference to a flowchart.
[0287] (Main processing of the main control board) The main processing of main control board 110 will be described with reference to Fig. 17. Fig. 17 is a flowchart showing the main processing of main control board 110. This main processing is performed when a system reset, which occurs when power supply voltage is supplied from power supply board 160, is input to main CPU 110a.
[0288] First, the main CPU 110a prohibits all interrupts in step S1, performs CPU initial settings such as setting built-in registers in step S2, and performs startup waiting processing for other boards in step S3. Specifically, it waits for one second for the payout control board 120 and the performance control board 130 to start up so that no commands from the main control board 110 are missed.
[0289] In step S4, the main CPU 110a permits access to the RWM area of the main RAM 110c, and in step S5, transmits a launch permission designation command to the payout control board 120. This causes the payout control unit 121 to perform processing for permitting the launching device 26 to launch game balls.
[0290] In step S6, the main CPU 110a judges whether or not a backup flag indicating that the power supply has been restored is saved in the game RWM area of the main RAM 110c. If the backup flag is saved, the process proceeds to step S7 assuming that the power supply has been restored, and if the backup flag is not saved, the process proceeds to step S8 assuming that the power supply has been turned on for the first time.
[0291] In step S7, the main CPU 110a calculates a checksum (abnormality determination data) of the game RWM area (excluding the setting value area) of the main RAM 110c.
[0292] In step S8, the main CPU 110a judges whether or not a setting change operation has been performed. Specifically, it judges whether or not the setting key switch 112a and the RWM clear switch 111a are in the ON state. If a setting change operation has been performed, the process proceeds to step S9 to transition to the setting change mode, and if no setting change operation has been performed, the process proceeds to step S10.
[0293] The main CPU 110a performs a setting change process in step S9. Specifically, the main CPU 110a displays a status confirmation display indicating that the setting is being changed or confirmed on the status confirmation display 68, displays the current setting value saved in the setting value area of the game RWM area on one 7-segment LED of the information display 113, and transmits a setting change designation command to the performance control board 130.
[0294] Furthermore, each time the RWM clear switch 111a is operated, the setting value is changed (updated) within the range of "1" to "4", and the updated setting value is displayed on the 7-segment LED. When a setting confirmation operation is performed in which the setting key switch 112a changes from the ON state to the OFF state, the setting value is considered to be confirmed and the changed (updated) setting value is saved in the setting value area, the display of the setting value on the information display 113 is terminated, the status confirmation display on the status confirmation display 68 is terminated, and processing is performed to end the setting change mode.
[0295] In addition, the performance control board 130 that has received the setting change designation command performs processing to execute a setting change notification to notify that the setting value is being changed. Specifically, a setting change in progress screen indicating that the setting value is being changed is displayed on the image display devices 70, 71, and the frame lighting device 10 and board lighting device 76 are all lit up in a predetermined light color (for example, white) throughout the setting change. In addition, a setting change notification sound indicating that the setting is being changed ("setting is being changed") may be output from the audio output device 9.
[0296] In step S10, the main CPU 110a judges whether the checksum is normal. Specifically, it judges whether the checksum saved in the gaming RWM area matches the checksum calculated in step S7. If the checksum is normal (there is no abnormality in the data in the gaming RWM area), the process proceeds to step S11. If the checksum is not normal (there is an abnormality in the data in the gaming RWM area), the process proceeds to step S12 since the control state before the power cut cannot be restored normally.
[0297] If the backup flag has not been saved, that is, when the power is turned on for the first time, the checksum is determined to be abnormal.
[0298] In step S11, the main CPU 110a determines whether the set value in the set value area is within the appropriate range (here, 1 to 4). If it is determined that the set value in the set value area is within the appropriate range, the process proceeds to step S13, and if it is determined that the set value in the set value area is not within the appropriate range, the process proceeds to step S12.
[0299] The main CPU 110a performs an irrecoverable error process in step S12. Specifically, the main CPU 110a displays error information "E" indicating an irrecoverable error on the information display 113, transmits an irrecoverable error designation command indicating that an irrecoverable error has occurred to the performance control board 130, sets interrupt inhibition to inhibit timer interruption, clears the output port, and then outputs an irrecoverable error signal (security signal) indicating the occurrence of an irrecoverable error from the security signal terminal of the game information output terminal board 90, and performs a process of waiting until the power supply is completely cut off. As a result, the performance control board 130 performs a process for executing an irrecoverable error notification.
[0300] An "irrecoverable error" is an error state in which game control is no longer performed (there is no transition to game control), and is designed to not be released unless a setting change process is executed. Therefore, when an irrecoverable error occurs, the error will not be released even if the power switch provided on the power supply board 160 is turned OFF and then turned ON without a setting change operation, and the power switch must be turned ON with a setting change operation. During an irrecoverable error, the presence or absence of signal input from various input devices (various switches, various sensors) is not monitored at all.
[0301] Incidentally, the "irrecoverable error" is not cleared unless a setting change process is executed, but it may also be cleared when an RWM clear is executed without a setting change process.
[0302] An "irrecoverable error notification" is a notification to make the user aware that an irrecoverable error has occurred, and involves displaying an irrecoverable error screen on the image display devices 70, 71 ("This is an irrecoverable error. Please change the settings"), lighting the frame lighting device 10 and the board lighting device 76 in a specified light color (for example, red) until the power is turned off, and outputting an irrecoverable error sound from the audio output device 9 ("This is an irrecoverable error" + buzzer sound) indicating that an irrecoverable error has occurred until the power is turned off. The audio output device 9, the frame lighting device 10, the image display devices 70 and 71, and the board lighting device 76 may be collectively referred to as the "performance device."
[0303] In step S13, the main CPU 110a judges whether or not an RWM clear operation has been performed. Specifically, it judges whether or not the RWM clear switch 111a is in an ON state. If an RWM clear operation has been performed, the process proceeds to step S14 to execute RWM clear, and if an RWM clear operation has not been performed, the process proceeds to step S16.
[0304] The main CPU 110a performs an RWM clear process in step S14. Specifically, the main CPU 110a performs a process for initializing the control state of the game (initializing the game RWM region other than the set value region).
[0305] In step S15, the main CPU 110a transmits a power-on command indicating that the game control state has been initialized and the current game state (here, the low probability non-time-limited game state as the normal game state) to the payout control board 120 and the performance control board 130, and moves the process to step S21. As a result, the performance control board 130 performs a process for executing the power-on notification.
[0306] The "power-on notification" is a notification to make the player aware that the game control state has been initialized, and involves displaying the initial screen (background image and initial performance pattern "135") when power is turned on on the image display devices 70, 71, lighting the frame lighting device 10 and board lighting device 76 in a predetermined light color (e.g., red) for a predetermined period of time (e.g., 60 seconds), and outputting a power-on notification sound ("RWM has been cleared" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g., 30 seconds) indicating that the RWM area has been initialized. In addition, in the power-on notification, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the RWM has been cleared may be displayed on the image display devices 70 and 71.
[0307] In step S16, the main CPU 110a judges whether or not a setting check operation has been performed. Specifically, it judges whether or not the setting key switch 112a is in the ON state. If a setting check operation has been performed, the process proceeds to step S17 to transition to a setting check mode, and if no setting check operation has been performed, the process proceeds to step S18 to return the game control state to the state before the power was turned off.
[0308] The main CPU 110a performs a setting confirmation process in step S17. Specifically, the main CPU 110a displays a status confirmation display indicating that the setting is being changed or confirmed on the status confirmation display 68, displays the current setting value saved in the setting value area of the game RWM area on one 7-segment LED of the information display 113, and transmits a setting confirmation designation command to the performance control board 130.
[0309] Furthermore, when a confirmation termination operation is performed in which the setting key switch 112a is changed from the ON state to the OFF state, the display of the setting value on the information display 113 is terminated, and the status confirmation display on the status confirmation display 68 is terminated, and processing is performed to terminate the setting confirmation mode.
[0310] In addition, the performance control board 130 that has received the setting check designation command performs processing to execute a setting check notification to notify that the setting check is being performed. Specifically, a setting check screen indicating that the setting check is being performed is displayed on the image display devices 70, 71, and the frame lighting device 10 and the board lighting device 76 are all lit up in a predetermined light color (for example, white) during the setting check. In addition, a setting check notification sound indicating that the setting check is being performed ("The setting value is being checked") may be output from the audio output device 9.
[0311] In step S18, the main CPU 110a clears (clears to 0) the backup flag and checksum saved in the game RWM area, and sets the game RWM area when the power is restored. This causes the game progress state (control state) to return (restore) to the state before the power is cut off, making it possible to resume the game from the state before the power is cut off.
[0312] In step S19, the main CPU 110a transmits a power restoration command indicating that the game control state has been restored and the game state before the power outage to the performance control board 130. As a result, the performance control board 130 performs processing to terminate the setting confirmation notification, etc., which will be described later, and execute the power restoration notification.
[0313] A "power restoration notification" is a notification to make the player aware that the game control state has returned to the state it was in before the power was cut off, and involves displaying the initial screen at the time of power restoration (background image and initial performance pattern "135") on the image display devices 70, 71, lighting up the frame lighting device 10 and board lighting device 76 in a predetermined light color (e.g. blue) for a predetermined period of time (e.g. 60 seconds), and outputting a power restoration notification sound ("Power has been restored" + buzzer sound) from the audio output device 9 for a predetermined period of time (e.g. 30 seconds) indicating that power has been restored (from a power outage). In addition, in notifying the restoration of power supply, instead of displaying the initial screen on the image display devices 70 and 71, a display notifying that the power supply has been restored may be displayed on the image display devices 70 and 71.
[0314] In step S20, the main CPU 110a transmits other commands (a special reserved number designation command indicating the first special reserved number (U1) and the second special reserved number (U2), a regular reserved number designation command indicating the regular reserved number (G), etc.) to the performance control board 130. This allows the performance control board 130 to grasp the special reserved number and the regular reserved number, and performs processing to display the first reserved icon and the second reserved icon on the first image display device 70.
[0315] In step S21, the main CPU 110a transmits a setting value designation command to the performance control board 130. This allows the performance control board 130 to grasp the current setting value. This setting value designation command may be transmitted to the performance control board 130 before the power-on designation command or the power-restoration designation command is transmitted. The setting value designation command may also be transmitted each time the variable display of the special pattern starts, or each time a big win game starts.
[0316] In step S22, the main CPU 110a starts a CTC (Counter Timer Circuit) for generating a timer interrupt (4 milliseconds), and in step S23, enables all interrupts.
[0317] In step S24, the main CPU 110a performs a process of updating the random number value for reach determination and the random number value for special pattern determination, which are used to determine the fluctuation mode (fluctuation time) of the special pattern, and in step S25, performs an initial value random number value update process to update the initial value random number value for jackpot determination, the initial value random number value for special pattern determination, the initial value random number value for hit determination, and the initial value random number value for normal pattern determination.
[0318] Next, the main CPU 110a determines whether or not a power interruption (power failure) has occurred in step S26. Specifically, it determines whether or not a power interruption detection signal has been input from the power interruption detection circuit of the power supply board 160, and if the power interruption detection signal has not been input, the process proceeds to step S24, and if the power interruption detection signal has been input, the process proceeds to step S27.
[0319] In step S27, the main CPU 110a sets an interrupt prohibition to prohibit timer interrupts, in step S28, performs processing to clear the output port, in step S29, performs processing to calculate a checksum (abnormality determination data) of the game RWM area (excluding the set value area) of the main RAM 110c and saves it in the game RWM area, in step S30, performs processing to save a backup flag in the game RWM area of the main RAM 110c, in step S31, performs processing to prohibit RAM access, and waits until the supply of power supply voltage is completely cut off.
[0320] In this way, since multiple conditions (operations) are set for setting change operations, settings cannot be changed easily, which makes it possible to suppress fraudulent activities and improve the security of the gaming machine.
[0321] In addition, by setting more conditions (operations) for the setting change operation than for the RWM clear operation or the setting check operation, it is possible to increase security for setting changes, an event which is the most prone to fraudulent activity, and to effectively prevent fraudulent activity.
[0322] Furthermore, if the checksum is abnormal, an unrecoverable error process is executed to stop the progress of the game, thereby preventing the gaming machine from performing unexpected operations that cause inconvenience to gaming facilities and players, thereby improving the reliability of the gaming machine.
[0323] Furthermore, if the value in the setting value area is not within the appropriate range, that is, if there is a possibility that the previous power outage occurred while the settings were being changed, an unrecoverable error process is executed and game progress is halted even if the checksum is normal. This prevents game play from progressing with a setting value that was not intended by the gaming facility, thereby improving the reliability of the gaming machine.
[0324] Furthermore, during a setting change (in setting change mode) or during setting confirmation (in setting confirmation mode), it is possible to know that a setting change is being performed by checking the status confirmation indicator 68, the image display devices 70 and 71, the frame lighting device 10, and the board lighting device 76 on the front (front side) of the gaming machine 1, and it is possible to know that a setting change is being performed by checking the information display 113 on the back (rear side). In other words, it is possible to know whether a setting change is being performed or not from either the front (front side) or the rear (rear side) of the gaming machine 1.
[0325] In addition, the condition for the setting change operation, the RWM clear operation, and the setting confirmation operation may include that the open detection switch 31a is in the ON state. By doing so, the number of conditions increases, so that it is possible to suppress fraudulent acts and further improve the security of the gaming machine.
[0326] Furthermore, if it is determined that there is no backup flag (this is the first time the power is turned on) and that no setting change operation has been performed, then if the checksum is determined to be abnormal in step S10, an irrecoverable error process is executed; however, at the point in time when it is determined that there is no backup flag, the game program may initialize (clear to 0) the game RWM area, save the initial value "1" in the setting value area, and move the process to step S13.
[0327] Furthermore, if it is determined that there is a backup flag (power has been restored) and that no setting change operation has been performed, if the checksum is determined to be abnormal in the subsequent step S10, an irrecoverable error process is executed; however, at the point in time when it is determined that the checksum is abnormal, the game program may initialize (clear to 0) the game RWM area, save the initial value "1" in the setting value area, and move the process to step S13.
[0328] In addition, the power-on command and power restoration command are transmitted including information indicating the current game status, but after transmitting the power-on command or power restoration command, a game status designation command indicating the current game status may be transmitted.
[0329] In addition, when the power is turned off or turned on, the game program calculates the checksum of the game RWM area (excluding the setting value area) of the main RAM 110c, but the information program may calculate the checksum. In this case, the calculated checksum should be saved in the information RWM area.
[0330] In addition, when a power outage occurs or when the power is turned on, a checksum for the game RWM area (excluding the setting value area) is calculated, but it is also possible to calculate checksums for the entire RWM area, or to calculate the checksums for the game RWM area and the information RWM area separately, and if either checksum is abnormal, transition to unrecoverable error processing is made.
[0331] Although a setting change command is sent when the setting change process starts and a power-on command is sent after the setting change process ends, a setting change start command may be sent instead of the setting change command and a setting change end command may be sent instead of the power-on command. In this case, the setting change end command may be sent at the end of the setting change process or after the setting change process ends.
[0332] Furthermore, when a setting change is made, the RWM clear process is performed after the setting change is made, but the RWM clear process may be performed before the setting change is made.
[0333] (Timer interrupt processing on the main control board) The timer interrupt process of the main control board 110 will be described with reference to Fig. 18. Fig. 18 is a flow chart showing the timer interrupt process executed in the main control board 110 at predetermined intervals (4 milliseconds).
[0334] First, in step S100, the main CPU 110a saves information stored in the registers to a stack area, and in step S110, performs time control processing to update various timer counters such as a special symbol time counter update process, a special game timer counter update process such as an opening time of a special electric role, an ordinary symbol time counter update process, and an opening / closing time update process of the movable member 48. Specifically, the main CPU 110a performs processing to subtract 1 from counters such as the special symbol time counter, the special game timer counter, the ordinary symbol time counter, the start hole opening timer counter, and the start hole closing timer counter.
[0335] In step S120, the main CPU 110a performs a specific random number update process to update the random number value for determining a big win, the random number value for determining a special symbol, the random number value for determining a special symbol variation pattern, the random number value for determining a win, the random number value for determining a normal symbol, and the random number value for determining a normal symbol variation pattern. Specifically, each random number value and the random number counter are updated by adding +1. If the added random number counter value exceeds the maximum value of the random number range (if the random number counter has completed one revolution), the random number counter is reset to 0, and if the random number counter returns to the initial value of the revolution, the corresponding initial value random number value is set as a new initial value of the revolution to newly update the random number value.
[0336] In step S130, the main CPU 110a performs an initial random number value update process to update the initial random number value for determining a jackpot, the initial random number value for determining a special symbol, the initial random number value for determining a win, and the initial random number value for determining a normal symbol, in the same manner as in step S30.
[0337] In step S200, the main CPU 110a performs an input control process to determine whether or not there is an input to various switches such as the general winning hole detection switch 43a, the special winning hole detection switch 50a, the first starting hole detection switch 45a, the second starting hole detection switch 47a, the gate detection switch 44a, and the out ball detection switch 52a, and to set predetermined data when there is an input. This will be described in detail later with reference to FIG. 19.
[0338] In step S300, the main CPU 110a performs a special symbol special electric control process for determining the number of reserved special symbols (such as determining a big win), controlling the display of special symbols, controlling the opening and closing of the big winning port 50 (opening and closing member 51), controlling the game state, etc. The details of the special symbol special electric control process will be described later.
[0339] In step S400, the main CPU 110a performs normal symbol and normal power control processing for determining the number of normal symbols stored (such as winning determination), controlling the display of normal symbols, and controlling the opening and closing of the second starting hole 47 (movable member 48).
[0340] In addition, the type of winning normal symbol and the type of losing normal symbol determined as a result of the normal symbol determination information performed in the normal symbol normal power control process are the same and do not change depending on the setting value. By doing this, the game does not become too complicated, and players can play with confidence.
[0341] In addition, the selection ratio of various winning normal symbols and the selection ratio of various losing normal symbols determined as a result of the normal symbol determination information performed in the normal symbol normal power control process are constant and do not change depending on the setting value. By doing this, the player's advantage does not change drastically depending on the setting value, and the player can play with peace of mind.
[0342] Next, in step S500, the main CPU 110a performs a payout control process to send a payout status confirmation command to the payout control board 120 to confirm the payout status of the payout control board 120, and to send a payout number specification command corresponding to each winning port to the payout control board 120 by referring to the prize ball counters (3 prize ball counter, 10 prize ball counter, 15 prize ball counter) described later. As a result, the payout control board 120 executes control to pay out prize balls from the payout device 100.
[0343] In step S600, the main CPU 110a determines the occurrence of a magnetic anomaly or a radio wave anomaly based on the input signals from the magnetic detection sensor 53a and the radio wave detection sensor 54a, and performs a magnetic / radio wave anomaly determination process for transmitting a magnetic anomaly error designation command or a radio wave anomaly error designation command to the performance control board 130. When the performance control board 130 receives a magnetic anomaly error designation command or a radio wave anomaly error designation command, it performs control for issuing a magnetic anomaly error notification or a radio wave anomaly error notification.
[0344] In step S700, the main CPU 110a performs a data creation process to create data such as external information data (game information) to be output from the game information output terminal board 90, start port opening / closing data to be output to the second start port opening / closing solenoid 48b, large prize port opening / closing data to be output to the large prize port opening / closing solenoid 51b, special pattern display data to be output to the first special pattern display device 60 and the second special pattern display device 61, normal pattern display data to be output to the normal pattern display device 62, special pattern reserve display data to be output to the first special pattern reserve display device 63 and the second special pattern reserve display device 64, and normal pattern reserve display data to be output to the normal pattern reserve display device 65.
[0345] In step S750, the main CPU 110a performs output control processing such as a port output process for outputting signals such as the external information data, start gate opening / closing data, and large prize gate opening / closing data created in step S700, a display output process for outputting signals such as special pattern display data, normal pattern display data, special pattern reserved display data, and normal pattern reserved display data, a payout command transmission process for transmitting commands set in the payout transmission data storage area of the main RAM 110c to the payout control board 120, and a performance command transmission process for transmitting commands set in the performance transmission data storage area of the main RAM 110c to the performance control board 130.
[0346] In step S800, the main CPU 110a performs information program call processing. Specifically, after prohibiting interrupts, the flag register is saved to the game RWM area, and the target information program is called by the CALL command.
[0347] The main CPU 110a performs a game ball counting process (information program) in step S810. Specifically, the main CPU 110a performs a process for counting the number of payouts during normal play, which is the number of prize balls paid out based on the entry of game balls into various winning holes (general winning hole, big winning hole, and start hole) during normal play, the number of outs during normal play, which is the number of game balls detected by the out ball detection switch 52a during normal play, and the total number of outs, which is the number of game balls detected by the out ball detection switch 52a regardless of the play state.
[0348] In addition, the total number of outs, number of payouts during normal play, and number of outs during normal play are game information that are not affected even if the setting value is changed (are unrelated to the setting value). Therefore, by counting these, it is possible to calculate performance information that eliminates the influence of the setting value (the normal base value described below), which can be useful in understanding the performance of the gaming machine 1.
[0349] In step S830, the main CPU 110a performs a performance information calculation process (information program). Specifically, the normal base value ((normal payout number ÷ normal out number) × 100) in the current game section divided by the total out number is calculated, and the normal base value rounded off to the first decimal place is saved in the first area of the base memory area set in the information RWM area.
[0350] The play section is updated every time the total number of outs reaches 60,000, and the base memory area is provided with a first area in which the normal base value for the current play section is stored, a second area for storing the normal base value for the play section one period before, a third area for storing the normal base value for the play section two periods before, and a fourth area for storing the normal base value for the play section three periods before, and the base values for four play sections including the current one are saved in each area.
[0351] The main CPU 110a performs a performance display data setting process (information program) in step S850. Specifically, the main CPU 110a performs a process of setting performance display data for displaying on the information display 113 the normal base values (performance information) for the four game sections calculated in the performance information calculation process and saved in the base storage area while switching them every five seconds.
[0352] In step S870, the main CPU 110a performs a test data creation process (information program). Specifically, the main CPU 110a performs a process of creating test data (test information) to be output to a test facility used when testing the gaming machine 1.
[0353] The main CPU 110a performs output control processing (information program) in step S880. Specifically, the main CPU 110a performs display output processing for outputting signals such as the performance display data (performance information) set in step S850 to various display devices, and processing for outputting signals such as the test data created in step S870.
[0354] In step S890, the main CPU 110a performs a game program return process. Specifically, the main CPU 110a returns the flag register from the game RWM area, permits interrupts, and performs a process for returning to the game program.
[0355] In step S900, the main CPU 110a restores the information saved in step S100 to the register of the main CPU 110a, and ends this timer interrupt process.
[0356] In this way, since no timer interrupt is executed during the setting change process, RWM clear process, and setting confirmation process, the number of payouts or outs is not counted, the performance information of the gaming machine is not calculated, and the performance information of the gaming machine is not displayed, it is possible to reduce the control burden on the main control board 110.
[0357] In the above embodiment, the performance information calculation process is performed in the timer interrupt process of the main control board 110, but it may be performed in the main process of the main control board 110. Also, the game ball counting process may be performed in the main process of the main control board 110. Specifically, it may be performed between step S25 and step S26.
[0358] (Input control processing on the main control board) The input control process of the main control board 110 will be described with reference to Fig. 19. Fig. 19 is a flowchart showing the input control process in the main control board 110.
[0359] The main CPU 110a performs a general winning hole detection switch input process in step S210. In this general winning hole detection switch input process, it is determined whether a detection signal has been input from the general winning hole detection switch 43a, that is, whether a gaming ball has won in the general winning hole 43. If there is no detection signal input from the general winning hole detection switch 43a, the process proceeds to step S220.
[0360] When a detection signal is input from the general prize opening detection switch 43a, the prize ball counter for the general prize opening used for prize balls (5 prize ball counter) is updated by adding data indicating 5 prize balls, and the prize ball counter (D) indicating the number of game balls that have entered the prize opening is updated by adding "1" (D←D+1), and then the general prize opening detection switch input processing is terminated.
[0361] In step S220, the main CPU 110a performs a special prize opening detection switch input process. In this special prize opening detection switch input process, it is determined whether a detection signal has been input from the special prize opening detection switch 50a, that is, whether a game ball has entered the special prize opening 50. If there is no detection signal input from the special prize opening detection switch 50a, the process proceeds to step S230.
[0362] When a detection signal from the big prize opening detection switch 50a is input, the big prize opening prize ball counter (15 prize ball counter) used for prize balls is updated by adding data indicating 15 prize balls, the winning ball counter (D) indicating the number of game balls that have entered the winning opening is updated by adding "1" (D←D+1), and it is determined whether or not a big prize game (special game) is currently being played. If a big prize game is currently being played, the round winning counter (C) for counting the game balls that have entered the big prize opening 50 is updated by adding "1" (C←C+1), and the big prize opening detection switch input process is terminated.
[0363] If the current game state is not a special game state, the illegal winning ball counter (E), which indicates the number of game balls that have won (entered) a specific winning port (second starting port 47, large winning port 50) outside the winning period, is updated by adding "1" (E←E+1), and a determination is made as to whether the value of the illegal winning ball counter (E) is more than a specified number (for example, 10 balls), and if the value of the illegal winning ball counter (E) is equal to or less than the specified number, the large winning port detection switch input processing is terminated.
[0364] If the value of the illegal winning ball counter (E) is greater than the specified number, it is determined that an illegal winning (illegal winning) has occurred in which a game ball wins (enters) outside the winning period, and an illegal winning error designation command is set in the performance transmission data storage area. As a result, the illegal winning error designation command is transmitted to the performance control board 130, and the performance control board 130 notifies the fact that an illegal winning has occurred by notifying the illegal winning error.
[0365] Then, external information data (output data) for outputting an illegal winning signal from the game information output terminal board 90 is set in a predetermined area of the main RAM 110c, the illegal winning ball counter (E) is cleared, and the large winning hole detection switch input process is terminated. As a result, an illegal winning signal is output from the game information output terminal board 90, and an external device can grasp (identify) that an illegal winning has occurred.
[0366] In step S230, the main CPU 110a performs a first start hole detection switch input process. In this first start hole detection switch input process, it is determined whether a detection signal from the first start hole detection switch 45a has been input, that is, whether the game ball has entered the first start hole 45. The details of the first start hole detection switch input process will be described later.
[0367] In step S240, the main CPU 110a performs a second start hole detection switch input process. In this second start hole detection switch input process, it is determined whether a detection signal from the second start hole detection switch 47a has been input, that is, whether the game ball has entered the second start hole 47. The details of the second start hole detection switch input process will be described later.
[0368] The main CPU 110a performs a gate detection switch input process in step S250. In this gate detection switch input process, it is determined whether a detection signal is input from the gate detection switch 44a, that is, whether the game ball has passed through the normal gate 44. If a detection signal is not input from the gate detection switch 44a, the input control process is terminated.
[0369] When a detection signal is input from the gate detection switch 44a, it is determined whether the number of reserved regular patterns, which is the number of reserved regular patterns stored in the reserved regular pattern storage area, is less than 4. If the number of reserved regular patterns is not less than 4, the input control process is terminated.
[0370] If the number of reserved regular symbols is less than four, the number is updated by adding "1", regular symbol determination information (random number value for hit determination, random number value for determining regular symbol pattern, random number value for determining regular symbol variation pattern) is obtained, and the available memory units in the regular symbol pattern reserved memory area are searched in order starting from the first memory unit, the obtained regular symbol determination information is stored in the available memory unit, and the input control process is terminated.
[0371] (First start port detection switch input processing on the main control board) The first start hole detection switch input processing of the main control board 110 will be described with reference to Fig. 20. Fig. 20 is a flowchart showing the first start hole detection switch input processing in the main control board 110.
[0372] First, in step S230-1, the main CPU 110a determines whether or not a detection signal from the first start hole detection switch 45a has been input (a game ball has entered the first start hole 45). If a detection signal from the first start hole detection switch 45a has been input, the process proceeds to step S230-2, and if a detection signal from the first start hole detection switch 45a has not been input, the current first start hole detection switch input process is terminated.
[0373] In step S230-2, the main CPU 110a performs a process of updating a three prize ball counter used for prize balls by adding data indicating three prize balls, and in step S230-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, random number value for determining a special symbol change pattern).
[0374] In step S230-4, the main CPU 110a judges whether the first special symbol reserved number (U1) stored in the first special symbol reserved storage area is less than 4. If the first special symbol reserved number (U1) is less than 4, the process proceeds to step S230-5, and if the first special symbol reserved number (U1) is not less than 4, the first start hole detection switch input process is terminated.
[0375] In step S230-5, the main CPU 110a performs a process of adding "1" to the first special chart reserved number (U1) to update it (U1←U1+1), and in step S230-6, sets a first special chart reserved number designation command corresponding to the updated first special chart reserved number (U1) in the performance transmission data storage area. This causes the first special chart reserved number designation command to be sent to the performance control board 130, and the performance control board 130 becomes able to grasp the first special chart reserved number.
[0376] In step S230-7, the main CPU 110a stores the acquired special symbol determination information in the first special symbol reservation memory area. Specifically, since the first special symbol reservation memory area is divided into the first storage section to the fourth storage section, the main CPU 110a searches the available storage sections in order from the first storage section, and stores the acquired special symbol determination information in the available storage section.
[0377] As a result of the above, a first reserve memory (first reserve) consisting of special pattern determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, and random number value for determining a special pattern change pattern, etc.) is stored in a specified memory section of the first special pattern reserve memory area.
[0378] In step S230-8, the main CPU 110a judges whether the current game state is a non-time-saving game state (normal game state). If it is a non-time-saving game state, the process proceeds to step S230-9, and if it is not a non-time-saving game state (if it is a sure-win game state or a time-saving game state), the process proceeds to step S230-12 assuming that a left-hit error has occurred.
[0379] In step S230-9, the main CPU 110a judges whether or not the special time-saving game state is within a predetermined number of fluctuations (for example, 5 times). If it is not within the predetermined number of fluctuations, the process proceeds to step S230-10, and if it is within the predetermined number of fluctuations, the first start hole detection switch input process is terminated without executing the pre-reading judgment of the special chart judgment information.
[0380] The main CPU 110a performs a first look-ahead judgment process in step S230-10. In this first look-ahead judgment process, the special symbol judgment information (first reserved memory) acquired this time is judged in advance of the execution of the variable display of the special symbol based on the judgment information by referring to a pre-judgment table (not shown), and a planned variable pattern that is a variable pattern scheduled to be executed is judged.
[0381] In step S230-11, the main CPU 110a sets the first look-ahead designation command corresponding to the determined scheduled fluctuation pattern in the performance transmission data storage area, and ends this first start hole detection switch input process.
[0382] As a result, the first look-ahead designation command is sent to the performance control board 130, and the performance control board 130 can execute a look-ahead preview performance that executes a predetermined preview performance over one or more variable displays executed before the start of the variable display of the special pattern corresponding to the first look-ahead designation command. The look-ahead preview performance is executed using one or more of the image display device, the audio output device 9, the frame lighting device 10, the first movable member 73, the second movable member 74, and the board lighting device 76.
[0383] In step S230-12, the main CPU 110a sets the left hit error designation command in the performance transmission data storage area and ends the first start hole detection switch input process. As a result, the left hit error designation command is transmitted to the performance control board 130, and the performance control board 130 issues a left hit error notification to promote right hits.
[0384] (Main control board second start port detection switch input processing) The second start hole detection switch input processing of the main control board 110 will be described with reference to Fig. 21. Fig. 21 is a flowchart showing the second start hole detection switch input processing in the main control board 110.
[0385] First, in step S240-1, the main CPU 110a determines whether or not a detection signal from the second start hole detection switch 47a has been input (a game ball has entered the second start hole 47). If a detection signal from the second start hole detection switch 47a has been input, the process proceeds to step S240-2, and if a detection signal from the second start hole detection switch 47a has not been input, the second start hole detection switch input process is terminated.
[0386] In step S240-2, the main CPU 110a performs a process of updating a 1 prize ball counter used for prize balls by adding data indicating 1 prize ball, and in step S240-3, acquires special symbol determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, random number value for determining a special symbol change pattern).
[0387] In step S240-4, the main CPU 110a judges whether the second special symbol reservation number (U2) stored in the second special symbol reservation memory area is less than 4. If the second special symbol reservation number (U2) is less than 4, the process proceeds to step S240-5, and if the second special symbol reservation number (U2) is not less than 4, the second start hole detection switch input process is terminated.
[0388] In step S240-5, the main CPU 110a performs a process of adding "1" to the second special chart reserved number (U2) to update it (U2←U2+1), and in step S240-6, sets a second special chart reserved number designation command corresponding to the updated second special chart reserved number (U2) in the performance transmission data storage area. This causes the second special chart reserved number designation command to be sent to the performance control board 130, and the performance control board 130 becomes able to grasp the second special chart reserved number.
[0389] In step S240-7, the main CPU 110a stores the acquired special symbol determination information in the second special symbol reservation memory area. Specifically, since the second special symbol reservation memory area is divided into the first storage section to the fourth storage section, the main CPU 110a searches the available storage sections in order from the first storage section, and stores the acquired special symbol determination information in the available storage section.
[0390] As a result of the above, a second reserve memory (second reserve) consisting of special pattern determination information (random number value for determining a jackpot, random number value for determining a special pattern, random number value for determining a reach, and random number value for determining a special pattern change pattern, etc.) is stored in a specified memory section of the first special pattern reserve memory area.
[0391] In step S240-8, the main CPU 110a judges whether the current game state is a probability variable game state or a time-limited game state. If it is a probability variable game state or a time-limited game state, the process proceeds to step S240-9, and if it is not a probability variable game state or a time-limited game state (if it is a normal game state), the process proceeds to step S240-12 assuming that a right-hit error has occurred.
[0392] In step S240-9, the main CPU 110a judges whether or not the number of times of change is within a predetermined number of times (for example, 5 times) after the start or end of the time-saving state. If the number of times of change is not within the predetermined number of times, the process proceeds to step S240-10, and if the number of times of change is within the predetermined number of times, the second start hole detection switch input process is terminated without executing the pre-reading judgment of the special chart judgment information.
[0393] The main CPU 110a performs a second look-ahead judgment process in step S240-10. In this second look-ahead judgment process, the special symbol judgment information (second reserved memory) acquired this time is judged in advance of the execution of the variable display of the special symbol based on the judgment information by referring to a pre-judgment table (not shown), and a planned variable pattern that is a variable pattern scheduled to be executed is judged.
[0394] In step S240-11, the main CPU 110a sets the second look-ahead designation command corresponding to the determined scheduled fluctuation pattern in the performance transmission data storage area, and ends this second start hole detection switch input process.
[0395] As a result, the second look-ahead designation command is transmitted to the performance control board 130, and the performance control board 130 can execute a look-ahead preview performance that executes a predetermined preview performance over one or more variable displays executed before the start of the variable display of the special pattern corresponding to the second look-ahead designation command. The look-ahead preview performance is executed using one or more of the image display device, the audio output device 9, the frame lighting device 10, the first movable member 73, the second movable member 74, and the board lighting device 76.
[0396] In step S240-12, the main CPU 110a sets the right-hit error designation command in the performance transmission data storage area and ends the second start hole detection switch input process. As a result, the right-hit error designation command is transmitted to the performance control board 130, and the performance control board 130 issues a right-hit error notification to promote left-hitting.
[0397] (Special diagram special power control processing of main control board) The special pattern special voltage control process of the main control board 110 will be described with reference to Fig. 22. Fig. 22 is a flowchart showing the special pattern special voltage control process in the main control board 110.
[0398] First, in step S301, the main CPU 110a loads the value of the special picture special power processing data, and in step S302, references the branch destination address from the loaded special picture special power processing data, executes the processing corresponding to the branch destination address, and terminates the current special picture special power control processing.
[0399] Specifically, if the special symbol special electric processing data = 0, the variable display of the special symbol is started based on the judgment result of the reserved memory (special symbol judgment information), the variable time is set, and a special symbol memory judgment process (step S310) is executed to perform a process for transmitting a start command (special symbol memory designation command, game state designation command, special symbol designation command, special symbol variable pattern designation command) to the performance control board 130 and a process for changing the special symbol special electric processing data to "1". Details of the special symbol memory judgment process will be described later.
[0400] If the special symbol special electric processing data is 1, the special symbol variable display is stopped by the passage of the variable time, the stop time (for example, 0.5 seconds) is set, and a special symbol variable process (step S320) is executed to transmit a stop command (special symbol stop command) to the performance control board 130 and to change the special symbol special electric processing data to "2". Details of the special symbol variable process will be described later.
[0401] If the special symbol special electric processing data = 2, then after the stop time (0.5 seconds) of the special symbol has elapsed, if it is a losing special symbol, the special symbol special electric processing data is changed to "0", and if it is a jackpot special symbol, the opening time of the jackpot game is set, and processing is executed to send an opening designation command to the performance control board 130 and special symbol stop processing (step S330) to change the special symbol special electric processing data to "3".
[0402] If the special symbol special electric processing data = 3, a jackpot game process (step S340) is executed to perform processes such as starting a round game as the opening time of the jackpot game elapses and sending a round number designation command to the performance control board 130, setting the ending time of the jackpot game based on the end of the final round game and sending an ending designation command to the performance control board 130, and changing the special symbol special electric processing data to "4".
[0403] If the special symbol special electric processing data is 4, a jackpot game end process (step S350) is executed to end the jackpot game due to the lapse of the ending time, to set the game state after the jackpot end (low probability time-saving game state, high probability time-saving game state, high probability number of times, time-saving number of times), to change the special symbol special electric processing data to "0", etc. Details of the jackpot game end process will be described later.
[0404] (Special pattern memory determination process of the main control board) The special symbol memory determination process (game program) of the main control board 110 will be described with reference to Fig. 23. Fig. 23 is a flowchart showing the special symbol memory determination process in the main control board 110.
[0405] First, in step S310-1, the main CPU 110a judges whether or not the special symbol is being displayed in a variable manner. If the special symbol is being displayed in a variable manner, the main CPU 110a ends the current special symbol memory judgment process, and if the special symbol is not being displayed in a variable manner, the main CPU 110a moves the process to step S310-2.
[0406] In step S310-2, the main CPU 110a judges whether the second special drawing reserved number (U2) is 1 or more. If the second special drawing reserved number (U2) is 1 or more, the process proceeds to step S310-3, and if the second special drawing reserved number (U2) is not 1 or more, the process proceeds to step S310-4.
[0407] In step S310-3, the main CPU 110a subtracts "1" from the second special reserved number (U2) to update it, and in step S310-6, sets a special symbol storage command corresponding to the subtracted second special reserved number (U2) in the performance transmission data storage area of the main RAM 110c. As a result, the special symbol storage command is transmitted to the performance control board 130, and processing is performed to update the reserved icon and the display of the icon displayed on the first image display device 70.
[0408] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of the main RAM 110c, and in step S310-8, shifts the data stored in the second special chart determination information reserve memory area, and shifts the special chart determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.
[0409] For example, the special symbol judgment information stored in the fourth memory section of the second special symbol judgment information reservation memory area is shifted to the third memory section of the second special symbol judgment information reservation memory area. Also, the special symbol judgment information stored in the first memory section of the second special symbol judgment information reservation memory area is shifted to the 0th memory section, which is the special symbol judgment information execution memory area, and the special symbol judgment information used in the previous game stored in the 0th memory section is erased.
[0410] On the other hand, in step S310-4, the main CPU 110a judges whether the first special drawing reserved number (U1) is 1 or more. If the first special drawing reserved number (U1) is 1 or more, the process is transferred to step S310-5, and if the first special drawing reserved number (U1) is not 1 or more, the process is transferred to step S319-1.
[0411] The main CPU 110a updates the first special symbol reserved number (U1) by subtracting "1" in step S310-5, and sets a special symbol storage command corresponding to the subtracted first special symbol reserved number (U1) in the performance transmission data storage area of the main RAM 110c in step S310-6. As a result, the special symbol storage command is transmitted to the performance control board 130, and processing is performed to update the reserved icon and the display of the icon displayed on the first image display device 70.
[0412] In step S310-7, the main CPU 110a sets a game state designation command corresponding to the current game state in the performance transmission data storage area of the main RAM 110c, and in step S310-8, shifts the data stored in the first special pattern reserve memory area, and shifts the special pattern determination information stored in the first memory unit to the fourth memory unit to the previous memory unit.
[0413] For example, the special symbol determination information stored in the fourth memory section of the first special symbol reservation memory area is shifted to the third memory section of the first special symbol reservation memory area. Also, the special symbol determination information stored in the first memory section of the first special symbol reservation memory area is shifted to the zeroth memory section, which is the special symbol determination information execution memory area, and the special symbol determination information used in the previous game stored in the zeroth memory section is erased.
[0414] In addition, with the shift processing of the special symbol determination information in step S310-8, the special symbol reservation display data indicating the first special symbol reservation number (U1) and the second special symbol reservation number (U2) after subtraction is set in a predetermined area of the main RAM 110c. As a result, the display contents of the first special symbol reservation indicator 63 and the second special symbol reservation indicator 64 are updated.
[0415] Also, in this embodiment, in steps S310-2 to S310-8, the second special chart determination information holding memory area is shifted with priority over the first special chart determination information holding memory area (the second special chart reserved number is subtracted with priority over the first special chart reserved number), but the first special chart determination information holding memory area or the second special chart determination information holding memory area may be shifted in the order in which the game ball enters the starting hole (the first special chart reserved number and the second special chart reserved number are subtracted in order of winning), or the first special chart determination information holding memory area may be shifted with priority over the second special chart determination information holding memory area (the first special chart reserved number is subtracted with priority over the second special chart reserved number).
[0416] The main CPU 110a performs a jackpot determination process in step S311. Specifically, the special symbol determination information (random number value for jackpot determination) stored in the 0th storage section, which is a special symbol determination information execution storage area, is compared with the jackpot determination table shown in Fig. 10 to determine whether or not a jackpot has occurred. In addition, the special symbol determination information (random number value for special symbol determination) stored in the 0th storage section, which is a special symbol determination information execution storage area, is compared with the special symbol determination table shown in Fig. 11 to perform a process of determining the type of special symbol to be stopped.
[0417] In step S312, the main CPU 110a sets a special symbol designation command corresponding to the type of special symbol determined in the big win determination process in the performance transmission data storage area of the main RAM 110c. As a result, the special symbol designation command is transmitted to the performance control board 130, and processing is performed to determine the performance symbol 70a to be stopped and displayed as a result of the variable performance.
[0418] In step S313, the main CPU 110a performs a special pattern variation pattern determination process. Specifically, the special pattern determination information stored in the 0th storage unit, which is the special pattern determination information execution storage area, is compared with the special pattern variation pattern determination table shown in Fig. 18 to perform a process of determining a special pattern variation pattern (variation time), which is a variation pattern of the special pattern. The details of the special pattern variation pattern determination process will be described later.
[0419] In step S314, the main CPU 110a sets a special pattern change pattern designation command corresponding to the type of special pattern change pattern determined in the special pattern change pattern determination process in the performance transmission data storage area of the main RAM 110c. As a result, the special pattern change pattern designation command is transmitted to the performance control board 130, and processing is performed to determine the change performance pattern, which is the performance mode of the change performance performed during the special pattern change display.
[0420] In step S315, the main CPU 110a sets the special symbol variation time (counter value) corresponding to the type of special symbol variation pattern determined in the special symbol variation pattern determination process in a predetermined area of the main RAM 110c, and starts the variation display of the special symbol in step S316. As a result, the lighting data of the LED for executing the variation display of the special symbol is created in the data creation process of the above step S700, and the created lighting data is output in the output control process of the above step S800, so that the variation display of the special symbol is performed on the first special symbol display device 60 or the second special symbol display device 61.
[0421] In step S317, the main CPU 110a clears the customer waiting state flag to end the customer waiting state, and in step S318, sets the special symbol special signal processing data to "1", and ends this special symbol memory determination process.
[0422] In step S319-1, the main CPU 110a judges whether or not a customer waiting state flag indicating a customer waiting state is set in the main RAM 110c. If the customer waiting state flag is set, the current special symbol storage judgment process is terminated, and if the customer waiting state flag is not set, the process proceeds to step S319-2. Note that the customer waiting state refers to a state in which the variable display of special symbols and the special game (jackpot game) are not being executed, but the requirement may also include that the variable display of normal symbols and the auxiliary game are not being executed.
[0423] In step S319-2, the main CPU 110a sets a customer waiting state flag in a predetermined area of the main RAM 110c, and in step S319-3, sets a customer waiting state designation command indicating that the machine is in a customer waiting state in a performance transmission data storage area of the main RAM 110c, and ends this special symbol storage determination process. As a result, the customer waiting state designation command is transmitted to the performance control board 130, and processing is performed to execute a customer waiting demo performance to encourage the player to play.
[0424] (Main control board special chart fluctuation pattern determination process) The special chart variation pattern determination process (game program) of the main control board 110 will be described with reference to Fig. 24. Fig. 24 is a flowchart showing the special chart variation pattern determination process in the main control board 110.
[0425] First, the main CPU 110a judges whether or not the current state is a normal game state in step S313-1. If it is a normal game state, the process proceeds to step S313-2. If it is not a normal game state, the process proceeds to step S313-3 assuming that it is a probability game state or a time-saving game state.
[0426] In step S313-2, the main CPU 110a selects a corresponding table (matching the game situation) from the normal special chart fluctuation pattern determination table (see FIG. 12) for determining the special chart fluctuation pattern in the normal game state, and transfers the process to step S313-4.
[0427] In step S313-3, the main CPU 110a selects a corresponding table (matching the game situation) from the special chart change pattern determination table (see Figures 13 to 14) for determining the special chart change pattern in the special chart change state or the time-limited game state, and transfers the process to step S313-4.
[0428] In step S313-4, the main CPU 110a compares the type of special pattern, the jackpot determination result, the special pattern determination result, the random number value for reach determination, the reserved number (U1 or U2), and the random number value for special pattern variation pattern determination with a special pattern variation pattern determination table to determine the special pattern variation pattern.
[0429] In step S313-5, the main CPU 110a sets the change time corresponding to the determined special pattern change pattern in a predetermined area of the main RAM 110c, and in step S313-6, sets the special pattern change pattern designation command corresponding to the determined change pattern in the performance transmission data storage area of the main RAM 110c. As a result, the special pattern change pattern designation command is transmitted to the performance control board 130, and processing is performed to determine the change performance pattern, which is the performance mode of the change performance.
[0430] In step S313-7, the main CPU 110a judges whether or not the current state is a low probability state. If the current state is not a low probability state (a sure-win game state), the process proceeds to step S313-9. If the current state is a low probability state, in step S313-8, the number of variations stored in the main RAM 110c, specifically, the number of variations of the special symbol that have been executed since the establishment of a predetermined condition (RWM clear, the number of variations based on the end of the big win game being cleared to 0), is updated by +1. The number of variations is updated by +1 regardless of whether the current state is a normal game state, a time-saving game state, the first special symbol variation display, or the second special symbol variation display. The number of variations is to be referred to in the special symbol variation process described later.
[0431] In step S313-9, the main CPU 110a judges whether or not the current state is a time-saving game state (normal time-saving game state or special time-saving game state). If the current state is not a time-saving game state, the current special chart variation pattern judgment table is terminated, and if the current state is a time-saving game state, in step S313-10, a time-saving number designation command corresponding to the remaining number of time-saving times is set in the performance transmission data storage area. As a result, the time-saving number designation command is transmitted to the performance control board 130, and the remaining number of time-saving times is notified. When this process is completed, the current special chart variation pattern judgment process is terminated.
[0432] (Special pattern change processing on the main control board) The special symbol variation process (game program) of the main control board 110 will be described with reference to Fig. 25. Fig. 25 is a flowchart showing the special symbol variation process in the main control board 110.
[0433] First, in step S320-1, the main CPU 110a judges whether the change time set in the special symbol change pattern judgment process described above has elapsed. If the change time has elapsed, the process proceeds to step S320-2, and if the change time has not elapsed, the special symbol change process is terminated.
[0434] In step S320-2, the main CPU 110a stops and displays the special symbols determined in the jackpot determination process described above, and in step S320-3, sets a stop time (basically 0.5 seconds) according to the game status in a predetermined area of the main RAM 110c.
[0435] In step S320-4, the main CPU 110a judges whether or not a time-saving flag is set in the main RAM 110c. If the time-saving flag is set, the process proceeds to step S320-5 to update the remaining number of time-saving times, and if the time-saving flag is not set, the process proceeds to step S320-10 to not update the remaining number of time-saving times.
[0436] In step S320-5, the main CPU 110a judges whether the variable display of the special symbol this time is the first special symbol. If it is the first special symbol, in step S320-6, the first time-saving number (J1), which is the time-saving number of the first special symbol saved in the game RWM area of the main RAM 110c, and the third time-saving number (J3), which is the total time-saving number of the first special symbol and the second special symbol, are subtracted by one each. If it is not the first special symbol (it is the second special symbol), in step S320-7, the second time-saving number (J2), which is the time-saving number of the second special symbol saved in the game RWM area of the main RAM 110c, and the third time-saving number (J3) mentioned above are subtracted by one each.
[0437] In step S320-8, the main CPU 110a judges whether or not any one of the first time-shortening count (J1), the second time-shortening count (J2), and the third time-shortening count (J3) has become "0." If it has become "0," the process proceeds to step S320-9 to end the time-shortening game state, and if it has not become "0," the process proceeds to step S320-12.
[0438] In step S320-9, the main CPU 110a clears the high probability flag, the time-saving flag, and the various time-saving counts (J1, J2, J3) saved in the game RWM area of the main RAM 110c, and starts a normal game state.
[0439] In step S320-10, the main CPU 110a judges whether or not the special jackpot symbol has stopped. If it is not the special jackpot symbol, the process proceeds to step S320-12. If it is the special jackpot symbol, the process proceeds to step S320-11, where the high probability flag, time-saving flag, and various time-saving counts (J1, J2, J3) saved in the gaming RWM area of the main RAM 110c are cleared to start the normal gaming state. After this process is completed, the process proceeds to step S320-16.
[0440] In step S320-12, the main CPU 110a judges whether the number of fluctuations saved in the game RWM area of the main RAM 110c has reached a specified number (900 in this embodiment). If the number of fluctuations has reached the specified number, the process proceeds to step S320-13 as the special time-saving gaming state is to be started, and if the number of fluctuations has not reached the specified number, the process proceeds to step S320-15 as the special time-saving gaming state is not to be started.
[0441] In step S320-13, the main CPU 110a sets the number of time-saving times for special time-saving (J1=100, J2=750, J3=750) in the game RWM area of the main RAM 110c, and in step S320-14, sets a special time-saving flag in the game RWM area of the main RAM 110c to transition to a special time-saving game state.
[0442] In step S320-15, the main CPU 110a sets the time-saving count designation command corresponding to each time-saving count (J1, J2, J3) saved in the game RWM area of the main RAM 110c in the performance transmission data storage area of the main RAM 110c. As a result, the time-saving count designation command is transmitted to the performance control board 130, and the remaining time-saving count is notified.
[0443] In step S320-16, the main CPU 110a sets "2" to the special symbol special signal processing data, and in step S320-17, sets a game state designation command corresponding to the current game state (a game state identified by the presence or absence of a high probability flag and a time-saving flag) in the performance transmission data storage area of the main RAM 110c. As a result, the game state designation command is transmitted to the performance control board 130, and the performance control board 130 performs processing to update the game state. When this processing is completed, the current special symbol variation processing is terminated.
[0444] In this way, when the number of times the special pattern is changed and displayed reaches a prescribed number of times after a predetermined condition is met (executing RWM clear, clearing the number of changes to 0 based on the end of a jackpot game), a special time-saving game state is generated. This gives the player the unexpected sensation of the time-saving state occurring without going through a jackpot game, making the game more interesting.
[0445] In addition, the number of fluctuations (900 times) at which the special time-saving game state occurs is greater than the maximum number of time-saving times (100 times) set in the normal time-saving game state. This means that the special time-saving game state will not occur during the normal time-saving game state, eliminating the inconvenience of the player losing track of the game's progress, and making it possible to increase the player's interest in the game.
[0446] In addition, when the special time-saving game state occurs, the number of fluctuations stored in the main RAM 110c is not reset to 0. Therefore, the special time-saving game state will not occur again between big win games (after the special time-saving game state starts or ends), so that the profit balance between the gaming facility and the player can be secured, and the interest of the game can be improved.
[0447] In addition, instead of setting the maximum number of time-saving times in the normal time-saving game state (100 times) to a number less than the number of fluctuations (900 times) at which the special time-saving game state occurs, the maximum number of time-saving times in the normal time-saving game state and the number of fluctuations at which the special time-saving game state occurs may be set to the same number. In this way, the normal time-saving game state and the special time-saving game state are seamlessly connected, making it feel as if the normal time-saving game state has been extended, and making it possible to increase the interest in the game.
[0448] Also, when a special time-saving game state occurs, the number of fluctuations stored in the main RAM 110c may be cleared to 0, and a special time-saving occurrence flag indicating that the special time-saving game state has already occurred may be set in the main RAM 110c (game RWM). In this case, if there is no special time-saving occurrence flag when the number of fluctuations reaches a specified number (500 times), the number of fluctuations may be cleared to 0 to cause the special time-saving game state to occur, and if there is a special time-saving occurrence flag, the number of fluctuations may be cleared to 0 to prevent the special time-saving game state from occurring.
[0449] (Main control board jackpot game end processing) The big win game end process (game program) of the main control board 110 will be described with reference to Fig. 26. Fig. 26 is a flowchart showing the big win game end process in the main control board 110.
[0450] In step S350-1, the main CPU 110a acquires the stop special data set in the main RAM 110c, in step S350-2, selects a game status setting table (see FIG. 16), and in step S350-3, compares the stop special data with the game status setting table to determine the game status after the jackpot game ends.
[0451] In step S350-4, the main CPU 110a sets the game state information (high probability flag, time-saving flag, and number of time-saving times) corresponding to the determined game state in the main RAM 110c. This causes a probability-variant game state or a normal time-saving game state to occur.
[0452] In step S350-5, the main CPU 110a sets a time-saving number designation command corresponding to the set time-saving number (J1, J2, J3) in the performance transmission data storage area of the main RAM 110c. As a result, the time-saving number designation command is transmitted to the performance control board 130, and processing such as displaying the remaining time-saving number is executed.
[0453] In step S350-6, the main CPU 110a sets the game state designation command corresponding to the set game state in the performance transmission data storage area of the main RAM 110c, and in step S350-7, sets the special chart special signal processing data to "0" and ends the current big win game end processing. As a result, the game state designation command is transmitted to the performance control board 130, and processing for performing a performance corresponding to the current game state is executed.
[0454] (Main processing of the production control section) Next, the main processing of the performance control unit 130m will be described with reference to Fig. 27. Fig. 27 is a flowchart showing the main processing of the performance control unit 130m.
[0455] When the power supply voltage is supplied from the power supply board 160, a system reset occurs in the sub CPU 130a, and the sub CPU 130a performs the following main processing.
[0456] The sub CPU 130a sets interrupt inhibition to inhibit timer interrupts in step E10, and performs initialization processing in step E20. Specifically, in response to power-on, the sub CPU 130a reads a main processing program from the sub ROM 130b, initializes flags and the like stored in the sub RAM 130c, and performs processing such as initial settings.
[0457] In step E30, the sub CPU 130a sets interrupt permission to permit timer interruption, and in step E40, performs sub random number update processing. Specifically, it performs processing to update various random numbers stored in the sub RAM 130c. Thereafter, it repeats the processing of step E40 until a predetermined interrupt processing is performed.
[0458] (Timer interrupt processing of the production control unit) The timer interrupt process of the performance control unit 130m will be described with reference to Fig. 28. Fig. 28 is a flow chart showing the timer interrupt process executed in the performance control unit 130m at predetermined intervals (4 milliseconds).
[0459] In step E100, the sub CPU 130a saves information stored in the registers of the sub CPU 130a in a stack area, and in step E120, performs a timer update process. In this timer update process, the sub CPU 130a performs a process of updating various timers.
[0460] The sub-CPU 130a performs an input control process in step E130. Specifically, the sub-CPU 130a determines whether or not there has been an input to various switches such as the performance button detection switch 17a and the cross key detection switch 19a, and performs a process of setting predetermined data if there has been an input.
[0461] The sub-CPU 130a performs a command analysis process in step E150. Specifically, the sub-CPU 130a determines whether or not various commands have been transmitted from the main control board 110, and if various commands have been transmitted, stores the received commands in a reception buffer of the sub-RAM 130c.
[0462] The sub-CPU 130a performs a setting change / confirmation process in step E170. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a setting change designation command or a setting confirmation designation command has been received, and if a setting change designation command has been received, the sub-CPU 130a performs a process for executing the above-mentioned setting change notification, and if a setting confirmation designation command has been received, the sub-CPU 130a performs a process for executing the above-mentioned setting confirmation notification.
[0463] The sub-CPU 130a performs power-on processing in step E200. Specifically, the sub-CPU 130a refers to the receive buffer in the sub-RAM 130c to determine whether a power-on designation command has been received, and performs processing for executing a power-on notification if the command has been received. More specifically, the sub-CPU 130a transmits a power-on notification command to the display control unit 140, causing the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a power-on screen and causes the audio output device 9 to output a power-on sound.
[0464] The sub-CPU 130a performs power failure recovery processing in step E250. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a power failure recovery designation command has been received, and performs processing for executing a power failure recovery notification if the command has been received. More specifically, the sub-CPU 130a transmits a power failure recovery notification command to the display control unit 140, and causes the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a power failure recovery screen and causes the audio output device 9 to output a power failure recovery sound.
[0465] In step E300, the sub-CPU 130a performs customer waiting performance processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a customer waiting state designation command has been received, and if so, performs processing for performing a customer waiting demo performance after a predetermined time has elapsed. In more detail, the sub-CPU 130a transmits a customer waiting performance command to the display control unit 140 to cause the first image display device 70 (main liquid crystal) and the second image display device 71 (sub liquid crystal) to display a customer waiting demo screen and cause the audio output device 9 to output a customer waiting demo sound. Details of the customer waiting performance processing will be described later.
[0466] In step E320, the sub-CPU 130a performs menu operation processing. Specifically, various menu items ("machine description" for explaining information about the machine, "effect customization" for selecting settings that set the execution ratios of various effects executed during variable effects, "pachi log" for managing game history in cooperation with a terminal such as a mobile phone owned by the player, and "end" for ending menu operation) are selected and determined in response to the operation of the effect button 17 or the cross key 19, and processing is performed according to the menu item. Details of the menu operation processing will be described later.
[0467] In step E350, the sub-CPU 130a performs a game status update process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a game status designation command has been received, and if so, performs a process of updating the game status information stored in the sub-RAM 130c.
[0468] In step E400, the sub-CPU 130a performs reservation information update processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a special reservation number designation command or a normal reservation number designation command has been received, and if so, performs processing to update the first special reservation number, the second special reservation number, the normal reservation number, etc. stored (grasp) in the sub-RAM 130c.
[0469] In step E500, the sub-CPU 130a performs a look-ahead performance process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether or not a look-ahead designation command has been received, and if it has been received, performs processing related to icon change performance, continuous notice performance, and lamp change performance as look-ahead performance. The details of the look-ahead performance process will be described later.
[0470] The "icon change effect" is a type of pre-reading notice effect that changes the reserved icon and the display mode of the icon to make the player expect that a big win will be played, and the performance time may overlap with the big win notice effect described later. Note that in this embodiment, the icon change effect for the reserved icon may be referred to as the "reserved icon change effect" and the icon change effect for the icon may be referred to as the "relevant icon change effect."
[0471] A "continuous preview performance" is a type of anticipatory preview performance that makes the player anticipate that a jackpot game will be executed by executing a predetermined performance over one or more variable performances. It is executed during a predetermined period after the start of the variable performance, but is designed so that it does not overlap with the jackpot preview performance described below. The "lamp change effect" is a type of anticipatory preview effect that makes the player anticipate a jackpot game by changing the lighting state of the winning port lamp over one or more variable effects, and the timing of the performance may overlap with the jackpot preview effect described below.
[0472] In step E600, the sub-CPU 130a performs special symbol special signal performance processing. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a special symbol designation command, a special symbol variation pattern designation command, a special symbol stop designation command, a big win opening designation command, a round number designation command, and a big win ending designation command have been received, and performs processing to execute the performance corresponding to the received command if the command has been received.
[0473] In step E700, the sub-CPU 130a performs a normal symbol normal power performance process. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether a normal symbol designation command, a normal symbol variation pattern designation command, a normal symbol stop designation command, a winning opening designation command, and a winning ending designation command are received, and if they are received, the sub-CPU 130a performs a process for executing the performance corresponding to the received command.
[0474] The sub-CPU 130a performs a presentation mode update process in step E800. Specifically, it determines whether or not an update condition (change in game state, winning of mode update lottery, execution of SP / SPSP reach effect resulting in a loss, etc.) of the presentation mode (presentation stage) in which presentation elements (background image, presentation image, presentation sound, etc.) in the sound output device 9, the first image display device 70, the second image display device 71, etc. are specified has been established, and performs a process for updating the presentation mode to one of a plurality of presentation modes when the update condition has been established.
[0475] The "presentation mode" includes presentation modes A to C that are set in the normal game state, presentation modes D to E that are set in the probability variable game state, presentation modes F to G that are set in the normal time-saving game state, and presentation mode H that is set in the special time-saving game state. Note that the presentation mode that is first set when the game is controlled to the normal game state when the power is turned on (for example, after changing the setting, clearing the RWM, or confirming the setting) is always presentation mode A, the presentation mode that is first set when the game is controlled to the probability variable game state when the power is turned on is always presentation mode D, the presentation mode that is first set when the game is controlled to the normal time-saving game state when the power is turned on is always presentation mode F, and the presentation mode that is first set when the game is controlled to the special time-saving game state when the power is turned on is always presentation mode H.
[0476] In addition, in presentation modes A to C, the presentation pattern 70a is composed of numbers (identification characters) + characters (decorative part) corresponding to the numbers + a pattern effect image (decorative part) that decorates the background of the numbers and characters, and the design of the numbers and characters differs between presentation modes. In presentation modes D to H, the presentation pattern 70a is composed of numbers (identification characters) only, and the design of the numbers is the same between presentation modes. In addition, in presentation modes A to H, the background image corresponding to each presentation mode normally scrolls left and right (reciprocating motion, dynamic display).
[0477] In addition, in the normal game state, since the conditions for changing the presentation mode are more likely to be met when the first special symbol variable display (first variable display) is executed than when the second special symbol variable display (second variable display) is executed (the SP / SPSP reach display resulting in a loss is more likely to be executed, the mode update lottery is more likely to be won, the look-ahead zone display is more likely to be executed, etc.), the presentation mode is more likely to change when the first special symbol variable display (first variable display) is executed than when the second special symbol variable display (second variable display). Therefore, the presentation effect can be made different depending on the type of special symbol variable display (variable display) executed in the normal game state, making it possible to increase the interest of the game.
[0478] Also, the conditions for updating the presentation mode are less likely to be met (it is less likely that an SP / SPSP reach presentation that results in a loss will be executed, it is easier to win the mode update lottery, it is less likely that a look-ahead zone presentation will be executed, the number of presentation modes is smaller, etc.) when the first special symbol variable display (first variable presentation) is executed in various time-saving game states than when the first special symbol variable display (first variable presentation) is executed in the normal game state. Therefore, it is possible to vary the presentation effect when the first special symbol variable display (first variable presentation) is executed depending on the game state, thereby making it possible to increase the interest of the game.
[0479] In addition, the number of presentation modes in the special probability game state and various time-saving game states (normal time-saving game state, special time-saving game state) may be increased so that, even in the special probability game state and various time-saving game states (normal time-saving game state, special time-saving game state), the presentation mode is more likely to change when the first special pattern changing display (first changing display) is executed than when the second special pattern changing display (second changing display).
[0480] The sub-CPU 130a performs an error notification process in step E850. Specifically, the sub-CPU 130a refers to the reception buffer of the sub-RAM 130c to determine whether an error designation command or an error reset designation command has been received, and if received, performs a process for executing an error notification effect corresponding to the received error designation command, or a process for terminating the error notification effect corresponding to the received error reset designation command.
[0481] In step E900, the sub-CPU 130a performs output control processing. Specifically, the sub-CPU 130a performs processing to output signals such as predetermined data and transmit various commands stored in the transmission buffer of the sub-RAM 130c to the display control unit 140 and the lamp control unit 150.
[0482] At step E950, the sub CPU 130a restores the information saved at step E100 to the register of the sub CPU 130a, and ends the current timer interrupt process.
[0483] (Customer waiting performance processing by the performance control unit) The customer waiting performance processing of the performance control unit 130m will be described with reference to Fig. 29. Fig. 29 is a flowchart showing the customer waiting performance processing in the performance control unit 130m.
[0484] In step E300-1, the sub-CPU 130a judges whether or not a customer waiting state designation command has been received from the main control board 110. If the customer waiting state designation command has not been received, the process proceeds to step E300-4. If the customer waiting state designation command has been received, in step E300-2, a demo waiting time determination table (see FIG. 30) for determining the waiting time until the start of the customer waiting demo performance is selected. The demo waiting time determination table will be described in detail later.
[0485] In step E300-3, the sub-CPU 130a determines the demo waiting time and sets it in the demo waiting timer. Specifically, the sub-CPU 130a refers to the demo waiting time determination table shown in Fig. 30 and determines one demo waiting time from among a plurality of demo waiting times based on the current game state and the current state.
[0486] In step E300-4, the sub-CPU 130a judges whether or not the demo is on standby. Specifically, it judges whether or not the demo standby timer is set. If the demo is not on standby, the customer waiting demo performance is not executed and the customer waiting performance process is terminated. If the demo is on standby, the demo standby timer is updated by -1 in step E300-5.
[0487] In step E300-6, the sub CPU 130a judges whether the demo waiting timer is 0 or not. If the demo waiting timer is not 0, the sub CPU 130a ends the current customer waiting performance processing assuming that the customer waiting demo performance is not yet executed, and if the demo waiting timer is 0, in step E300-7, the sub CPU 130a sets a customer waiting demo performance command in the transmission buffer and ends the current customer waiting performance processing. As a result, the customer waiting demo performance command is transmitted to the display control unit 140 and the lamp control unit 150, and a customer waiting demo performance that appeals to the player to play a game is executed.
[0488] (Demo waiting time determination table) FIG. 30 is a diagram showing a demo waiting time determination table which is referred to when determining the waiting time until the start of the customer waiting demo performance.
[0489] In the demo waiting time determination table in Fig. 30, the game state, the current state, and the demo waiting time to be selected are associated with each other. Four types of demo waiting times are set for the normal game state, from 30 seconds to 80 seconds, and four types of demo waiting times are set for the specific game state, from 35 seconds to 85 seconds.
[0490] The first feature of the demo waiting time determination table shown in Fig. 30 is that the demo waiting time from when the performance pattern is statically displayed on the image display device immediately after power is turned on, the demo waiting time from when the performance pattern is statically displayed on the image display device immediately after power is restored, the demo waiting time from when the performance pattern is statically displayed after the variable display of the performance pattern ends (the variable time has passed), and the demo waiting time from when the performance pattern is statically displayed after the customer waiting demo performance ends is different. Therefore, the customer waiting demo performance can be executed at an appropriate time according to the current state, and the operation of the gaming machine can be improved.
[0491] The second feature of the demo waiting time determination table shown in Fig. 30 is that the demo waiting time from when the performance symbol is displayed still on the image display device immediately after the power is turned on is longer than the demo waiting time from when the performance symbol is displayed still after the variable display of the performance symbol has ended (the variable time has passed). Therefore, it is possible to execute the customer waiting demo performance at an appropriate time according to the possibility that the player is playing, and it is possible to improve the operation of the gaming machine.
[0492] The third feature of the demo waiting time determination table shown in Fig. 30 is that the demo waiting time from when the performance symbol is displayed still on the image display device immediately after the power is restored is longer than the demo waiting time from when the performance symbol is displayed still after the variable display of the performance symbol ends (the variable time has passed) and the performance symbol is displayed still. Therefore, it is possible to execute the customer waiting demo performance at an appropriate time according to the possibility that the player is playing, and it is possible to improve the operation of the gaming machine.
[0493] The fourth feature of the demo waiting time determination table shown in Fig. 30 is that the demo waiting time from when the image display device displays a still image of the performance pattern immediately after power is restored is longer than the demo waiting time from when the image display device displays a still image of the performance pattern immediately after power is turned on. Therefore, it is possible to execute the customer waiting demo performance at an appropriate time according to the possibility that the player is playing, and it is possible to improve the operation of the gaming machine.
[0494] The fifth feature of the demo waiting time determination table shown in Figure 30 is that the demo waiting time from when the performance pattern is still displayed after the customer waiting demo performance ends is the shortest. Therefore, it is possible to effectively increase the appeal of the game to the player and improve the operation of the gaming machine.
[0495] The sixth feature of the demo waiting time determination table shown in Fig. 30 is that the demo waiting time in a specific game state (low probability time-saving game state, high probability time-saving game state) is longer than the demo waiting time in a normal game state. Therefore, it is possible to execute the customer waiting demo performance at an appropriate time according to the possibility that the player is playing, and it is possible to improve the operation of the gaming machine.
[0496] (Menu operation processing of the production control unit) The menu operation process of the performance control unit 130m will be described with reference to Fig. 31. Fig. 31 is a flowchart showing the menu operation process in the performance control unit 130m.
[0497] In step E320-1, the sub-CPU 130a judges whether or not the machine is currently waiting for a customer. If the machine is currently waiting for a customer, the process proceeds to step E320-2. If the machine is not currently waiting for a customer (if the machine is currently performing a variable or big win effect), the process proceeds to step E320-7, assuming that the process related to the menu operation is not performed.
[0498] In step E320-2, the sub CPU 130a obtains the menu processing number that is updated in each process of the menu operation process, refers to the branch destination address from the menu processing number, and executes the process corresponding to the branch destination address.
[0499] Specifically, if the menu processing number is "0", various menu items (machine description, performance customization, Pachi-log, end) are displayed in response to operation of the performance button 17, a menu item is selected by operating the directional pad 19 and the menu item is confirmed by operating the performance button 17, and a menu item selection process (step E320-3) is executed to set a menu processing number corresponding to the confirmed menu item ("1" for "machine description", ""2" for "performance customization", ""3" for "Pachi-log", ""0" for "end"), and the menu operation process is terminated.
[0500] If the menu processing number = "1", various explanatory information about the model is displayed in sequence in response to operation of the cross key 19, and a model explanation process (step E320-4) is executed in which the menu processing number is set to "0" by selecting and confirming the end item, and the menu operation process is terminated.
[0501] If the menu processing number is "2", a normal setting (normal mode) in which various effects (e.g., icon change effects, continuous preview effects, timer effects, etc.) executed during the variable effects in response to operation of the directional pad 19 are executed at a normal rate, and a simple setting (simple mode) in which they are executed at a decreasing rate lower than the normal rate is selected, and a performance customization process (step E320-5) determined by operation of the effect button 17 is executed, and the menu operation process is terminated.
[0502] If the menu processing number is "3", the program accepts input of a history password using the effect button 17 and the directional pad 19 to begin updating the game history, and performs processing such as issuing a history password corresponding to the updated game history in accordance with the effect button 17 and the directional pad 19.The program then executes Pachilog processing (step E320-6) which manages the game history in cooperation with a terminal such as a mobile phone owned by the player, and terminates the menu operation processing.
[0503] If the menu operation number = "4", a termination process (step E320-7) is executed to terminate the menu operation and set the menu processing number to "0", thereby terminating the menu operation process.
[0504] In this way, based on the operation of the effect button 17 and the cross key 19, the various effects executed during the fluctuation effect (such as the icon change effect, continuous preview effect, timer effect, and feature preview effect at the start of the fluctuation, which will be described later) can be set to a normal setting (normal mode) or a simple setting (simple mode) with different execution ratios (the execution ratios of the icon change effect, continuous preview effect, timer effect, and feature preview effect at the start of the fluctuation, etc. can be set), allowing the player to customize the effect balance to their liking, making it possible to increase the enjoyment of the game.
[0505] In addition, rather than customizing the execution ratio of various effects (effects to be customized) executed during variable performance b...
Claims
[Claim 1] In a gaming machine capable of controlling the progress of a special game, The game machine includes an operating means operable by a player, A variation effect of the pattern can be executed according to the judgment information acquired based on the establishment of the acquisition condition, During the execution of the variable performance, a vibration performance for vibrating the operating means, a reach performance for expecting the execution of the special game, a win / lose performance for suggesting whether or not the special game will be executed, and a suggestion performance for suggesting the execution of the special game can be executed. The operation means includes: A first operation means that vibrates in the vibration performance and a second operation means different from the first operation means, When the vibration effect is executed during the operation of the second operating means, vibrations related to the vibration effect are transmitted to the player via the second operating means, The vibration effects include: A first vibration effect is executed in response to an operation of the operating means during an operation valid period; A second vibration effect is executed without generating the operation effective period, The second vibration effect includes: A first performance executed at a predetermined timing; A second performance executed at a timing different from that of the first performance, The first vibration effect is a vibration start timing differs depending on an operation timing of the first operation means, When the first vibration effect is executed, a predetermined effect sound corresponding to the operation of the operation means can be output, whereas when the second vibration effect is executed, the predetermined effect sound is not output; It is possible to make the vibration mode in the first performance different from the vibration mode in the second performance, and it is possible to execute the first performance and the second performance so that their performance periods do not overlap during the execution of the variable performance, The second performance is The special game is not executed in the variable performance in which the special game is not executed, and can be executed when the suggestion performance is executed in the variable performance in which the special game is executed, The operation effective period for the first vibration effect is: This occurs when the reach effect is being executed and the winning or losing effect is being executed, A gaming machine characterized in that a vibration period in the first vibration performance associated with the winning / losing performance is longer than a vibration period in the first performance.