Game machine
By displaying and operating specific images in the game console, the problem of insufficient entertainment in the existing game console is solved, and the player's sense of participation and gaming experience is enhanced.
Patent Information
- Application Number
- JP2023123305
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-07-28
- Publication Date
- 2025-02-07
Smart Images

Figure 2025019611000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine such as a pachinko gaming machine. [Background technology]
[0002] 2. Description of the Related Art Conventionally, there is known a gaming machine that controls a presentation as a game progresses and draws and plays a presentation screen on a screen (see, for example, Patent Document 1).
[0003] In such gaming machines, in addition to executing effects in accordance with the progress of the game, demo effects are executed to attract the interest of players when the gaming machine is in a waiting state. [Prior art documents] [Patent documents]
[0004] [Patent Document 1] Patent Publication No. 2021-137401 Summary of the Invention [Problem to be solved by the invention]
[0005] However, even with the above gaming machines, there is still room for improvement in terms of technology for increasing the entertainment value of the game.
[0006] The present invention has been made to solve the above-mentioned problems, and has an object to improve the entertainment value of games. [Means for solving the problem]
[0007] The present invention has been made to solve at least a part of the above-mentioned problems, and can be realized as the following application examples.
[0008] [Application example 1] A gaming machine including an operation means and a display means having a screen capable of displaying a plurality of types of images, A specific image including a predetermined content is displayed on a part of a presentation screen during a game by a player operating the operation means. A gaming machine characterized by: [Application example 2] The gaming machine according to Application Example 1, the specific image is displayed on a part of the presentation screen, and then the display disappears from the presentation screen when the player operates the operation means again; A gaming machine characterized by: [Application example 3] The gaming machine according to Application Example 1 or Application Example 2, The specific image includes an image representing that the player is away from the seat and an image representing the time the player has been away from the seat. A gaming machine characterized by: Effect of the Invention
[0009] According to the present invention, interest in games can be improved. [Brief description of the drawings]
[0010] [Figure 1] FIG. [Diagram 2] FIG. 4 is a block diagram showing the electrical configuration of the main control board. [Diagram 3] FIG. 2 is a diagram for explaining a sensor solenoid. [Figure 4] FIG. 4 is a block diagram showing the electrical configuration of the sub-control board. [Diagram 5] A diagram to explain the memory areas of a game control microcomputer and a performance control microcomputer. [Figure 6] FIG. 13 is an explanatory diagram of a hit determination table. [Figure 7] An explanatory diagram of a jackpot type determination table. [Figure 8] An explanatory diagram of a fluctuation pattern determination table when the time-saving mode is not in effect. [Figure 9] An explanatory diagram of a fluctuation pattern determination table during time-saving mode. [Figure 10]4 is a flowchart of a main control process. [Figure 11] 4 is a flowchart of a power-on process. [Figure 12] 13 is a flowchart of a main-side timer interrupt process. [Figure 13] 13 is a flowchart of a special action process. [Figure 14] 13 is a flowchart of a special symbol waiting process. [Figure 15] 13 is a flowchart of a hit determination process. [Figure 16] This is a flowchart for processing special electric gimmicks (small wins). [Figure 17] 13 is a flowchart of a special symbol determination process. [Figure 18] 13 is a flowchart of a game status management process. [Figure 19] This is a flowchart of special electric device processing (jackpot). [Figure 20] 13 is a flowchart of a game status setting process. [Figure 21] 13 is a flowchart of a power interruption monitoring process. [Figure 22] 13 is a flowchart of a sub-control main process. [Figure 23] 13 is a flowchart of a sub-side first timer interrupt process. [Figure 24] 13 is a flowchart of a sub-side second timer interrupt process. [Diagram 25] 13 is a flowchart of a received command analysis process. [Figure 26] 13 is a flowchart of the variable performance start processing. [Figure 27] 13 is a flowchart of a setting item selection setting process when RAM is cleared. [Figure 28] 13 is a flowchart of a smoking absence information setting process. [Figure 29] 13 is a flowchart of a setting process for waiting for customers. [Diagram 30] 13 is a flowchart of a smoking away timer display process. [Diagram 31] 13 is a flowchart of a smoking away timer update display process. [Diagram 32] 13A is a diagram for explaining a setting item selection setting screen, and FIG. 13B is a diagram for explaining a smoking absence information setting screen. [Diagram 33] 13A and 13B are diagrams for explaining a setting screen and a smoking absence notification setting screen, respectively. [Diagram 34] FIG. 13 is a diagram for explaining power-on by operating the RAM clear switch. [Diagram 35] FIG. 35 is a diagram for explaining what happens after power-on by operating the RAM clear switch in FIG. 34. [Diagram 36] 13A and 13B are diagrams for explaining a toilet break notification screen (A) and a meal break notification screen (B). DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] First Embodiment 1. Structure of the gaming machine 1 is a front view of a gaming machine 1 according to one embodiment of the present invention. In the following description, the left-right direction of the gaming machine 1 will be described as coinciding with the left-right direction as seen by a player facing the gaming machine 1. The front direction of the gaming machine 1 will be described as the direction from the gaming machine 1 toward the player, and the rear direction of the gaming machine 1 will be described as the direction from the player toward the gaming machine 1.
[0012] The gaming machine 1 is a pachinko gaming machine that shoots gaming balls based on a player's shooting operation, and when the gaming balls win a specific winning device, a predetermined number of gaming balls is paid out to the player based on the winning.
[0013] The gaming machine 1 includes a gaming machine frame 50 and a gaming board 2, and the gaming board 2 is attached to the inside of the gaming machine frame 50. In addition to a front frame (front frame portion) 53, the gaming machine frame 50 includes an outer frame (base frame portion) that forms the outer hull of the gaming machine, and an inner frame to which the gaming board 2 is attached inside the outer frame.
[0014] The front frame (front frame portion) 53 is a vertically rectangular unit disposed on the front side of the outer frame and the inner frame, and includes a handle 60, a ball supply tray (upper tray) 61, a surplus ball receiving tray (lower tray) 62, a performance button 63, a cylinder lock 64, a frame lamp 66, a speaker 67, a select button 68, and a frame movable body 600. An opening is formed in the center of the front frame 53, and the playing area 3 of the game board 2 can be seen through the opening. A glass unit is fitted into this opening 52.
[0015] The glass unit is unitized by arranging two pieces of colorless and transparent glass (front glass, rear glass) a predetermined distance apart in the front-to-rear direction. An internal space is formed in the glass unit by being sandwiched between the two pieces of colorless and transparent glass (front glass, rear glass). The glass unit can be attached and detached from the rear of the front frame 53. The glass unit is also provided with a storage section (not shown) that stores a desiccant to remove moisture from the internal space, thereby preventing the glass from fogging up due to moisture.
[0016] The handle 60 is disposed at the lower end on the right side of the front frame 53, and launches game balls with a launch strength according to the rotation angle. The ball supply tray (upper tray) 61 is disposed below the front frame 53, and stores game balls. The surplus ball receiving tray (lower tray) 62 is disposed below the ball supply tray (upper tray) 61, and stores game balls that cannot be accommodated in the ball supply tray (upper tray) 61.
[0017] The effect button 63 is an operating section disposed near the ball supply tray (upper tray) 61, and is operated (pressed) by the player during effects that are executed as the game progresses.
[0018] The cylinder lock 64 is located at the upper right of the handle 60 on the lower right side of the front frame 53, and a key can be inserted into the keyhole 64a of the cylinder lock 64 and rotated 90 degrees clockwise from its normal state (where the keyhole 64a is arranged in a vertically long rectangular shape) to open the front frame 53 from the inner frame (where the keyhole 64a is rotated 90 degrees clockwise and the keyhole 64a is arranged in a horizontally long rectangular shape), or the key can be rotated 90 degrees counterclockwise from its normal state (where the keyhole 64a is arranged in a vertically long rectangular shape) to open the front frame 53 together with the inner frame from the outer frame (where the keyhole 64a is rotated 90 degrees counterclockwise and the keyhole 64a is arranged in a horizontally long rectangular shape).
[0019] When the front frame 53 is opened from the inner frame, the front of the game board 2 is opened from the front frame 53, so that a staff member such as a game parlor attendant can, for example, remove a state in which multiple game balls flowing down the game area 3 are clogged with game nails (so-called "grapes"). By closing the front frame 53 toward the inner frame, it is returned to the normal state (a state in which the keyhole 64a is arranged in a vertically long rectangular shape), and the locking is completed.
[0020] When the front frame 53 is opened from the outer frame together with the inner frame, the rear side of the game board 2 is opened and the power supply board 116 and the payout control board 110 are exposed, so that a staff member such as a game parlor attendant can turn on the RAM clear switch 117 (FIG. 5) of the power supply board 116 and turn on or off the power switch 118 (FIG. 5) of the power supply board 116. By closing the front frame 53 together with the inner frame toward the outer frame, the normal state (the state in which the keyhole 64a is arranged in a vertically long rectangular shape) is restored and the locking is completed. The RAM clear switch 117 is a tactile switch that is turned on only when it is turned on, and maintains the OFF state when it is not turned on. The power switch 118 is a toggle switch that maintains the ON state when it is turned on, and maintains the OFF state when it is turned off.
[0021] In this way, in order to operate the RAM clear switch 117 (Fig. 5) and the power switch 118 (Fig. 5), a key must be inserted into the keyhole 64a of the cylinder lock 64 and turned counterclockwise from the normal state to release the front frame 53 together with the inner frame from the outer frame. If the key inserted into the keyhole 64a is not a genuine key, it will not be possible to release the front frame 53 from the inner frame, and it will not be possible to release the front frame 53 together with the inner frame from the outer frame.
[0022] The frame lamps 66 are arranged around the opening of the front frame 53, and emit light during play. The speakers 67 are arranged at the upper left and upper right of the front frame 53, and emit sound during play. The select button 68 is a so-called cross key, and is composed of a left button, a right button, an up button, and a down button, and enables various inputs. The frame movable body 600 is a so-called movable gimmick that is provided at the top of the front frame 53. The frame movable body 600 is configured to be displaceable from a stored state in which it is stored inside the front frame 53 to an exposed state in which it protrudes above the front frame 53.
[0023] A sword member and a sword button may be further provided on the right side of the opening of the front frame (front frame portion) 53 and on the right front surface of the front frame (front frame portion) 53. The sword member is an operation part imitating the shape of a sword, and can be pushed downward by the player during effects that are executed as the game progresses. The sword button is an operation part provided on the upper end portion of the sword member, i.e., the end of the sword handle, and is operated (pressed) by the player during effects that are executed as the game progresses. The sword member is configured to be capable of executing two different operations: a first operation of pushing the entire sword member downward, and a second operation of pressing the sword button at the tip.
[0024] The game board 2 comprises a game area 3, a rail member 4, a board lamp 5, an image display device 7, a center decorative body 10, a fixed winning device (center) 19, a normal variable winning device (electric chute) 22, a gate (through chucker) 28, a first large winning device (first attacker) 31, a second large winning device (second attacker) 36, a general winning port 27 (normal winning port 27), an outlet 16, and a display 40.
[0025] The game area 3 is an area where game balls launched by operating the handle 60 flow down, and has a number of game nails protruding therein for guiding the game balls. The rail member 4 is disposed at the left end of the game area 3, and guides the game balls launched by operating the handle 60 toward the top of the game area 3. The board lamp 5 is disposed on the rear side of the game area 3, and irradiates light from the rear side of the game area 3.
[0026] The image display device 7 is provided near the center of the game area 3 and has a display screen 7a. The image display device 7 may be a liquid crystal display device, or may be another image display device such as an organic EL display device, a plasma display, a projector, or a dot matrix. The display screen 7a of the image display device 7 has a performance pattern display area in which performance patterns (decorative patterns) 8L, 8C, and 8R are displayed in a variable manner, a reserved image display area in which reserved images 9A and 9B are displayed, and a reserved digestion image display area in which reserved digestion image 9C is displayed. The reserved images 9A and 9B are images that represent a reservation, and are also called reserved icons 9A and 9B. The reserved digestion image 9C is an image that corresponds to the variation, and is also called the variable image 9C, or the variable icon 9C or variable icon 9C. Note that the reserved digestion image 9C is an image that corresponds to the variation, and does not indicate a reservation, but the reserved images 9A and 9B and the reserved digestion image 9C are collectively called reserved images for convenience.
[0027] The effect symbol display area includes three symbol display areas, "left", "center", and "right". The left symbol display area displays a left effect symbol (left decorative symbol) 8L. The center symbol display area displays a center effect symbol (center decorative symbol) 8C. The right symbol display area displays a right effect symbol (right decorative symbol) 8R. The effect symbols 8L, 8C, and 8R are composed of a plurality of symbols representing numbers, for example, from "1" to "9". The variable display of the effect symbols 8L, 8C, and 8R is synchronized with the variable display of the first special symbol and the second special symbol, which will be described later. The image display device 7 can display the results of the variable display of the first special symbol and the second special symbol (the result of the big win lottery) to the player in an easy-to-understand manner by the combination of the effect symbols displayed in the left, center, and right symbol display areas. The first special symbol and the second special symbol are collectively called "special symbols".
[0028] For example, if a jackpot is won, the performance symbols are displayed as a repeat number such as "777". If a loss occurs, the performance symbols are displayed as a random number such as "637". This makes it easier for the player to grasp the progress of the game. The player can grasp the result of the jackpot lottery through the image display device 7. The manner of displaying the variation of the performance symbols may be scrolled vertically or may be other manners. The combination of performance symbols to be displayed according to each lottery result is not limited to the above and can be set arbitrarily. Hereinafter, the performance displaying the performance symbols 8L, 8C, and 8R is also called "variable performance of performance symbols", "variable performance of decorative symbols", or simply "variable performance". In addition, the variation performance of the performance symbols during the period from when the special symbols start to vary to when they stop (also called the special symbol variation period) is counted as one variation performance. Therefore, even if the decorative symbols are temporarily stopped during the period from when the special symbols start to vary to when they stop, the performance of the temporary stop is included in the variation performance of the decorative symbols.
[0029] The image display device 7 can display on the display screen 7a not only the performance symbol change performance, but also a big win performance performed in parallel with a big win game (one example of a special game), a demo performance for waiting for customers, and the like. In the performance symbol change performance, in addition to the performance symbols, performance images such as background images and character images may also be displayed. Furthermore, the image display device 7 may display on the display screen 7a, in addition to the performance symbols, an identification display (fourth symbol, not shown) that can suggest that a special symbol is changing or the result of a lottery for a special symbol. The identification display (fourth symbol) may be displayed by a light-emitting device such as an LED provided in the game area 3.
[0030] The reserved image display area includes a first reserved display area that displays reserved images 9A according to the number of reserved first special symbols, which will be described later, and a second reserved display area that displays reserved images 9B according to the number of reserved second special symbols, which will be described later. By displaying the reserved images 9A and 9B, the number of reserved first special symbols and the number of reserved second special symbols can be displayed in an easy-to-understand manner to the player. The reserved consumption image display area includes a reserved consumption display area that displays reserved consumption images 9C. The reserved consumption image 9C corresponds to the currently changing performance pattern (performance patterns 8L, 8C, 8R) on the display screen 7a, and by displaying the reserved consumption image 9C, it is possible to easily display to the player that the reserved first special symbol or reserved second special symbol is consumed ("reserved special symbol consumption" described later).
[0031] The center decorative body 10 is disposed near the center of the play area 3 and in front of the image display device 7. A stage section 11 is formed at the bottom of the center decorative body 10. The stage section 11 has a shape that can guide game balls rolling on the upper surface of the stage section 11 to a first starting hole 20 described below. A warp section 12 is provided at the bottom left of the center decorative body 10. The warp section 12 has an entrance section through which game balls flow and an exit section through which the game balls flow out, and causes the game balls that flow in from the entrance section to flow out from the exit section to the stage section 11.
[0032] The fixed winning device (center) 19 is disposed below the image display device 7 in the game area 3, and is equipped with a first starting hole 20 that does not change the ease with which a game ball can enter. The entry of a game ball into the first starting hole 20 triggers the drawing of a lottery for a first special symbol (a big win lottery). In other words, the entry of a game ball into the first starting hole 20 triggers the acquisition of a winning random number and the determination of a big win.
[0033] The normal variable winning device (electric chute) 22 is disposed below the first start hole 20 in the game area 3, and includes a second start hole 21. The winning of a game ball into the second start hole 21 triggers the drawing of a lottery for a second special symbol (a big win drawing). The electric chute 22 includes a movable member 23 in front of the second start hole 21, and the second start hole 21 is opened and closed by the operation of the movable member 23. The movable member 23 is driven by an electric chute solenoid 24 (FIG. 3). The second start hole 21 is capable of receiving a game ball when the movable member 23 is in an open state. Note that the electric chute 22 only needs to allow a ball to enter the second start hole 21 more easily when the movable member 23 is in an open state than when it is in a closed state, and may allow a ball to enter the second start hole 21 when the movable member 23 is in a closed state.
[0034] The gate (through chucker) 28 is disposed above the first big prize device (first attacker) 31 in the game area 3, and is configured to allow the game ball to pass through. The passage of the game ball through the gate 28 triggers a normal symbol lottery that determines whether or not the electric chute 22 will open. In other words, the passage of the game ball through the gate 28 triggers the acquisition of a normal symbol random number and a win determination, etc.
[0035] Here, the "lottery for special symbols (special symbol lottery)" refers to a process of acquiring a random number for determining a special symbol when a game ball enters the first starting hole 20 or the second starting hole 21, and judging whether or not it is a jackpot by comparing the acquired random number with a value corresponding to a predetermined "jackpot". The lottery result of this "jackpot" (special symbol lottery result) is not immediately notified to the player, but the display 40 displays the special symbol in a variable manner, and when a predetermined variable time has elapsed, the special symbol corresponding to the lottery result (special symbol lottery result) is displayed stationary (determined display), and the lottery result (special symbol lottery result) is notified to the player. The image display device 7 performs a pattern matching game in which the performance symbol is displayed in a variable manner in synchronization with the variable display of the special symbol, and this pattern matching game more effectively notifies the player of the lottery result of the jackpot (special symbol lottery result), that is, the jackpot (win) or miss. The special pattern changing state will begin when the display of the special pattern begins to change.
[0036] Also, "drawing a normal symbol" refers to a process in which a random number for determining a normal symbol is acquired when a gaming ball passes through gate 28, and this acquired random number is compared with a value corresponding to a predetermined "win" to determine whether or not the winning symbol has been obtained. The lottery result for this normal symbol is also not immediately notified when the gaming ball passes through gate 28, but a fluctuating display of the normal symbol is performed on display 40, and after a predetermined fluctuating time has elapsed, the normal symbol corresponding to the lottery result is displayed as a confirmed result (lighted or unlit), and the lottery result is notified to the player.
[0037] The first large prize winning device (first attacker) 31 is disposed above and to the right of the first starting hole 20 in the game area 3, and includes a first large prize winning hole 30, a V area 39, a non-V area 70, and a V opening / closing member 71. The first large prize winning hole 30 includes an opening / closing member 32 that allows or prevents the acceptance of game balls by swinging open / close action. The opening / closing member 32 is driven by a first large prize winning hole solenoid 33 (Fig. 3). Game balls can enter the first large prize winning hole 30 when the opening / closing member 32 is in the open state.
[0038] The first large prize device 31 internally has a V area (specific area) 39, a V area sensor 39a (Figure 3), a non-V area (non-specific area) 70, a non-V area sensor 70a (Figure 3), a first large prize opening sensor 30a (Figure 3), a V opening / closing member 71, and a V opening / closing member solenoid 73 (Figure 3).
[0039] The V area (specific area) 39 and the non-V area (non-specific area) 70 are configured as areas within the first large prize device 31 through which a gaming ball that has passed through the first large prize opening 30 can pass. The first large prize opening sensor 30a is disposed upstream of the V area 39 and the non-V area 70, and detects the entry of a gaming ball into the first large prize opening 30. The V area sensor 39a is disposed in the V area 39, and detects the passage of a gaming ball into the V area 39. The non-V area sensor 70a is disposed in the non-V area 70, and detects the passage of a gaming ball into the non-V area 70.
[0040] The V opening / closing member 71 distributes the game balls that have passed through the first large winning opening 30 to either the V area 39 or the non-V area 70. The V opening / closing member solenoid 73 drives the V opening / closing member 71. The V opening / closing member 71 is configured to rotate (clockwise and counterclockwise with respect to the game board 2), and when the V opening / closing member solenoid 73 is energized, it rotates counterclockwise from the origin position to distribute the game balls to the V area 39 in a first state (rotating state), and when the V opening / closing member solenoid 73 is not energized, it is located at the origin and distributes the game balls to the non-V area 70 in a second state (stopped state). Note that the V opening / closing member 71 is not limited to rotational movement, and may be configured to move forward and backward with respect to the game board 2, for example, as long as it has the function of distributing the game balls that have passed through the first large winning opening 30 to either the V area 39 or the non-V area 70. In other words, when the V opening / closing member solenoid 73 is energized, it is in a retracted state (first state) in which the game ball is distributed to the V region 39, and when the V opening / closing member solenoid 73 is not energized, it is in an advanced state (second state) in which the game ball is distributed to the non-V region 70.
[0041] The first large prize device 31 of this embodiment further includes a first large prize device discharge sensor 31a (FIG. 3) that counts the number of game balls discharged from the first large prize device 31. The first large prize device discharge sensor 31a is provided at the point where the V area 39 and the non-V area 70 join downstream, and counts the number of game balls that have passed through the V area sensor 39a or the non-V area sensor 70a.
[0042] The second large prize winning device (second attacker) 36 is disposed above and to the right of the first large prize winning opening 30 in the game area 3, and is provided with a second large prize winning opening 35. The second large prize winning opening 35 is provided with an opening / closing member 37 that inhibits or allows the reception of game balls by swinging open and closed. The opening / closing member 37 is driven by a second large prize winning opening solenoid 38 (Fig. 3). When the opening / closing member 37 is in the open state, game balls can enter the second large prize winning opening 35. Winning of the second large prize winning opening 35 is detected by a second large prize winning opening sensor 35a. The second large prize winning device 36 of this embodiment further includes a second large prize winning device discharge sensor 36a (Fig. 3) that counts the number of game balls discharged from the second large prize winning device 36.
[0043] The general winning opening 27 is provided at the bottom of the game area 3. The outlet 16 is provided at the bottom of the game area 3, and discharges game balls that do not win in any of the winning openings out of the game area 3. The display 40 is located near the center of the right side of the game board 2.
[0044] A vibration sensor 25 is disposed on the back side of the game board 2 corresponding to the game area 3 at the lower right of the fixed winning device (center) 19, which detects abnormal vibrations caused by a cheating player (cheater) hitting the game machine 1 to change the direction of the game balls flowing down the game area 3 (so-called "hitting"). Also, a magnetic sensor 26 is disposed on the back side of the game board 2 corresponding to the game area 3 between the general winning opening 27 and the first starting opening 20, which detects abnormal magnetism caused by a cheating player (cheater) bringing a magnet close to the game area 3 to change the direction of the game balls flowing down the game area 3 (so-called "magnet thump"). Since hitting and magnet thumping are cheating acts against the game machine, the game machine becomes abnormal ("occurrence of an abnormality in the game machine").
[0045] The game area 3 has a left game area 3A on the left side of the center in the left-right direction, and a right game area 3B on the right side. A hitting style in which the game ball is shot so that it flows down the left game area 3A is called a "left hit". On the other hand, a hitting style in which the game ball is shot so that it flows down the right game area 3B is called a "right hit". The game machine 1 is configured so that a left hit can aim for winning at the first start gate 20. On the other hand, a right hit can aim for passing through the gate 28 and winning at the second start gate 21, the first large winning gate 30, and the second large winning gate 35.
[0046] In the gaming machine 1, when a game ball enters the first start hole 20 or the second start hole 21, the values (numerical information) of various random numbers such as winning random numbers acquired for the winning are temporarily stored in the special chart reservation memory area 84e (FIG. 5). Specifically, if the game ball enters the first start hole 20, it is stored in the first special chart reservation memory area (FIG. 5) as the first special chart reservation, and if the game ball enters the second start hole 21, it is stored in the second special chart reservation memory area (FIG. 5) as the second special chart reservation. There is an upper limit to the number of special chart reservations that can be stored in each special chart reservation memory area 84e, and the upper limit in this embodiment is four for both the first special chart reservation memory area and the second special chart reservation memory area. The special chart reservation stored in the special chart reservation memory area 84e is consumed when the special pattern based on the special chart reservation becomes variable displayable. "Use of reserved special symbols" refers to judging the winning random number etc. corresponding to the reserved special symbols and executing the variable display of the special symbols to show the judgment result. Therefore, in the gaming machine 1, even if the variable display of the special symbols based on the winning of the game ball into the first start hole 20 or the second start hole 21 cannot be performed immediately after the winning, that is, even if the winning occurs during the variable display of the special symbols or during the execution of the special game, the right to the big win lottery for the winning can be reserved up to a predetermined number.
[0047] In the gaming machine 1, when a game ball passes through the gate 28, the value of the normal pattern random number acquired for that passage is temporarily stored as a normal pattern reserve in the normal pattern reserve memory area 84f (FIG. 5). There is an upper limit to the number of normal pattern reserves that can be stored in the normal pattern reserve memory area 84f, and the upper limit in this embodiment is four. The normal pattern reserve stored in the normal pattern reserve memory area 84f is consumed when the variable display of the normal pattern based on that normal pattern reserve becomes possible. The consumption of the normal pattern reserve means determining the normal pattern random number corresponding to that normal pattern reserve and executing the variable display of the normal pattern to show the result of the determination. Therefore, in the gaming machine 1, even if the variable display of the normal pattern based on the passage of the game ball through the gate 28 cannot be performed immediately after the passage, that is, even if a prize is won during the execution of the variable display of the normal pattern or during the execution of the auxiliary game, the right to draw the normal pattern for that passage can be reserved up to a predetermined number.
[0048] 2. Electrical configuration of the gaming machine The electrical configuration of the gaming machine 1 will be described with reference to Figures 2 to 4. Figure 2 is a block diagram showing the electrical configuration of the main control board side of the gaming machine 1. Figure 4 is a block diagram showing the electrical configuration of the sub-control board side of the gaming machine 1. The gaming machine 1 includes a main control board 80 (Figure 2), a sub-control board 90 (Figure 4), an image control board 100 (Figure 4), a lamp control board 107 (Figure 4), a sound control board 106 (Figure 4), a payout control board 110 (Figure 2), and a power supply board 116 (Figure 2).
[0049] The main control board 80 is a game control board that controls game profits such as big win lotteries and transitions in game states, and constitutes the main control unit. The sub-control board 90 is a performance control board that controls performances executed as the game progresses, and constitutes the sub-control unit together with the image control board 100, lamp control board 107, and sound control board 106. The sub-control unit can be constituted by at least including the sub-control board 90.
[0050] The main control board 80 includes a game control microcomputer 81 and an input / output circuit 87. The game control microcomputer 81 is a one-chip microcomputer mounted on the main control board 80, and controls the progress of the game on the gaming machine 1 according to a program. The game control microcomputer 81 transmits and receives data to and from other boards, etc. via the input / output circuit (I / O port section) 87. The input / output circuit 87 may be built into the game control microcomputer 81.
[0051] The sensor solenoid 44 is connected to the main control board 80 via an input / output circuit 87. The sensor solenoid 44 is a general term for various sensors and solenoids. As the sensors, as shown in Fig. 3, the first start hole sensor 20a, the second start hole sensor 21a, the gate sensor 28a, the first large prize opening sensor 30a, the second large prize opening sensor 35a, the V area sensor 39a, the non-V area sensor 70a, the normal prize opening sensor 27a, the first large prize device ejection sensor 31a, the second large prize device ejection sensor 36a, the vibration sensor 25, and the magnetic sensor 26 are exemplified.
[0052] The first start hole sensor 20a is provided inside the first start hole 20 and detects a game ball that has entered the first start hole 20. The second start hole sensor 21a is provided inside the second start hole 21 and detects a game ball that has entered the second start hole 21. The gate sensor 28a is provided inside the gate 28 and detects a game ball that has passed through the gate 28. The first large prize hole sensor 30a is provided inside the first large prize hole 30 and detects a game ball that has entered the first large prize hole 30. The second large prize hole sensor 35a is provided inside the second large prize hole 35 and detects a game ball that has entered the second large prize hole 35. The V area sensor 39a is provided in the V area 39 and detects a game ball that has passed through the V area 39. The non-V area sensor 70a is provided in the non-V area 70 and detects a game ball that has passed through the non-V area 70. The normal winning opening sensor 27a is provided inside the normal winning opening 27 and detects game balls that have won in the normal winning opening 27. The first large winning device discharge sensor 31a detects game balls discharged from the first large winning device 31. The second large winning device discharge sensor 36a detects game balls discharged from the second large winning device 36. The vibration sensor 25 detects abnormal vibrations caused by tapping. The magnetic sensor 26 detects abnormal magnetism caused by magnetic tapping.
[0053] As the solenoids, as shown in FIG. 3, the electric chute solenoid 24, the first large prize opening solenoid 33, the second large prize opening solenoid 38, and the V-shaped opening / closing member solenoid 73 are exemplified. The electric chute solenoid 24 drives the movable member 23 of the electric chute 22. The first large prize opening solenoid 33 drives the opening / closing member 32 of the first large prize device 31. The second large prize opening solenoid 38 drives the opening / closing member 37 of the second large prize device 36. The V opening / closing member solenoid 73 drives the V opening / closing member 71.
[0054] The display device 40 is connected to the main control board 80 via an input / output circuit 87. The game control microcomputer 81 controls the display device 40. The main control board 80 is connected to the external terminal board 72 via an input / output circuit 87. The main control board 80 outputs, to the external terminal board 72, prize ball information, door or frame opening information, the number of times the first special symbol or the second special symbol has changed, the entry of game balls into the first start hole 20 and the second start hole 21, whether or not a jackpot has been hit, and a security signal. In addition, the sub-control board 90 outputs, to the external terminal 72, a smoking away timer display effect start signal, a smoking away timer display effect end signal, and the like, as described below. The external unit UT is connected to the external terminal board 72, and the external unit UT inputs, via the external terminal board 72, prize ball information, door or frame opening information, the number of times the first special symbol or the second special symbol has changed, the entry of game balls into the first start hole 20 and the second start hole 21, whether or not a jackpot has been hit, and a security signal, a smoking away timer display effect start signal, a smoking away timer display effect end signal, and the like. Examples of the external unit UT include a data counter that is attached above the gaming machine 1 to the pachinko island on which the gaming machines 1 are lined up and displays various information about the gaming machine 1 and its status, as well as a hall computer installed in the control room of the gaming hall that receives various information about the gaming machine 1 from the pachinko island.
[0055] A dispensing control board 110 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the dispensing control board 110 and receives signals from the dispensing control board 110 for dispensing monitoring. The payout control board 110 is connected to a prize ball payout device 120, a loan ball payout device 130, and a card unit 135.
[0056] A power supply board 116 is connected to the main control board 80 via an input / output circuit 87. The main control board 80 operates with power supplied from the power supply board 116, and distributes power to other boards (not shown). The launch device 112 is also connected via the power supply board 116. The power supply board 116 is provided with a power switch 118 for turning on the gaming machine 1 to supply power to various boards, and a RAM clear switch 117 for clearing the contents (backup information) of the main RAM 84 (FIG. 5) of the game control microcomputer 81 of the main control board 80. The gaming machine 1 can be turned on by turning the power switch 118 ON, and the gaming machine 1 can be turned off by turning the power switch 118 OFF. The power supply board 116 is also provided with a power cutoff monitoring circuit (not shown) for monitoring a sign that the power supply to the gaming machine 1 is cut off. This power cutoff monitoring circuit outputs a power cutoff signal to the main control board 80 when there is a sign that the power supply to the gaming machine 1 is cut off. When a power-off signal is input, the game control microcomputer 81 (Fig. 5) of the main control board 80 prohibits access to the main RAM 84 (Fig. 5) of the game control microcomputer 81 of the main control board 80. This causes the contents (backup information) of the main RAM 84 (Fig. 5) of the game control microcomputer 81 of the main control board 80 to be retained. The power-off monitoring circuit monitors for a voltage drop in a specific power source (e.g., DC power source 24V) among the various power source voltages generated by the power supply board 116, and when the voltage drops below a threshold value, it outputs a power-off signal, indicating that there is a sign that the power supply to the gaming machine 1 will be cut off.
[0057] A sub-control board 90 (FIG. 4) is connected to the main control board 80 via an input / output circuit 87. The main control board 80 transmits various commands to the sub-control board 90. The connection between the main control board 80 and the sub-control board 90 is a unidirectional communication connection that allows only the transmission of signals from the main control board 80 to the sub-control board 90. In other words, a unidirectional circuit (not shown, for example, a circuit using a diode) is interposed between the main control board 80 and the sub-control board 90 as a communication direction restricting means.
[0058] The sub-control board 90 includes a performance control microcomputer 91 and an input / output circuit 95. The performance control microcomputer 91 is a one-chip microcomputer mounted on the sub-control board 90, and controls the performance of the game of the gaming machine 1 according to a program. The performance control microcomputer 91 transmits and receives data to and from other boards, etc. via the input / output circuit 95. The input / output circuit 95 may be built into the performance control microcomputer 91. The image control board 100, the sound control board 106, the lamp control board 107, and the relay board 108 are connected to the sub-control board 90 via the input / output circuit 95. The external terminal board 72 is also connected to the sub-control board 90 via the input / output circuit 95. The sub-control board 90 outputs a smoking away timer display performance start signal, a smoking away timer display performance end signal, and the like to the external terminal 72. As described above, in this embodiment, various signals from the main control board 80 and various signals from the sub-control board 90 are input to the external terminal board 72.
[0059] The image control board 100 is equipped with an image control microcomputer, which is a one-chip microcomputer (not shown) that controls the display of the image display device 7 according to a program. The image control microcomputer of the image control board 100 also has a built-in ROM in addition to a CPU. The ROM of the image control microcomputer stores, in addition to a program for performing display control, still image data and video data to be displayed on the image display device 7, specifically, image data such as characters, items, figures, letters, numbers, and symbols (including performance designs) and background images. The image control microcomputer also has a built-in RAM used as a memory for expanding image data. The CPU of the image control microcomputer executes the program stored in the ROM of the image control microcomputer.
[0060] A speaker 67 is connected to the audio control board 106, and the performance control microcomputer 91 outputs voice, music, sound effects, etc. from the speaker 67 via the audio control board 106 based on commands received from the main control board 80.
[0061] The lamp control board 107 is connected to and controls the frame lamp 66 and the board lamp 5. The performance control microcomputer 91 controls the lighting of lamps such as the frame lamp 66 and the board lamp 5 via the lamp control board 107 based on commands received from the main control board 80. In other words, the performance control microcomputer 91 creates light emission pattern data (data that determines the on / off state, light emission color, etc., also called lamp data) that determines the light emission mode of lamps such as the frame lamp 66 and the board lamp 5, and controls the light emission of lamps such as the frame lamp 66 and the board lamp 5 according to the light emission pattern data.
[0062] The relay board 108 is connected to the effect button 63, the select button 68, and the movable frame body 600. When the effect button 63 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108. In addition, the effect control microcomputer 91 operates the effect button 63 based on a command received from the main control board 80. The effect button 63 can be pressed, and can also be changed in position between a normal position (buried position) where the upper surface of the button body protrudes slightly, and a protruding position where most of the button body protrudes. In other words, the effect button 63 rises as one of the effects. When the select button 68 is pressed (pushed down) by the player, it outputs a switch signal to the sub-control board 90 via the relay board 108.
[0063] The performance control microcomputer 91 operates the frame movable body 600 based on commands received from the main control board 80. The frame movable body 600 is a movable gimmick provided on the top of the front frame 53 (FIG. 1). The performance control microcomputer 91 creates movement pattern data (drive data) that determines the movement mode of the frame movable body 600, and controls the movement of the frame movable body 600 according to the movement pattern data. Data stored in the sub-ROM 93 is used to create the movement pattern data. Note that a touch sensor or the like that is provided on the front frame 53 and outputs a detection signal when touched by a human body may be connected to the relay board 108.
[0064] 3. Data structure of gaming machines The data configuration of the gaming machine 1 will be described with reference to Fig. 5. Fig. 5(A) is a diagram for explaining a table stored in the main ROM 83 of the gaming control microcomputer 81. Fig. 5(B) is a diagram for explaining a storage area provided in the main RAM 84 of the gaming control microcomputer 81. Fig. 5(C) is a diagram for explaining a table stored in the sub ROM 93 of the performance control microcomputer 91. Fig. 5(D) is a diagram for explaining a storage area provided in the sub RAM 94 of the performance control microcomputer 91.
[0065] The main ROM 83 (FIG. 5(A)) is provided with a table storage area 83a. This table storage area 83a stores a win determination table, a reach determination table, a normal symbol win determination table, a normal symbol change pattern determination table, a big win type determination table, a change pattern determination table, an electric chute opening pattern determination table, a big prize opening pattern determination table, and the like. These determination tables are referred to by the game control microcomputer 81 in the main control main process (described later) executed by the game control microcomputer 81.
[0066] The main RAM 84 (Figure 5 (B)) has a command set area 84a, a flag set area 84b, a counter set area 84c, a special operation status set area 84d, a special map reserved memory area 84e, and a normal map reserved memory area 84f.
[0067] The command set area 84a is an area (output buffer) where commands output from the main control unit to the sub-control unit during the main control main processing (described later) are set, and pre-determination commands, reserved ball number commands, fluctuation start commands, fluctuation stop commands, opening commands, round designation commands, ending commands, game state designation commands, etc. are set.
[0068] The flag set area 84b is an area where flags indicating the state of the gaming machine and the gaming state are set in the main control main process (described later), and a big win flag, a small win flag, a time-saving flag, a ceiling flag, etc. are set.
[0069] The counter set area 84c is an area in which counters used in the main control process (described later) are set, such as a random number counter, a round counter, a time-saving counter, a number-of-games counter, and a ceiling counter.
[0070] The special action status set area 84d is an area in which a status in a special action process, which will be described later, is set.
[0071] The special symbol reserved memory area 84e includes a first special symbol reserved memory area in which the first special symbol reserved is stored, and a second special symbol reserved memory area in which the second special symbol reserved is stored. The first special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) such as random numbers for special symbols corresponding to the first, second, third, and fourth symbols of the first special symbol reserved. The second special symbol reserved memory area is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random number groups (reserved information) corresponding to the first, second, third, and fourth symbols of the second special symbol reserved.
[0072] The regular pattern reserved memory area 84f is provided with a first memory area, a second memory area, a third memory area, and a fourth memory area for storing random value groups (reserved information) such as regular pattern random numbers (winning random numbers) corresponding to the first, second, third, and fourth regular pattern reserved numbers, respectively.
[0073] In addition, the main RAM 84 is backed up by a backup power source (not shown) and is capable of continuing to retain its stored contents even if the power to the gaming machine 1 is cut off. Therefore, the contents stored in the main RAM 84 will not be lost when the power to the gaming machine 1 is cut off.
[0074] The sub-ROM 93 (FIG. 5(C)) is provided with a table storage area 93a. The table storage area 93a stores a look-ahead performance pattern determination table, a core performance pattern determination table, a chance-up performance pattern determination table, a notification mode table, and the like. These determination tables are referred to by the performance control microcomputer 91 in the sub-control main process (described later) executed by the performance control microcomputer 91.
[0075] In this embodiment, there are two types of reach: super reach (SP reach) and normal reach. A super reach is a reach presentation with a longer fluctuation time after the reach than a normal reach, and the expected probability of winning is set higher than that of a normal reach. For this reason, players are more interested in super reach (SP reach) than in normal reach.
[0076] The sub-RAM 94 (FIG. 5(D)) is provided with a command storage area 94a, a performance command set area 94b, a counter set area 94c, a flag set area 94d, a switch information storage area 94e, and a smoking seat setting information storage area 94f. The command storage area 94a is an area (input buffer) in which commands input from the main control unit side in the sub-control main process (described later) are stored, and includes a pre-determination command, a reserved ball number command, a fluctuation start command, a fluctuation stop command, an opening command, a round designation command, an ending command, a game state designation command, a V pass command, a customer waiting standby command, and the like.
[0077] The performance command set area 94b is an area (output buffer) in which commands output from the sub-control board 90 to the image control board 100, the audio control board 106, the lamp control board 107, and the relay board 108 during the sub-control main processing (described later) are set, and a variable performance start command, a pre-variation end command, a variable performance end command, an opening performance start command, a round performance start command, an ending performance start command, a performance command for the setting item selection setting screen, a performance command for the smoking absence information setting screen, a performance command for the setting screen, a performance command for the smoking absence notification setting screen, a performance command for starting the smoking absence timer display, a performance command for updating the smoking absence timer display, a performance command for ending the smoking absence timer display, etc. are set.
[0078] The counter set area 94c is an area where counters used in the sub-control main processing (described later) are set, and a random number counter, a first special chart reserved effect counter, a second special chart reserved effect counter, a normal chart reserved effect counter, a time-saving effect counter, a game number counter, etc. are set.
[0079] The flag set area 94d is an area where various flags related to effects are set, that is, an area where flags used in the sub-control main process (described later) are set. The switch information storage area 94e is set with switch data (edge data and level data) created based on detection signals from the effect button 63 and the select button 68 in the sub-control main process (described later).
[0080] The smoking absence setting information storage area 94f is an area in which the setting contents of the smoking absence information, such as the absence timer time, reuse time, and continuous use (permission or prohibition of continuous use), are set. An attendant such as a store clerk of the game hall inserts a key into the keyhole 64a of the cylinder lock 64 to open the front frame 53 together with the inner frame from the outer frame, turns on the RAM clear switch 117 to keep it in the ON state, turns on the power switch 118 to clear the RAM of the game machine 1, and when the performance button 63 is operated (depressed), a smoking absence information setting screen is displayed on the display screen 7a of the image display device 7. The smoking absence information, such as the absence timer time, reuse time, and continuous use (permission or prohibition of continuous use), can be set by selecting the items, absence timer time, reuse time, and continuous use, on the smoking absence information setting screen.
[0081] The absence timer time included in the smoking absence information is information for setting the time a player is away from his / her seat to smoke, the reuse time included in the smoking absence information is information for setting the time until the smoking absence timer display can be used again after the smoking absence timer display has been used, and the continuous use (permission or prohibition of continuous use) included in the smoking absence information is information for allowing or prohibiting continuous use of the smoking absence timer display, which notifies the player that he / she has left his / her seat to smoke. The smoking absence information setting screen will be described later.
[0082] In addition to these various areas 94a to 94f, the sub-RAM 94 (FIG. 5(D)) is provided with a pre-determination information storage area (not shown) in which pre-determination information is stored. In the pre-determination information storage area, in addition to the jackpot pre-determination result (jackpot determination information), the jackpot type pre-determination result (jackpot type information), and the variation pattern pre-determination result (variation pattern information) contained in the pre-determination command received from the main control board 80, pre-reading performance pattern information and the like are stored. The pre-reading performance pattern information is information indicating the contents of the pre-reading performance executed during the variation performance. In the pre-determination information storage area, there are the first to fourth storage areas corresponding to the first to fourth pieces of the special chart 1 reservation, the first to fourth storage areas corresponding to the first to fourth pieces of the special chart 2 reservation, and the variation in which the pre-determination information corresponding to the variation is shifted from the first storage area of the first special chart reservation or the first storage area of the second special chart reservation.
[0083] Furthermore, the sub-RAM 94 is not backed up by a backup power source (not shown), and if the power to the gaming machine 1 is cut off, the sub-RAM 94 cannot continue to retain its stored contents, so the contents stored in the sub-RAM 94 will be lost when the power to the gaming machine 1 is cut off.
[0084] Here, various random numbers acquired by the game control microcomputer 81 in the game machine 1 will be explained. The game control microcomputer 81 is configured to acquire the "winning random number", the "big winning type random number", the "reach random number", the "variable pattern random number", and the "normal pattern random number" at the timings described below. The "winning random number" is a random number used in the lottery to determine whether or not a jackpot has been won (jackpot determination), and takes a value in the range of 0 to 65535. The "jackpot type random number" is a random number used to determine the type of jackpot won (judging the type of jackpot), and takes a value in the range of 0 to 127. The "reach random number" is a random number used to determine whether or not a reach occurs in the performance pattern variation performance that indicates the result when the jackpot judgment is a miss, and takes a value in the range of 0 to 127. A reach is a state in which there is only one performance pattern remaining among multiple performance patterns (decorative patterns) that is being displayed in a variable manner, and depending on which of the performance patterns that are being displayed in a variable manner are displayed as stopped, a combination of performance patterns that indicates a jackpot win (for example, a "7↓7" state). Note that the performance pattern that is displayed in a stopped state in the reach state may be displayed as if it is swaying on the display screen 7a.
[0085] The "fluctuation pattern random number" is a random number used to determine a fluctuation pattern including a fluctuation time, and takes a value in the range of 0 to 127. The "normal symbol random number" is used in a lottery (normal symbol lottery) to determine whether or not to play the auxiliary game that opens the electric chute 22. The normal symbol random number has a value in the range of 0 to 255. The "winning random number," "jackpot type random number," "reach random number," and "variation pattern random number" are obtained based on the ball entering the starting hole (first starting hole 20 or second starting hole 21). The random value group obtained based on the ball entering the first starting hole 20 is stored in the first special symbol reserve memory area, and the random value group obtained based on the ball entering the second starting hole 21 is stored in the second special symbol reserve memory area. The "normal symbol random number (winning random number)" is obtained based on the passage through gate 28. The obtained normal symbol random number value is stored in the normal symbol reserve memory area 84f.
[0086] Next, there will be described various random numbers acquired by the performance control microcomputer 91 in the gaming machine 1. The various random numbers are updated by the random number counters set in the counter set area 94c of the corresponding sub-RAM 94. The performance control microcomputer 91 is configured to obtain a "pre-read performance random number" and a "chance-up random number."
[0087] The "look-ahead performance random number" is obtained as the value of the look-ahead performance counter set in the counter set area 94c, and is a random number used to determine the look-ahead performance during variable performance, and takes a value in the range of 0 to 127. The "look-ahead performance random number" is obtained based on the output of a pre-determination command from the main control unit to the sub control unit.
[0088] The "chance up random number" is a random number used to determine the chance up effect during the fluctuation effect, and takes a value in the range of 0 to 127. The "chance up random number" is acquired based on the output of a fluctuation start command from the main control unit to the sub control unit. The acquired random number value is stored in the sub RAM 94.
[0089] 4. Explanation of various tables FIG. 6 is a diagram for explaining the hit determination table. The hit determination table is a table that the game control microcontroller 81 refers to during the main control processing (described later) to determine whether the acquired hit random number value (any value between 0 and 65535) corresponds to a "big hit," a "small hit," or a "miss."
[0090] For the first special pattern (Special Pattern 1), if the winning random number is "0 to 409", it is determined to be a "jackpot", if the winning random number is "a number between 410 and 609", it is determined to be a "miss (sudden time reduction)", and if the winning random number is "a number between 610 and 65535", it is determined to be a "miss".
[0091] For the second special pattern (Special Pattern 2), if the winning random number is "0 to 409", it is determined to be a "big win", if the winning random number is "410 to 9000", it is determined to be a "small win", and if the winning random number is "a number between 9001 and 65535", it is determined to be a "miss".
[0092] The reach determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired reach random number value (any of 0 to 127) corresponds to "reach" or "not reach". The reach determination in the reach determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the reach random number value is "0 to 13", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 13 (14 to 127)", it is determined to be "not reach". Also, in the "time-saving state", if the reach random number value is "0 to 5", it is determined to be "reach", and if the reach random number value is "a number other than 0 to 5 (6 to 127)", it is determined to be "not reach".
[0093] The normal symbol hit determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine whether the acquired normal symbol random number value (any of 0 to 255) corresponds to a "win" or a "lose". The determination in the normal symbol hit determination table is made based on the game state of the gaming machine 1. In this embodiment, in the "non-time-saving state", if the normal symbol random number value is "0 to 2", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 2 (3 to 255)", it is determined to be a "lose". Also, in the "time-saving state", if the normal symbol random number value is "0 to 254", it is determined to be a "win", and if the normal symbol random number value is "a number other than 0 to 254 (255)", it is determined to be a "lose".
[0094] The normal symbol variation pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine how many seconds the normal symbol variation time is depending on the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the normal symbol variation time is determined to be "30 seconds", and in the "time-saving state", the normal symbol variation time is determined to be "1 second".
[0095] 7 is a diagram for explaining the jackpot type determination table. The jackpot type determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the "type of jackpot" according to the acquired jackpot type random number value (any of 0 to 127).
[0096] When the first special pattern (special pattern 1) is selected, if the random number value of the jackpot type is "0-10", it is determined to be a "10R type 1 jackpot (10 times time reduction)", if it is "11-75", it is determined to be a "4R type 1 jackpot (10 times time reduction)", and if the random number value of the jackpot type is "76-127", it is determined to be a "4R type 1 jackpot (no time reduction)". Thus, the distribution rate of the jackpot type when the first special pattern (special pattern 1) is selected is 11 / 128 (about 8.6%) for "10R type 1 jackpot (10 times time reduction)", 65 / 128 (about 50.8%) for "4R type 1 jackpot (10 times time reduction)", and 52 / 128 (about 40.6%) for "4R type 1 jackpot (no time reduction)".
[0097] When the second special pattern (special pattern 2) is drawn, if it is a type 1 jackpot, it is judged as a "10R type 1 jackpot (10 times time reduction)". If it is a type 2 jackpot, if the jackpot type random number is "0-37", it is judged as a "10R type 2 jackpot (10 times time reduction)", if the jackpot type random number is "38-75", it is judged as a "4R type 2 jackpot (10 times time reduction)", and if the jackpot type random number is "76-127", it is judged as a "2R type 2 jackpot (no time reduction)". Thus, when the second special symbol (Special Symbol 2) is selected, the distribution rate for the type of jackpot is as follows: "10R Type 2 jackpot (10 times time reduction)" 38 / 128 (approximately 29.7%), "4R Type 2 jackpot (10 times time reduction)" 38 / 128 (approximately 29.7%), "2R Type 2 jackpot (no time reduction)" 52 / 128 (approximately 40.6%).
[0098] It should be noted that a "Type 1 jackpot" is a jackpot that is determined to be a jackpot in the jackpot determination process, and a "Type 2 jackpot" is a jackpot that becomes a jackpot when the launched game ball passes through the V area 39 inside the first large prize winning device 31 after being determined to be a small jackpot in the jackpot determination process.
[0099] Fig. 8 is a diagram for explaining the fluctuation pattern determination table in the non-time-saving state. Fig. 9 is a diagram for explaining the fluctuation pattern determination table in the time-saving state. The fluctuation pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the fluctuation pattern according to the acquired fluctuation pattern random number value (0 to 127).
[0100] It is shown that when the ball enters the first starting hole 20 in the non-time-saving state, the hit determination table determines it as a "miss," the reach determination table determines it as a "reach," the number of reserved balls is "1 to 2," and the fluctuation pattern random number value is "0 to 59," the fluctuation pattern is determined to be "P4."
[0101] It is shown that when the ball enters the second starting hole 21 during the time-saving state, the hit determination table determines it as a "miss," the reach determination table determines it as a "no reach," and the number of reserved balls is "3 to 4," the fluctuation pattern is determined as "P53."
[0102] Here, in particular, when the ball enters the first starting hole 20 in the non-time-saving state, the winning judgment table judges it as a "big win", and the fluctuation pattern random number value is "101 to 127", the fluctuation pattern is judged as "P3". Also, when the ball enters the first starting hole in the non-time-saving state, and the winning judgment table judges it as a "miss (sudden time-saving)", the fluctuation pattern is judged as "P13". Furthermore, when the winning judgment table judges it as a "miss", the reach judgment table judges it as a "reach", the number of reserved balls is "3 to 4", and the fluctuation pattern random number value is "115 to 127", the fluctuation pattern is judged as "P10". In the case of the fluctuation patterns P3, P10, and P13, "SP3" is selected as the basic performance pattern.
[0103] In addition, if the ball enters the second starting hole 21 in the time-saving state (c time-saving state) and is judged as a "small win" in the hit determination table, the fluctuation pattern is judged as "P54". If the ball enters the second starting hole in the time-saving state (c time-saving state) and is judged as a "miss" in the hit determination table, the fluctuation pattern is judged as "P55". In the case of the fluctuation patterns P54 and P55, "SP4" is selected as the basic performance pattern.
[0104] As shown in Figures 8 and 9, once the fluctuation pattern is determined, the fluctuation time is also determined. In addition, if a reach occurs, it is also determined whether the reach will be a normal reach or a super reach (SP reach). A super reach is a reach performance in which the fluctuation time after the reach is longer than that of a normal reach. Four types of super reaches (SP1, SP2, SP3, SP4) are set here. SP1 to 4 are executed in a progressive manner after a normal reach, and are battle performances in which friendly characters and enemy characters fight each other.
[0105] The electric chute opening pattern determination table is a table that the game control microcomputer 81 refers to in the main control main process (described later) to determine the opening pattern of the electric chute 22 according to the game state (non-time-saving state or time-saving state). In this embodiment, in the "non-time-saving state", the opening pattern of the electric chute 22 is determined to be "opening pattern 11", in the "time-saving state", the opening pattern is determined to be "opening pattern 12", and in the "c time-saving state", the opening pattern is determined to be "opening pattern 13". In the opening pattern 11, the electric chute 22 is opened once and for an opening time of 0.2 seconds. In the opening pattern 12, the electric chute 22 is opened three times, with an opening time of 2.0 seconds per time, and with an interval (opening interval) of 1.0 seconds. In the opening pattern 13, the electric chute 22 is opened once and for an opening time of 5.0 seconds per time. However, when a predetermined number of game balls have won, the electric chute 22 is closed even if there is still time left to open. In particular, in the case of opening pattern 13, the electric chute 22 is closed when one game ball has won.
[0106] The large prize opening pattern determination table is a table that is referred to by the game control microcomputer 81 in the main control main process (described later) to determine the opening pattern of the first large prize opening 30 and the second large prize opening 35.
[0107] In the case of a "4R type 1 jackpot", the second large prize winning port 35 is opened once for a long time of 29.5 seconds in the 1st to 4th rounds. In the case of a "10R type 1 jackpot", the second large prize winning port 35 is opened once for a long time of 29.5 seconds in the 1st to 10th rounds. In the case of a "10R two-type jackpot," the first large prize opening 30 is opened five times in the first round with an opening time of 0.3 seconds, and the second large prize opening 35 is opened once in the second through tenth rounds with a long opening time of 29.5 seconds. In the case of a "2R type two jackpot," in the first round, the first large prize opening 30 is opened once and for an opening time of 0.3 seconds, and in the second round, the second large prize opening 35 is opened once and for an opening time of 1.8 seconds. However, if a predetermined number of game balls are won (the prescribed number of winning balls, maximum 9 balls), the amusement park will be closed even if there is still time left for opening.
[0108] 5. Explanation of the jackpot etc. In the gaming machine 1, there are two types of jackpots: a first type jackpot and a second type jackpot. A first type jackpot occurs when the acquired random winning number corresponds to a "jackpot." On the other hand, a second type jackpot occurs when the acquired random winning number corresponds to a "small jackpot" and then the game ball passes through the V area 39 in the first big prize winning device 31, resulting in a jackpot.
[0109] When a jackpot is hit, a "jackpot game" is played. The jackpot game is an example of a special game. The jackpot game includes multiple round games (unit open games), an opening (OP) before the first round game starts, and an ending (ED) after the final round game ends. Each round game starts with the end of the opening or the end of the previous round game, and ends with the start of the next round game. The time (interval time) for closing the jackpot opening between round games is included in the open round game before that closure.
[0110] 6. Description of game status The gaming state of the gaming machine 1 will be described. The gaming control microcomputer 81 can execute "variation time shortening control" for the special symbols displayed on the display 40. The state in which the gaming control microcomputer 81 executes the variation time shortening control for the special symbols on the display 40 is called the "time shortening state", and the state in which the variation time shortening control is not executed is called the "non-time shortening state (normal state)". In the time shortening state, the variation time of the special symbols (the time from the start of the variation display to the derivation and display of the display result) is shorter than in the non-time shortening state. In the time shortening state, the gaming control microcomputer 81 executes the variation pattern determination table (FIGS. 8 and 9) that is determined so that a variation pattern with a short variation time is selected more often than in the non-time shortening state. In other words, when the gaming control microcomputer 81 executes the variation time shortening control for the special symbols, a short variation time is more likely to be selected as the variation time of the variable display of the special symbols than when the variation time shortening control is not executed. As a result, in the time-saving state, the pace of consumption of the special reserved figures becomes faster, and effective winnings (winnings that can be stored as special reserved figures) in the starting hole become more likely to occur. This allows you to aim for a jackpot while playing smoothly.
[0111] The game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in parallel with the variation time shortening control for the special symbols. That is, the game control microcomputer 81 executes the probability variation control and the variation time shortening control for the normal symbols in the time shortening state, but does not execute them in the non-time shortening state.
[0112] The game control microcomputer 81 performs a hit judgment (determination of a normal pattern) using a normal pattern hit judgment table in which the number of normal pattern random numbers (win random numbers) judged as a hit is greater in the time-saving state than in the non-time-saving state, as the probability fluctuation control of the normal pattern. Therefore, in the time-saving state, the hit probability is higher than in the normal probability state of the normal pattern. In other words, when the game control microcomputer 81 executes the probability fluctuation control for the normal pattern, the probability that the display result (stop pattern) of the variable display of the normal pattern by the display unit 40 will be a winning pattern is higher than when the probability fluctuation control is not executed.
[0113] In the time-saving state, the time for which the normal symbols change is shorter than in the non-time-saving state. Here, the time for which the normal symbols change is 30 seconds in the non-time-saving state, but 1 second in the time-saving state. Furthermore, in the time-saving state, the time for which the electric chute 22 is open in the auxiliary game is longer than in the non-time-saving state. That is, the game control microcomputer 81 executes an open-time extension control for the electric chute 22. In addition, in the time-saving state, the number of times the electric chute 22 is opened in the auxiliary game is greater than in the non-time-saving state. That is, the game control microcomputer 81 executes an open-number increase control for the electric chute 22.
[0114] When the game control microcomputer 81 is executing the probability fluctuation control and the fluctuation time shortening control for the normal symbols on the display 40, and the opening time extension control and the opening count increase control for the electric chute 22, the electric chute 22 opens more frequently and game balls enter the second starting hole 21 more frequently than when these controls are not executed. As a result, the base, which is the ratio of the number of winning balls to the number of shot balls, becomes higher. Therefore, the state in which these controls are executed is called a "high base state," and the state in which they are not executed is called a "low base state." In the high base state, you can aim for a big win without significantly reducing the number of game balls you have. The high base state is a state in which the so-called electric support control (control that supports the electric chute 22 to enter the second starting hole 21) is executed.
[0115] The high base state (electric support control state) does not have to execute all of the above controls. In other words, by executing one or more of the following controls, it is sufficient that the electric chute 22 is more likely to open than when the control is not executed: probability fluctuation control for the normal symbols on the display 40, fluctuation time reduction control for the normal symbols on the display 40, opening time extension control for the electric chute 22, and opening count increase control for the electric chute 22. Also, the high base state (electric support control state) may be controlled independently without being associated with the time-saving state.
[0116] In the high base state, the game can be played more advantageously by hitting the ball to the right to enter the right game area 3B (FIG. 1). This is because the electric support control makes it easier for the electric chute 22 to open than in the low base state, making it easier to win in the second start hole 21 than in the first start hole 20. For this reason, in the high base state, the ball is hit to the right to enter the second start hole 21 while passing through the gate 28, which is the trigger for the normal pattern lottery. This allows more start wins (wins in the start hole) to be obtained than by hitting to the left. In the gaming machine 1, the game is played by hitting to the right even during a jackpot game.
[0117] On the other hand, in the low base state, it is more advantageous to play by hitting the game ball from the left to enter the left game area 3A (FIG. 1). Because the electric support control is not being executed, the electric chute 22 is less likely to open than in the high base state, and it is easier to win the first start hole 20 than the second start hole 21. For this reason, in the low base state, the game ball is hit from the left to make the game ball enter the first start hole 20. This allows more start wins to be obtained than by hitting from the right.
[0118] 7. Operation of the gaming control microcomputer 81 The operation of the game control microcomputer 81 provided on the main control board 80 (FIG. 2) will be described below. Counters, flags, statuses, buffers, etc. that appear in the description of the operation of the game control microcomputer 81 are provided in the main RAM 84.
[0119] [Main control main processing] 10 is a flowchart of the main control processing. When the power of the gaming machine 1 is turned on, the gaming control microcomputer 81 reads out a program for executing the main control processing from the main ROM 83. In the main control processing, the gaming control microcomputer 81 first performs power-on processing (step S001). The power-on processing is executed only once after the power is turned on (after the power is restored) and is not executed thereafter. The power-on processing will be described later.
[0120] After the power-on process, the game control microcomputer 81 prohibits interrupts from the interrupt process (step S002) and performs a normal / special symbol main random number update process (step S003). In this normal / special symbol main random number update process, the game control microcomputer 81 updates various random number counter values (win random number value, big win type random number value, reach random number value, variable pattern random number value, normal symbol random number value) by adding 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is added again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, each random number may be a so-called hardware random number generated by using a known random number generation circuit consisting of a counter IC or the like.
[0121] After the normal and special symbol main random number update process, the game control microcomputer 81 permits the interruption of the interrupt process (step S004). While the interrupt is permitted, the main side timer interrupt process (step S005) can be executed. The main side timer interrupt process is executed based on an interrupt pulse that is repeatedly input at a predetermined cycle (for example, 4 milliseconds (ms) cycle). That is, the main side timer interrupt process is executed at a predetermined cycle (for example, 4 milliseconds (msec) cycle). Then, from the end of the main side timer interrupt process to the start of the next main side timer interrupt process, the update process of various counter values by the normal and special symbol main random number update process is repeatedly executed. Note that if an interrupt pulse is input when the interrupt is prohibited, the main side timer interrupt process does not start immediately, but starts after the interrupt is permitted.
[0122] [Power-on processing] Fig. 11 is a flow chart of the power-on process (Fig. 10: step S001). As shown in Fig. 11, when the power-on process starts, the game control microcomputer 81 first sets permission for access to the main RAM 84 (step S010). This allows information to be written to and read from the main RAM 84.
[0123] Following step S010, the game control microcomputer 81 judges whether the RAM clear switch 117 is ON or not (step S011). In this judgment, when the power switch 118 is turned ON to power up the game machine 1, the power-on processing, which is the main processing, is performed in a short time after the power is turned on. Therefore, in reality, the judgment is made as to whether a staff member such as a game parlor staff member has turned ON the RAM clear switch 117 and turned ON the power switch 118 while keeping it in the ON state.
[0124] When the RAM clear switch 117 is not ON (i.e., when a staff member such as a game parlor attendant turns ON the power switch 118 without turning ON the RAM clear switch 117) (step S011: NO), the game control microcomputer 81 determines whether or not the power cut flag is ON (step S012). The power cut flag is a flag that indicates the occurrence of a power cut to the game machine 1, and is a flag that is turned ON in a power cut monitoring process that is performed as one process of the main side timer interrupt process described later. When the power cut flag is ON, it indicates that the power has been cut off normally, and when the power flag is OFF, it indicates that the power may not have been cut off normally.
[0125] When the power-off flag is ON (step S012: YES), the game control microcontroller 81 calculates the checksum of the main RAM 84 (step S013) and determines whether the calculated checksum value matches the checksum value of the main RAM 84 that was calculated and stored (memorized) in the power-off monitoring process performed as part of the main-side timer interrupt process described below (step S014).
[0126] When the checksum values of the main RAM 84 match (step S014: YES), the game control microcomputer 81 sets the working area of the main RAM 84 to the time of power recovery (step S015). Here, the game control microcomputer 81 reads the power recovery time information from the main ROM 83 and sets it in the working area of the main RAM 84. This causes the game control microcomputer 81 to start up based on the backup information.
[0127] Next, the game control microcomputer 81 sets the power-off flag to OFF (step S016), and ends this process.
[0128] On the other hand, when the RAM clear switch 117 is ON (i.e., when a staff member such as a game parlor staff member turns ON the RAM clear switch 117 and turns ON the power switch 118) (step S011: YES), when the power flag is OFF (i.e., when there is a possibility that the power has not been properly cut off) (step S012: NO), or when the checksum values of the main RAM 84 do not match (i.e., when there is a checksum error) (step S014: NO), the game control microcomputer 81 clears the main RAM 84 (step S019) and initializes the work area of the main RAM 84 (step S020). Here, the game control microcomputer 81 reads out the initial setting information from the main ROM 83 and sets it in the work area of the main RAM 84. As a result, the backup information is cleared and the game is started up.
[0129] Next, the game control microcomputer 81 transmits a RAM clear notification command to the sub-control board 90 to notify the clearing of the contents stored in the main RAM 84 (step S022), and ends this process. Upon receiving the RAM clear notification command, the sub-control board 90 starts a RAM clear notification process that sets the state of the gaming machine 1 to a RAM clear notification mode. The RAM clear notification command is a signal that is output when a RAM clear is executed.
[0130] [Main timer interrupt processing] FIG. 12 is a flowchart of the main timer interrupt process (FIG. 10: step S005). In the main timer interrupt process, which is executed at a predetermined cycle (for example, a cycle of 4 milliseconds (ms)), the game control microcomputer 81 first performs a random number update process (step S101). Specifically, the game control microcomputer 81 updates various random number counter values. This random number update process is the same as the normal symbol / special symbol main random number update process performed in the main control main process (FIG. 10) described above. In other words, the update process of various random number counter values is performed both during the execution period of the main timer interrupt process and during other periods (the period from the end of the main timer interrupt process to the start of the next main timer interrupt process).
[0131] After the random number update process, the game control microcomputer 81 performs input processing (step S102). In the input processing, the game control microcomputer 81 reads detection signals detected by various sensors attached to the gaming machine 1, and sets payout data for paying out prize balls according to the type of winning hole in the output buffer of the main RAM 84. The various sensors are, for example, the first start hole sensor 20a, the second start hole sensor 21a, the first large winning hole sensor 30a, the second large winning hole sensor 35a, the normal winning hole sensor 27a, the vibration sensor 25, and the magnetic sensor 26 (FIG. 3).
[0132] After the input process, the game control microcomputer 81 performs a start hole sensor detection process (step S103). In the start hole sensor detection process, the game control microcomputer 81 judges the passage of the game ball through the gate 28, acquires the value of the normal symbol random number counter, and stores the acquired random number value in a memory area corresponding to the current number of normal symbol reserved balls among the first to fourth memory areas of the normal symbol reserved memory area 84f of the main RAM 84. In addition, the game control microcomputer 81 judges the entry of the game ball into the first start hole 20, and acquires the value of the win random number counter, the value of the big win type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the acquired random number group in a memory area corresponding to the current number of special symbol 1 reserved balls among the first to fourth memory areas of the first special symbol reserved memory area. Furthermore, the game control microcomputer 81 judges the entry of a game ball into the second starting hole 21, and obtains the value of the winning random number counter, the value of the big win type random number counter, the value of the reach random number counter, and the value of the variation pattern random number counter. The game control microcomputer 81 stores the obtained random number group in a memory area corresponding to the current number of reserved balls for special chart 2 among the first to fourth memory areas of the second special chart reservation memory area.
[0133] The game control microcomputer 81 performs a pre-judgment of a jackpot in the start hole sensor detection process. Based on the random number group described above, it judges in advance whether or not a jackpot has been generated, and if so, the jackpot type and fluctuation pattern. Then, it creates a pre-judgment command from the pre-judgment result and sets it in the command set area 84a of the main RAM 84.
[0134] Next, the game control microcomputer 81 performs normal operation processing (step S104). In the normal operation processing, the game control microcomputer 81 controls the operation of the electric chute 22. Specifically, the game control microcomputer 81 judges whether the number of reserved balls of the normal pattern is "0" or not, and if the number of reserved balls is 1 or more, judges whether there is a win by referring to the normal pattern winning judgment table. Next, the game control microcomputer 81 selects a variation pattern by referring to the normal pattern variation pattern judgment table. The game control microcomputer 81 sets the selected normal pattern variation pattern to start the variation display of the normal pattern. After that, it stops the variation display, and in the case of a "win", it sets the electric chute opening pattern by referring to the electric chute opening pattern judgment table, and operates the electric chute 22.
[0135] Next, the game control microcomputer 81 performs a special action process (step S105). This special action process will be described later. Next, the game control microcomputer 81 performs a V-area sensor detection process (step S106). In the V-area sensor detection process, the game control microcomputer 81 first determines whether or not a game ball has been detected by the V-area sensor 39a, and if the game ball has been detected, determines whether or not the V-effective period is in progress. If the game ball is detected in the V-effective period, the game control microcomputer 81 turns on the V flag and sets a V-pass command.
[0136] Next, the game control microcomputer 81 processes the number of reserved balls (step S107). The game control microcomputer 81 first reads the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols stored in the main RAM 84. Next, the game control microcomputer 81 sets a reserved ball number command in the command set area (output buffer) 84a of the main RAM 84. The reserved ball number command is a command for notifying the sub-control board 90 of the number of reserved balls, and includes information regarding the number of reserved balls for special symbol 1, the number of reserved balls for special symbol 2, and the number of reserved balls for normal symbols.
[0137] After the reserved ball count process, the game control microcomputer 81 performs output processing (step S108). In the output processing, the game control microcomputer 81 outputs the commands and the like set in the command set area 84a of the main RAM 84 in each of the above processes to the sub-control board 90.
[0138] Next, the game control microcomputer 81 performs a power interruption monitoring process (step S111). In this power interruption monitoring process, when there is a sign that the power supply to the game machine 1 is about to be cut off, the contents (backup information) of the main RAM 84 (FIG. 5) are retained, and the power interruption monitoring process will be described in detail later.
[0139] Next, the game control microcomputer 81 performs other processing (step S113). In other processing, for example, the display 40 is controlled to a display mode showing the number of reserved balls in the special drawing 2 described later, and the display 40 is controlled to a display mode showing the number of reserved balls in the special drawing 1 based on the number of reserved balls.
[0140] [Special Action Processing] Fig. 13 is a flow chart of the special operation process (Fig. 12: step S105). Here, the process related to the display 40 and the big prize device (first big prize device 31 and second big prize device 36) is divided into four stages, and each stage is called "special operation status" "1", "2", "3", "4", and "5", respectively. When the "special operation status" is "1" (step S1301: YES), the game control microcomputer 81 performs special symbol standby process (step S1302). In the special symbol standby process, a big win determination, a variation pattern selection, and the like are performed.
[0141] When the "special operation status" is "2" (step S1301: NO, step S1303: YES), special symbol changing process is performed (step S1304). In the special symbol changing process, a change stop command is output after the change time has elapsed. Specifically, the game control microcomputer 81 first determines whether the change time of the special symbol has elapsed and ended, and if the change time has elapsed, sets a change stop command and sets the "special operation status" to "3".
[0142] When the "special operation status" is "3" (steps S1301, S1303: NO, step S1305: YES), a special symbol determination process is performed (step S1306). In the special symbol determination process, the game control microcomputer 81 executes a game state management process. The game state management process is a process for managing the number of time-saving times. That is, in the time-saving state, that is, when the time-saving flag in the flag set area 84b of the main RAM 84 is ON, the time-saving counter in the counter set area 84c is decremented and updated, and a game state designation command is set. The game state designation command includes information such as the time-saving flag, the time-saving counter, and the time-saving continuation counter. At this time, when the time-saving counter becomes "0", the state is changed to the non-time-saving state (the time-saving flag is OFF). The time-saving continuation counter is also set to "0". The time-saving continuation counter is incremented when a jackpot is hit, and indicates the so-called "number of consecutive wins". Next, the game control microcomputer 81 determines whether the big win flag and small win flag in the flag set area 84b are ON, and if either flag is ON, sets the opening pattern of the big prize opening according to the type of big win that was won. After setting the opening pattern, it resets the time-saving flag and increments the time-saving continuation counter. After that, if it is a big win, it sets the "special operation status" to "4" and sets an opening command. If it is a small win, it sets the "special operation status" to "5". On the other hand, if the big win flag and small win flag are OFF, it sets the "special operation status" to "1".
[0143] When the "special operation status" is "4" (steps S1301, S1303, S1305: NO, S1307: YES), special electric device processing (jackpot) is performed (step S1308). In the special electric device processing, a jackpot game is executed. Specifically, the opening of the second large prize opening 35 is controlled according to an opening pattern based on the round counter, and a round designation command and an ending command are set. In addition, at the end of the jackpot, the time-saving counter is set.
[0144] When the "special operation status" is "5" (steps S1301, S1303, S1305: NO, S1307: NO), special electric device processing (small win) is performed (step S1309). In the special electric device processing (small win), a small win game is executed. Specifically, the opening of the first large winning opening 30 is controlled. Then, when the game ball passes through the V area 39 (when the V flag is ON), the "special operation status" is set to "4" and an opening command is set.
[0145] [Special pattern waiting process] FIG. 14 is a flowchart of the special symbol waiting process (FIG. 13: step S1302). In the special symbol waiting process, the game control microcomputer 81 first judges whether the number of reserved balls of the special symbol 2 is "0" or not (step S1401). If the number of reserved balls of the special symbol 2 is "0" (step S1401: YES), that is, if the random number group obtained due to winning in the second starting hole 21 is not stored in the second special symbol reserved memory area, the process proceeds to step S1407. If the number of reserved balls of the special symbol 2 is "1" or more (step S1401: NO), the game control microcomputer 81 executes the hit determination process (step S1402). The details of the hit determination process will be described later.
[0146] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1403). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the result of the hit determination process (step S1402), and the number of reserved balls, with reference to the variation pattern determination table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special chart 2 is decremented (step S1404).
[0147] Next, the game control microcomputer 81 shifts the storage location of reserved information (various random number values) stored in the first to fourth storage areas of the second special chart reserved storage area from the current position to the side to be read, and clears the reserved information stored in the farthest place from the side to be read in the second special chart reserved storage area (step S1405). For example, when reserved information is stored in the first to third storage areas, the reserved information stored in the third storage area is cleared, and when reserved information is stored in the first to fourth storage areas, the reserved information stored in the fourth storage area is cleared. By the above steps, the reserved second special charts are consumed in the order in which they were reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9B (the reserved image 9B at the left end of the four reserved images 9B) corresponding to the first storage area of the second special chart reserved storage area is shifted to the reserved consumption image display area side and is displayed as the reserved consumption image 9C. In addition, the reserved images 9B corresponding to the second to fourth storage areas of the second special chart reserved storage area (the second, third, and fourth reserved images 9B from the left among the four reserved images 9B) are shifted one to the left (FIG. 1). This allows the player to recognize that one second special chart reservation has been consumed.
[0148] Next, the game control microcomputer 81 performs special symbol 2 variation start processing (step S1406). In the special symbol 2 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the second special symbol is started, and a variation time timer is set. In the variation time timer, a variation time determined according to the variation pattern selected in the variation pattern selection processing is set. In addition, the game control microcomputer 81 sets the "special operation status" to "2". Note that the variation start command set in the special symbol 2 variation start processing (special symbol 2 variation start command) includes information on the special symbol stop pattern data set in the hit determination processing (step S1402) and information on the variation pattern set in the variation pattern selection processing (step S1403) (including information on the variation time).
[0149] In step S1401, if the number of reserved balls of the special chart 2 is "0" (step S1401: YES), the game control microcomputer 81 judges whether the number of reserved balls of the special chart 1 is "0" or not (step S1407). If the number of reserved balls of the special chart 1 is "0" (step S1407: YES), that is, if the first special chart reserved memory area does not store a random number group acquired due to winning the first starting hole 20, the process proceeds to step S1413. If the number of reserved balls of the special chart 1 is "1" or more (step S1407: NO), the game control microcomputer 81 executes a hit determination process (step S1408). Details of the hit determination process will be described later.
[0150] Next, the game control microcomputer 81 executes a variation pattern selection process (step S1409). In the variation pattern selection process, the variation pattern is selected based on the game state (time-saving state or non-time-saving state) of the gaming machine 1, the result of the hit determination process (step S1408), and the number of reserved balls, with reference to the variation pattern determination table (FIGS. 8 and 9). After the variation pattern selection process, the number of reserved balls for the special game chart 1 is decremented (step S1410).
[0151] Next, the game control microcomputer 81 shifts the storage location of various random numbers stored in the first to fourth storage areas of the first special chart reservation storage area by one from the current position to the side to be read, and clears the reserved information stored in the farthest location from the side to be read in the first special chart reservation storage area (step S1411). The above steps consume the first special chart reservation in the order in which it was reserved. In this case, on the display screen 7a of the image display device 7, the reserved image 9A (the reserved image 9A at the right end of the four reserved images 9A) corresponding to the first storage area of the first special chart reservation storage area is shifted to the reserved consumption image display area side and displayed as a reserved consumption image 9C. Also, the reserved images 9A (the second, third, and fourth reserved images 9A from the right of the four reserved images 9A) corresponding to the second to fourth storage areas of the first special chart reservation storage area are each shifted by one to the right (FIG. 1). This allows the player to recognize that one first special chart reservation has been consumed.
[0152] Next, the game control microcomputer 81 performs special symbol 1 variation start processing (step S1412). In the special symbol 1 variation start processing, a variation start command is set in the command set area 84a of the main RAM 84, the variation display of the first special symbol is started, and a variation time timer is set. In the variation time timer, a variation time determined according to the variation pattern selected in the variation pattern selection processing is set. In addition, the game control microcomputer 81 sets the "special operation status" to "2" (step S1412). Note that the variation start command (special symbol 1 variation start command) set in the special symbol 1 variation start processing includes information on the special symbol stop pattern data set in the hit determination processing (step S1408) and information on the variation pattern set in the variation pattern selection processing (step S1409) (including information on the variation time).
[0153] In step S1407, if the number of reserved balls for special chart 1 is "0" (step S1407: YES), the game control microcomputer 81 judges whether the display screen 7a of the image display device 7 is a waiting screen or not (step S1413). The waiting screen is a demo screen for waiting for customers to attract the interest of the player. The game control microcomputer 81 may judge, for example, by the ON / OFF of the demo screen display flag for waiting for customers. If it is a waiting screen (step S1413: YES), this process ends. If it is not a waiting screen (step S1413: NO), the game control microcomputer 81 waits for a predetermined waiting time to elapse (90 seconds in this embodiment), sets a customer waiting waiting command to display the waiting screen as a customer waiting state in the command set area 84a of the main RAM 84 (step S1414), and ends this process. As described above, according to the special symbol waiting process of this embodiment, the variable display of the special symbol based on the first special symbol reservation is executed only when the second special symbol reservation is "0". In other words, the consumption of the second special symbol reservation is executed in priority to the consumption of the first special symbol reservation. Also, according to the jackpot type determination table of this embodiment, the lottery based on the second special symbol reservation is designed to win a jackpot (a jackpot scheduled to pass V) that is more profitable for the player than the lottery based on the first special symbol reservation.
[0154] [Collision detection processing] 15 is a flowchart of the hit determination process (FIG. 14: steps S1402 and S1408). The hit determination process for special drawing 2 (step S1402) and the hit determination process for special drawing 1 (step S1408) have similar processing flows, so they will be described together.
[0155] In the hit determination process, first, the game control microcomputer 81 performs a hit determination (step S1501). The hit determination is performed by referring to a hit determination table (FIG. 6).
[0156] Next, the game control microcomputer 81 judges whether or not it is a jackpot (step S1502). If it is judged to be a jackpot (step S1502: YES), the jackpot flag is turned ON, the jackpot type is judged (step S1503), and then the jackpot judgment process is terminated. On the other hand, if it is judged not to be a jackpot (step S1502: NO), the process proceeds to step S1504.
[0157] In step S1504, the game control microcomputer 81 judges whether or not it is a small win. If it is judged to be a small win (step S1504: YES), the small win flag is turned ON, a big win type judgment is performed (step S1505), and then the win judgment process is terminated. On the other hand, if it is judged not to be a small win (step S1504: NO), the process proceeds to step S1506.
[0158] In step S1506, the game control microcomputer 81 judges whether or not the time is suddenly shortened. If it is judged to be a sudden time shortening (step S1506: YES), the hit flag is turned ON (step S1507) and the winning judgment process is terminated. On the other hand, if it is judged not to be a sudden time shortening (step S1506: NO), the process of step S1507 is not executed and the winning judgment process is terminated.
[0159] [Special electric feature processing (small win)] FIG. 16 is a flowchart of the special electric accessory process (small win) (step S1309 in FIG. 13).
[0160] The game control microcomputer 81 judges whether the closing condition of the first large prize opening 30 is satisfied (step S1601). If it is judged that the closing condition of the first large prize opening 30 is satisfied (step S1601: YES), the first large prize opening 30 is closed (step S1602), the small win flag is turned OFF (step S1603), and the process proceeds to step S1605. On the other hand, if it is judged that the closing condition of the first large prize opening 30 is not satisfied (step S1601: NO), the first large prize opening 30 is opened (step S1604), and the process proceeds to step S1605. If the first large prize opening 30 is already open, it is kept open.
[0161] In step S1605, the game control microcomputer 81 judges whether the game ball has passed through the V region 39. This judgment is made by whether the V flag in the flag set region 84b of the main RAM 84 is ON. If it is judged that the game ball has passed through the V region 39 (step S1605: YES), the V flag is turned OFF (step S1606), the big win flag is turned ON (step S1607), a V passing command and a big win opening command are set, the "special operation status" is set to "4" (step S1608), and the special electric device processing (small win) is terminated. On the other hand, if it is judged that the game ball has not passed through the V region (step S1605: NO), the "special operation status" is set to "1" (step S1609), and the special electric device processing (small win) is terminated.
[0162] [Special design confirmation process] FIG. 17 is a flowchart of the special symbol determination process (step S1306 in FIG. 13). In the special symbol determination process, the game control microcomputer 81 first executes a game state management process (step S1901), and then proceeds to step S1902.
[0163] In step S1902, the game control microcomputer 81 judges whether the jackpot flag is ON or not. If it is judged that the jackpot flag is ON (step S1902: YES), the process proceeds to step S1903. On the other hand, if the jackpot flag is not ON (step S1902: NO), the process proceeds to step S1907.
[0164] In step S1903, the game control microcomputer 81 sets an opening pattern. The opening pattern is set according to the type of big win. Next, the game control microcomputer 81 executes a game state reset process (step S1904). In the game state reset process, the time-saving flag and the like are reset.
[0165] Next, the game control microcomputer 81 sets an opening command (step S1905), sets the "special operation status" to "4" (step S1906), and ends the special symbol determination process.
[0166] On the other hand, in step S1907, the game control microcomputer 81 judges whether the small win flag is ON or not. If it is judged that the small win flag is ON (step S1907: YES), the process proceeds to step S1908. On the other hand, if the small win flag is not ON (step S1907: NO), the "special operation status" is set to "1" (step S1912), and the special symbol determination process is terminated.
[0167] In step S1908, the game control microcomputer 81 sets an opening pattern. The opening pattern is set to correspond to a small win. Next, the game control microcomputer 81 executes a game state reset process (step S1909). In the game state reset process, the time-saving flag and the like are reset.
[0168] Next, the game control microcomputer 81 sets an opening command (small win) (step S1910), sets the "special action status" to "5" (step S1911), and ends the special symbol determination process.
[0169] [Game status management process] FIG. 18 is a flowchart of the game status management process (step S1901 in FIG. 17). In the game state management process, the game control microcomputer 81 first judges whether the time-saving flag is ON or not (step S2001). If it is judged that the time-saving flag is ON (step S2001: YES), the time-saving counter is decremented (step S2002) and the process proceeds to step S2003. On the other hand, if it is judged that the time-saving flag is not ON (step S2001: NO), the process proceeds to step S2005.
[0170] In step S2003, the game control microcomputer 81 judges whether the time-saving counter is "0". If it is judged that the time-saving counter is "0" (step S2003: YES), the time-saving flag is turned OFF (step S2004) and the process proceeds to step S2005. On the other hand, if it is judged that the time-saving counter is not "0" (step S2003: NO), the process of step S2004 is not executed and the process proceeds to step S2005.
[0171] In step S2005, the game control microcomputer 81 judges whether the ceiling flag is ON or not. If it is judged that the ceiling flag is ON (step S2005: YES), the ceiling counter is decremented (step S2006) and the process proceeds to step S2007. On the other hand, if it is judged that the ceiling flag is not ON (step S2005: NO), that is, if the ceiling flag is OFF, the process proceeds to step S2011.
[0172] In step S2007, the game control microcomputer 81 judges whether the ceiling counter is "0". If it is judged that the ceiling counter is "0" (step S2007: YES), the time-saving flag is turned ON (step S2008), the time-saving counter is set to "30" (step S2009), the ceiling flag is turned OFF (step S2010), and the process proceeds to step S2011. Steps S2008 to S2010 start b time-saving (a play time in which the game moves from a non-time-saving state to a time-saving state and the time-saving is 30 times). On the other hand, if it is judged that the ceiling counter is not "0" (step S2007: NO), the process proceeds to step S2011.
[0173] In step S2011, the game control microcomputer 81 judges whether the hit flag is ON or not. If it is judged that the hit flag is ON (step S2011: YES), the time-saving flag is turned ON (step S2012), the time-saving counter is set to "1" (step S2013), and the process proceeds to step S2014. On the other hand, if it is judged that the hit flag is not ON (step S2011: NO), that is, if the hit flag is OFF, the process proceeds to step S2014.
[0174] In step S2014, the game control microcomputer 81 sets a game status designation command, and then ends the game status management process.
[0175] [Special electric feature processing (jackpot)] FIG. 19 is a flowchart of the special electric feature processing (step S1308 in FIG. 13). In the special electric device processing, the game control microcomputer 81 first judges whether the big win end flag is ON or not (step S2101). If it is judged that the big win end flag is ON (step S2101: YES), the ending process is executed (step S2102) and the special electric device processing is terminated. In the ending process, it is judged whether the ending time has elapsed or not, and if it has elapsed, the big win end flag is turned OFF, the big win flag is turned OFF, the special operation status is set to "1", and after executing the game state setting process (step S2103), the special electric device processing is terminated. The game state setting process will be described later. On the other hand, if it is judged that the big win end flag is not ON (step S2101: NO), that is, if the big win end flag is OFF, the process proceeds to step S2104.
[0176] In step S2104, it is determined whether or not a prize has been won in the large prize opening. This process is a process for determining whether or not a prize has been won in the large prize opening 30 based on a signal from the large prize opening sensor 30a. If it is determined that a prize has been won in the large prize opening (step S2104: YES), a large prize opening command is set (step S2105) and the process moves to step S2106. On the other hand, if it is determined that a prize has not been won in the large prize opening (step S2104: NO), the process of step S2105 is not executed and the process moves to step S2106.
[0177] In step S2106, it is determined whether the large prize opening is open. This process is a process for determining whether the large prize opening 30 is open. If it is determined that the large prize opening is open (step S2106: YES), the large prize opening closing process is executed (step S2107), and the special electric device process is terminated. The large prize opening closing process is a process for determining whether the closing condition of the large prize opening 30 is met, and if met, for closing the large prize opening 30. On the other hand, if it is determined that the large prize opening is not open (step S2106: NO), that is, if the large prize opening is closed, the process proceeds to step S2108.
[0178] In step S2108, the game control microcomputer 81 judges whether or not it is the large prize opening opening period. This process is a process for judging whether or not it is the opening period of the large prize opening 30. If it is judged that it is the large prize opening opening period (step S2108: YES), the large prize opening opening process is executed (step S2110), a round designation command is set (step S2111), and the special electric device process is terminated. On the other hand, if it is judged that it is not the large prize opening opening period (step S2108: NO), the round process is executed (step S2109), and the special electric device process is terminated. In the round process, it is judged whether or not the round has ended, and when the round has ended, the round counter is decremented, and when the round counter becomes "0", an ending command is set, and the large win end flag is turned ON.
[0179] [Game status setting process] FIG. 20 is a flowchart of the game status setting process (step S2103 in FIG. 19). In the game state setting process, the game control microcomputer 81 first judges whether or not the game has been hit with a time-saving jackpot (step S2201). If it is judged to be a time-saving jackpot (step S2201: YES), the game control microcomputer 81 turns on the time-saving flag (step S2202), sets the probability-change counter to 10 (step S2203), and proceeds to step S2204. On the other hand, if it is judged not to be a time-saving jackpot (step S2201: NO), the game control microcomputer 81 proceeds to step S2204 without executing the processes of steps S2202 and S2203.
[0180] In step S2204, the game control microcomputer 81 turns on the ceiling flag, sets the ceiling counter to "300" (step S2205), sets a game status designation command (step S2206), and ends the game status setting process.
[0181] [Power off monitoring process] FIG. 21 is a flowchart of the power interruption monitoring process (step S111 in FIG. 12). In the power cutoff monitoring process, first, the game control microcomputer 81 judges whether or not there is a power cutoff signal (step S2520). The power supply board 116 is provided with a power cutoff monitoring circuit (not shown) that monitors for signs that the power supply to the gaming machine 1 will be cut off. This power cutoff monitoring circuit outputs a power cutoff signal to the main control board 80 when there is a sign that the power supply to the gaming machine 1 will be cut off. The power cutoff monitoring circuit monitors for a voltage drop in a specific power supply (e.g., a DC power supply of 24V) among the various power supply voltages generated by the power supply board 116, and when the voltage drops below a threshold value, it outputs a power cutoff signal, indicating that there is a sign that the power supply to the gaming machine 1 will be cut off.
[0182] In the judgment of step S2520, it is judged whether or not a power-off signal is input from the power-off monitoring circuit of the power supply board 116. If there is no power-off signal, that is, if there is no sign of the power supply to the gaming machine 1 being cut off (step S2520: NO), the game control microcomputer 81 ends this process as it is, whereas if there is a power-off signal, that is, if there is a sign of the power supply to the gaming machine 1 being cut off (step S2520: YES), the game control microcomputer 81 calculates a checksum and stores it in the main RAM 84 (step S2521), and sets the power-off flag to ON (step S2522). By setting the power-off flag to ON, it can be indicated that the power supply has been normally cut off.
[0183] Next, the game control microcomputer 81 sets the prohibition of access to the main RAM 84 (step S2523). By setting the prohibition of access to the main RAM 84, writing or reading of information to or from the main RAM 84 becomes impossible.
[0184] Next, the game control microcomputer 81 will perform the loop processing indefinitely without returning to the main timer interrupt processing of FIG.
[0185] 8. Operation of the performance control microcomputer 91 The operation of the performance control microcomputer 91 provided on the sub-control board 90 (FIG. 4) will be described below. Counters, flags, status, buffers, etc. that appear in the description of the operation of the performance control microcomputer 91 are provided in the sub-RAM 94.
[0186] [Sub-control main processing] FIG. 22 is a flowchart showing the sub-control main process. When the power supply of the gaming machine 1 is turned on, the performance control microcomputer 91 reads out a program for executing the sub-control main process from the sub ROM 93. In the sub-control main process, the performance control microcomputer 91 first performs an initialization process (step S4000). In the initialization process, for example, the performance control microcomputer 91 is set, and various flags, statuses, counters, etc. are reset. The initial value of the flag is "0" or "OFF", the initial value of the status is "1", and the initial value of the counter is "0". In addition, in the initialization process, for example, the absence timer time, reuse time, and continuous use are initialized, the absence timer time is set to 15 minutes as an initial value, the reuse time is set to 120 minutes as an initial value, the continuous use is set to the permission of continuous use as an initial value, and the absence timer time, reuse time, and continuous use are stored (set) as smoking absence information in the smoking absence setting information storage area 94f of the sub RAM 94. The initialization process is executed only once after the power is turned on, and is not executed thereafter.
[0187] After the initialization process, the performance control microcomputer 91 prohibits interrupts from the interrupt process (step S4001) and performs a random number update process (step S4002). In this random number update process, the performance control microcomputer 91 updates the random number counter value shown in FIG. 5(D) by incrementing it by 1. When each random number counter value reaches a set upper limit value, it returns to "0" and is incremented again. Note that the initial value of each random number counter may be a value other than "0" and may be changed randomly. Also, the random number value may be incremented by 2 or more instead of incrementing by 1. Each random number may be a so-called hardware random number.
[0188] After the random number update process, the performance control microcomputer 91 permits the interruption of the interrupt process (step S4003). Thereafter, the random number update process is repeatedly executed by looping steps S4001 to S4003. While the interrupt is permitted, the sub-side first timer interrupt process (step S4004) and the sub-side second timer interrupt process (step S4005) can be executed. The sub-side first timer interrupt process is executed based on an interrupt pulse repeatedly input to the performance control microcomputer 91 every 1 ms (millisecond). That is, the sub-side first timer interrupt process is executed every 1 ms (millisecond). The sub-side second timer interrupt process is executed based on an interrupt pulse repeatedly input to the performance control microcomputer 91 every 10 ms (millisecond). That is, the sub-side second timer interrupt process is executed every 10 ms (millisecond).
[0189] [Sub-side 1st timer interrupt processing] Fig. 23 is a flowchart of the sub-side first timer interrupt processing (step S4004 in Fig. 22). The sub-side first timer interrupt processing is processing executed every 1 ms. The performance control microcomputer 91 first performs input processing (step S4050). In the input processing, for example, based on a signal (switch signal) from the performance button and a signal (switch signal) from the select button 68, respective switch data (edge data and level data) are created and stored in the switch information storage area 94e of the sub-RAM 94.
[0190] Next, the performance control microcomputer 91 performs watchdog timer processing (step S4060) and ends this processing. In the watchdog timer processing, a reset setting of the watchdog timer is performed.
[0191] [Sub-side second timer interrupt processing] FIG. 24 is a flow chart of the sub-side second timer interrupt processing (step S4005 in FIG. 22). The sub-side second timer interrupt processing is a process executed every 10 ms. The performance control microcomputer 91 first performs a received command analysis process (step S4100). The received command analysis process will be described in detail later. After the received command analysis process, the performance control microcomputer 91 performs a variable performance process (step S4110). The variable performance process is a process for setting a pre-variation end command in the performance command set area 94b (output buffer) of the sub-RAM 94 at a specific timing during the variable performance, and for executing a specific display performance on the display screen 7a of the image display device 7. After the variable performance process, the performance control microcomputer 91 performs a switch process (step S4120). In the switch processing, the performance control microcontroller 91 sets the display content, etc. of the display screen 7a based on various switch data (edge data and level data) created in the input processing of step S4050 in the sub-side first timer interrupt processing executed every 1 ms as shown in Figure 23 and stored in the switch information memory area 94e of the sub-RAM 94.
[0192] After the switch processing, the microcomputer 91 for controlling the effects performs a process for selecting and setting items when the RAM is cleared (step S4121). In the process for selecting and setting items when the RAM is cleared, when a staff member such as a store clerk of the game hall inserts a key into the keyhole 64a of the cylinder lock 64 to open the front frame 53 together with the inner frame from the outer frame, turns on the RAM clear switch 117 to keep it in the ON state, turns on the power switch 118 to turn on the game machine 1 by clearing the RAM, and then operates (presses) the effect button 63 to display on the display screen 7a of the image display device 7 a setting item selection screen on which the brightness level, the volume level, the smoking absence information setting, and the like can be selected and set. The process for selecting and setting items when the RAM is cleared will be described later.
[0193] After the RAM clear setting item selection setting process, the performance control microcomputer 91 performs the smoking absence information setting process (step S4122). The smoking absence information setting process is a process for displaying a smoking absence information setting screen on the display screen 7a of the image display device 7, which allows the user to select and set smoking absence information such as the absence timer time, reuse time, and continuous use (permit or prohibit continuous use). The smoking absence information setting process will be described later.
[0194] After the smoking absence information setting process, the microcomputer 91 for controlling the performance performs a customer waiting time setting process (step S4124). In the customer waiting time setting process, when the gaming machine 1 is in a customer waiting state (customer waiting state), if the player operates (presses) the performance button 63, a setting screen that allows the player to select and set the character group's expectation level, reach occurrence notice, one shot notice, chance up frequency, and smoking absence notice setting is displayed on the display screen 7a of the image display device 7. The customer waiting time setting process will be described later.
[0195] After the waiting time setting process, the performance control microcomputer 91 performs a smoking away timer display process (step S4126). The smoking away timer display process is a process for displaying a smoking away timer display on the display screen 7a of the image display device 7, which notifies that the player has left the gaming machine 1 to smoke. In other words, the smoking away timer display can convey the player's intention that he or she has left the gaming machine 1 to smoke to staff members such as store clerks at the gaming hall and other players. The smoking away timer display process will be described later.
[0196] After the smoking away timer display process, the performance control microcomputer 91 performs a smoking away timer update display process (step S4128). The smoking away timer update display process is a process for displaying and updating the smoking away timer display, which notifies the player that the player has left the gaming machine 1 to smoke, as an image that changes over time. The smoking away timer update display process will be described later.
[0197] After the smoking away timer update display process, the performance control microcomputer 91 performs a command transmission process (step S4130). In the command transmission process, the performance control microcomputer 91 transmits various commands set in the performance command set area 94b (output buffer) of the sub-RAM 94 in the received command analysis process, the RAM clear setting item selection setting process, the waiting time setting process, the smoking away information setting process, the smoking away timer display process, the smoking away timer update display process, and the like, to the image control board 100, the voice control board 106, the lamp control board 107, and the relay board 108. The image control board 100 that has received the various commands executes a display performance according to the received command using the image display device 7. Also, the voice control board 106 that has received the various commands executes a sound performance that outputs sound from the speaker 67 according to the received command. The lamp control board 107 that has received the various commands executes a lamp performance that controls the light emission of the board lamp 5 and the frame lamp 66 according to the received command.
[0198] After the command transmission process, the performance control microcomputer 91 performs other processes (step S4140) and ends this process. In other processes, a random number update process and the like are performed.
[0199] [Received command analysis process] Fig. 25 is a flowchart of the received command analysis process (step S4100 in Fig. 24). The performance control microcomputer 91 first determines whether or not a pre-determination command has been received from the main control board 80 (step S4180). If a pre-determination command has been received (step S4180: YES), a look-ahead process is performed (step S4190). On the other hand, if a pre-determination command has not been received (step S4180: NO), the above-mentioned look-ahead process is skipped.
[0200] Next, the performance control microcomputer 91 judges whether or not a reserved ball number command has been received from the main control board 80 (step S4200). If it has been received (step S4200: YES), a reserved display process is performed (step S4210). In the reserved display process, the values of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter provided in the counter set area 94c of the sub-RAM 94 are updated based on the information on the number of reserved balls of the special pattern 1, the number of reserved balls of the special pattern 2, and the number of reserved balls of the normal pattern included in the reserved ball number command. This allows the information on the number of reserved balls to be held not only on the main control board 80 side but also on the sub-control board 90 side. In addition, the performance control microcomputer 91 updates the reserved images 9A and 9B displayed on the display screen 7a based on the values of the first special pattern reserved performance counter, the second special pattern reserved performance counter, and the normal pattern reserved performance counter. On the other hand, if the reserved ball count command has not been received (step S4200: NO), the reserved ball display process described above is skipped.
[0201] Next, the performance control microcomputer 91 judges whether or not a change start command has been received from the main control board 80 (step S4220). If a change start command has been received (step S4220: YES), a change performance start process is performed (step S4230). The "change performance start process" is a process for selecting a change performance pattern (content) to be executed during the special symbol change. On the other hand, if a change start command has not been received (step S4220: NO), the change performance start process described above is skipped.
[0202] Next, the performance control microcomputer 91 judges whether or not a change stop command has been received from the main control board 80 (step S4240). If it has been received (step S4240: YES), a change performance end process is performed (step S4250). The "change performance end process" is a process for stopping the change performance executed during the change of the special pattern. In the change performance end process, the performance control microcomputer 91 sets a counter based on the analysis result of the change stop command, and sets a change performance end command for ending the change performance. As a result, the performance pattern corresponding to the special pattern 1 or special pattern 2 that is changing is stopped and displayed. Note that if the change stop command has not been received (step S4240: NO), the change performance end process described above is skipped.
[0203] Next, the performance control microcomputer 91 judges whether or not a win-related command has been received from the main control board 80 (step S4260). The win-related commands include a big win opening command, a round designation command, an ending command, a small win opening command, a round designation command, and an ending command. If a win-related command has been received (step S4260: YES), a win-related performance pattern determination process corresponding to each command is performed (step S4270). For example, if a big win opening command has been received, a performance pattern of an opening performance preset in accordance with the big win type is selected, and an opening performance start command for starting the selected opening performance is set in the performance command set area 94b of the sub-RAM 94. When the opening performance start command set in the performance command set area 94b is transmitted to the image control board 100 in the command transmission process (step S4130), the image control board 100 reads out a predetermined opening performance image and displays it on the display screen 7a of the image display device 7. The same applies to other commands. On the other hand, if no command has been received (step S4260: NO), the process of determining the winning-related effect pattern corresponding to each of the above-mentioned commands is skipped.
[0204] Next, the performance control microcomputer 91 determines whether or not a RAM clear notification command has been received from the main control board 80 (step S4280). If a RAM clear notification command has been received (step S4280: YES), a RAM clear notification process is performed (step S4290). In the RAM clear notification process, the notification mode table is referenced and the state of the gaming machine 1 is set to the RAM clear notification mode for the RAM clear notification time (90 seconds in this embodiment).
[0205] Next, the performance control microcomputer 91 sets the smoking timer time setting flag to ON (step S4300) and proceeds to step 4310. The smoking timer time setting flag is a flag that is set to ON when the gaming machine 1 is powered on by clearing the RAM. If the flag is not set to ON in step S4300 after the gaming machine 1 is powered on, the flag will remain set to the initial value of OFF. On the other hand, if a RAM clear notification command has not been received (step S4280: NO), both the RAM clear notification process and the process of setting the smoking timer time setting flag to ON are skipped.
[0206] Next, the performance control microcomputer 91 judges whether or not a customer waiting standby command has been received from the main control board 80 (step S4310). If it has been received (step S4310: YES), it is determined that the game machine 1 is in a customer waiting state and performs a customer waiting performance pattern determination process (step S4320). The "customer waiting performance pattern determination process" is a process for selecting a performance pattern (contents) of a standby screen to be displayed when a predetermined standby time (90 seconds in this embodiment) has elapsed since the gaming machine 1 stopped operating. The standby screen performance patterns (contents) in this embodiment include a pattern that maintains a state in which each performance symbol is stopped and displayed, a pattern that shows a part of the super reach performance, and a pattern that shows the world view of the game board 2, and are demo screens for customer waiting to attract the interest of players. In the customer waiting performance pattern determination process, the performance control microcomputer 91 analyzes the customer waiting standby command, selects a performance pattern of the standby screen, and sets a customer waiting standby performance command for starting the selected performance in the output buffer of the sub-RAM 94. When the customer waiting standby effect command set in the effect command set area 94b is transmitted to the image control board 100, the image control microcomputer of the image control board 100 reads out a predetermined effect image from the ROM of the image control microcomputer and displays it on the display screen 7a.
[0207] Next, the performance control microcomputer 91 sets the smoking away flag to ON (step S4330) and proceeds to step S4340. The smoking away flag is set to ON when a smoking away timer display that notifies the player that he has left the gaming machine 1 to smoke can be performed, and is set to OFF when the smoking away timer display ends or when the customer waiting standby state (customer waiting state) is released (for example, when a variable command is received and a variable performance (variable display) is started). When the gaming machine 1 is powered on, the smoking away flag is set to OFF as an initial value. On the other hand, if the customer waiting standby command has not been received (step S4310: NO), the above-mentioned customer waiting performance pattern determination process and the above-mentioned process of setting the smoking away flag to ON are skipped.
[0208] Next, the performance control microcomputer 91 performs other processing (step S3440) and ends this processing. In other processing, for example, when a game state designation command is received, information about the game state included in the game state designation command (whether or not the game is in a time-saving state, the value of the time-saving counter, etc.) is stored in the sub-RAM 94, and when a V-pass command is received, information about the V-pass is stored in the sub-RAM 94.
[0209] [Variable performance start processing] FIG. 26 is a flow chart of the variable performance start process (step S4230 in FIG. 25). The performance control microcomputer 91 first analyzes the variable start command (step S4401). Here, the performance control microcomputer 91 sets information on the special symbol stop pattern data included in the variable start command and information on the variable pattern in the sub-RAM 94. The set information includes game status information indicating the current game status, and pattern information indicating the pattern as the judgment result of the hit judgment process of special symbol 1 or special symbol 2. The game status information and pattern information acquired here can be referred to by the performance control microcomputer 91 as appropriate.
[0210] Next, the performance control microcomputer 91 performs a core performance pattern determination process (step S4402). The core performance pattern determination process is a process for determining the basic configuration of the variable performance using a core performance pattern determination table. The basic configuration of the variable performance includes, for example, the display and switching of background images on the image display device 7, the display and movement of a predetermined character, the output of melodies and sound effects using the speaker 67, and the lighting control of lamps. The variable performance is completed by superimposing additional performances such as chance-up performances on this core performance.
[0211] The performance control microcomputer 91 determines the basic performance pattern by referring to the basic performance pattern determination table stored in the sub ROM 93. After determining the basic performance pattern, the performance control microcomputer 91 performs chance-up performance pattern determination processing (step S4403). The chance-up performance pattern determination processing is processing for determining additional performance to be superimposed on the variable performance. The performance control microcomputer 91 acquires the value of the chance-up random number counter, and determines the chance-up performance pattern by referring to the acquired random number value and the chance-up performance pattern determination table stored in the sub ROM 93.
[0212] Next, the performance control microcomputer 91 sets a variable performance start command in the performance command set area 94b (output buffer) of the sub-RAM 94 so that a variable performance based on the variable performance pattern determined in the above steps S4401 to S4403 is realized (step S4404). When the variable performance start command set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (step S4130), the image control board 100 reads out the variable performance image and displays it on the display screen 7a of the image display device 7.
[0213] Next, the performance control microcomputer 91 sets the variable performance timer (step S4405) and ends this process. The variable performance timer is set with a variable time according to the variable pattern included in the variable start command.
[0214] [RAM clear setting item selection process] FIG. 27 is a flowchart of the setting item selection process (step S4121 in FIG. 24) when the RAM is cleared. In the setting item selection process when the game hall staff member or other attendant inserts a key into the keyhole 64a of the cylinder lock 64 to open the front frame 53 together with the inner frame from the outer frame, turns on the RAM clear switch 117 to keep it in the ON state, turns on the power switch 118 to turn on the game machine 1 for RAM clearing, and then operates (presses) the effect button 63 to display a setting item selection screen on the display screen 7a of the image display device 7, which allows the user to select and set the brightness level, volume level, smoking absence information setting, and the like. When the game machine 1 is powered on for RAM clearing, the game machine 1 is in the RAM clear notification mode until the RAM clear notification time (90 seconds in this embodiment) has elapsed.
[0215] The performance control microcomputer 91 first determines whether the smoking timer time setting flag is ON or not (step S4500). As described above, the smoking timer time setting flag is a flag that is set to ON when the gaming machine 1 is powered on by clearing the RAM.
[0216] When the smoking timer time setting flag is OFF, not ON, that is, when the gaming machine 1 has not been powered on by clearing the RAM (step S4500: NO), the performance control microcomputer 91 ends this process as is, whereas when the smoking timer time setting flag is ON, that is, when the gaming machine 1 has been powered on by clearing the RAM (step S4500: YES), it determines whether the RAM clear notification time has elapsed (step S4510). The RAM clear notification time is set to 90 seconds in this embodiment.
[0217] When the RAM clear notification time has elapsed (step S4510: YES), the performance control microcomputer 91 ends this process as is, whereas when the RAM clear notification time has not elapsed (step S4510: NO), it determines whether the setting item selection setting screen flag is OFF or not (step S4520). The setting item selection setting screen flag is set ON when the setting item selection setting screen is already displayed on the display screen 7a of the image display device 7, whereas it is set OFF when the setting item selection setting screen is not yet displayed on the display screen 7a of the image display device 7. When the power supply of the gaming machine 1 is turned on, the setting item selection setting screen flag is set OFF as an initial value.
[0218] When the setting item selection setting screen flag is ON and not OFF, that is, when the setting item selection setting screen is already displayed on the display screen 7a of the image display device 7 (step S4520: NO), the performance control microcontroller 91 proceeds to step S4560. On the other hand, when the setting item selection setting screen flag is OFF, that is, when the setting item selection setting screen is not yet displayed on the display screen 7a of the image display device 7 (step S4520: YES), the performance control microcontroller 91 determines whether the performance button 63 has been operated (pressed) (step S4530).
[0219] When the performance button 63 is not operated (pressed) (step S4530: NO), the performance control microcomputer 91 ends this process as it is, whereas when the performance button 63 is operated (pressed) (step S4530: YES), the performance command of the setting item selection setting screen is set in the performance command set area 94b (output buffer) of the sub-RAM 94 (step S4540). When the performance command of the setting item selection setting screen set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (step S4130), the image control microcomputer of the image control board 100 reads various images of the setting item selection setting screen from the ROM of the image control microcomputer, and displays the setting item selection setting screen on the display screen 7a of the image display device 7.
[0220] When the performance control microcomputer 91 sets the performance command for the setting item selection setting screen in the performance command set area 94b (output buffer) of the sub-RAM 94, it sets the setting item selection setting screen flag to ON (step S4550), assuming that the setting item selection setting screen has been displayed on the display screen 7a of the image display device 7, and proceeds to step S4560.
[0221] In step S4560, the performance control microcomputer 91 judges whether or not the smoking leave information setting has been selected. Here, it judges whether or not the gaming parlor staff or other attendant has selected the smoking leave information setting from among the setting items of brightness level, volume level, and smoking leave information setting on the setting item selection setting screen displayed on the display screen 7a of the image display device 7. If the gaming parlor staff or other attendant has not selected the smoking leave information setting (step S4560: NO), the performance control microcomputer 91 ends this process as it is, whereas if the gaming parlor staff or other attendant has selected the smoking leave information setting (step S4560: YES), the performance control microcomputer 91 sets the performance command of the smoking leave information setting screen in the performance command set area 94b (output buffer) of the sub-RAM 94 (step S4570). When the presentation command for the smoking leave information setting screen set in the presentation command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command sending process (step S4130), the image control microcomputer of the image control board 100 reads various images for the smoking leave information setting screen from the ROM of the image control microcomputer, and displays the smoking leave information setting screen on the display screen 7a of the image display device 7.
[0222] When the performance control microcomputer 91 sets the performance command for the smoking leave information setting screen in the performance command set area 94b (output buffer) of the sub-RAM 94, it sets the smoking leave information setting screen flag to ON (step S4580) assuming that the smoking leave information setting screen has been displayed on the display screen 7a of the image display device 7, and ends this process. The smoking leave information setting screen flag is set to ON when the smoking leave information setting screen is already being displayed on the display screen 7a of the image display device 7, and is set to OFF when the smoking leave information setting screen is not yet being displayed on the display screen 7a of the image display device 7. When the gaming machine 1 is powered on, the smoking leave information setting screen flag is set to OFF as an initial value.
[0223] [Smoking absence information setting process] Fig. 28 is a flowchart of the smoking absence information setting process (step S4122 in Fig. 24). The smoking absence information setting process is a process for displaying on the display screen 7a of the image display device 7 a smoking absence information setting screen on which smoking absence information such as the absence timer time, reuse time, and continuous use (permission or prohibition of continuous use) can be selected and set.
[0224] The performance control microcomputer 91 first judges whether the smoking leave information setting screen flag is ON or not (step S4600). As described above, the smoking leave information setting screen flag is a flag that is set ON when the smoking leave information setting screen is already displayed on the display screen 7a of the image display device 7, and is set OFF when the smoking leave information setting screen is not yet displayed on the display screen 7a of the image display device 7.
[0225] When the smoking absence information setting screen flag is OFF, not ON, that is, when the smoking absence information setting screen is not yet displayed on the display screen 7a of the image display device 7 (step S4600: NO), the performance control microcomputer 91 ends this process as is, whereas when the smoking absence information setting screen flag is ON, that is, when the smoking absence information setting screen is already displayed on the display screen 7a of the image display device 7 (step S4600: YES), it determines whether the RAM clear notification time has elapsed (step S4610). The RAM clear notification time is set to 90 seconds in this embodiment.
[0226] When the RAM clear notification time has elapsed (step S4610: YES), the performance control microcomputer 91 proceeds to step S4720, whereas when the RAM clear notification time has not elapsed (step S4610: NO), it determines whether or not the absence timer time setting has been selected (step S4620). Here, it determines whether or not the absence timer time item has been selected from among multiple items, absence timer time, reuse time, and continuous use, displayed on the smoking absence information setting screen. As described above, the absence timer time is information for setting the time a player is away from his / her seat to smoke, and can be set (changed) by a staff member or other attendant at the gaming hall.
[0227] When the performance control microcomputer 91 has not selected the Away Timer Time Setting, that is, when the Away Timer Time option has not been selected (step S4620: NO), it proceeds to step S4650. On the other hand, when the Away Timer Time Setting has been selected, that is, when the Away Timer Time option has been selected (step S4620: YES), it determines whether or not the up or down button of the select button 68 has been operated (depressed) (step S4630).
[0228] When there is no operation (pressing) of the up or down button of select button 68 (step S4630: NO), performance control microcomputer 91 proceeds to step S4650, whereas when there is operation (pressing) of the up or down button of select button 68 (step S4630: YES), performance control microcomputer 91 selects the absence timer time according to the operation (pressing) of the up or down button of select button 68 (step S4640) and proceeds to step S4650. Here, the absence timer time can be selected from 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, and 15 minutes by operating (pressing) the up or down button of select button 68.
[0229] In step S4650, the performance control microcomputer 91 judges whether or not the reuse time setting has been selected. Here, it judges whether or not the reuse time item has been selected from among the multiple items, namely, the absence timer time, reuse time, and continuous use, displayed on the smoking absence information setting screen. As described above, the reuse time is information for setting the time until the smoking absence timer display can be used again after the smoking absence timer display has been used, and, like the absence timer time, it is information that can be set (changed) by a staff member such as a clerk at the game hall.
[0230] When the performance control microcomputer 91 has not selected the reuse time setting, that is, when the reuse time item has not been selected (step S4650: NO), it proceeds to step S4680. On the other hand, when the reuse time setting has been selected, that is, when the reuse time item has been selected (step S4650: YES), it determines whether the up or down button of the select button 68 has been operated (depressed) (step S4660).
[0231] When there is no operation (pressing) of the up or down button of select button 68 (step S4660: NO), performance control microcomputer 91 proceeds to step S4680, whereas when there is operation (pressing) of the up or down button of select button 68 (step S4660: YES), it selects the reuse time according to the operation (pressing) of the up or down button of select button 68 (step S4670) and proceeds to step S4680. Here, the reuse time can be selected from 45 minutes, 60 minutes, 75 minutes, 90 minutes, 105 minutes, and 120 minutes by operating (pressing) the up or down button of select button 68.
[0232] In step S4680, the performance control microcomputer 91 judges whether the continuous use permission / prohibition setting has been selected. Here, it judges whether the item "continuous use" has been selected from among a plurality of items, namely, the absence timer time, the reuse time, and continuous use, displayed on the smoking absence information setting screen. As described above, continuous use is information that allows the smoking absence timer display, which notifies a player that he / she has left his / her seat to smoke, to be used continuously (continuous use permission) or not to be used continuously (continuous use prohibition), and is information that can be set (changed) by a staff member such as a store attendant of the game hall, similar to the absence timer time and reuse time.
[0233] When the performance control microcomputer 91 has not selected the continuous use permission prohibition setting, that is, when the continuous use item has not been selected (step S4680: NO), it proceeds to step S4710. On the other hand, when the continuous use permission prohibition setting has been selected, that is, when the continuous use item has been selected (step S4680: YES), it determines whether the up or down button of the select button 68 has been operated (depressed) (step S4690).
[0234] When there is no operation (pressing) of the up or down button of select button 68 (step S4690: NO), performance control microcomputer 91 proceeds to step S4710, whereas when there is operation (pressing) of the up or down button of select button 68 (step S4690: YES), it selects whether continuous use is permitted or prohibited depending on the operation (pressing) of the up or down button of select button 68 (step S4700), and proceeds to step S4710. Here, either continuous use permission or continuous use prohibition can be selected as continuous use by operating (pressing) the up or down button of select button 68.
[0235] In step S4710, the performance control microcomputer 91 determines whether or not the performance button 63 has been operated (pressed). If the performance button 63 has not been operated (pressed) (step S4710: NO), the performance control microcomputer 91 ends this process as is, but if the performance button 63 has been operated (pressed) (step S4710: YES), the performance control microcomputer 91 proceeds to step S4720.
[0236] In step S4720, the performance control microcomputer 91 stores (sets) the currently selected absence timer time, reuse time, and continuous use as smoking absence information in the smoking absence setting information storage area 94f of the sub-RAM 94. In this embodiment, as described above, the sub-RAM 94 of the performance control microcomputer 91 is not backed up by a backup power source (not shown) and cannot continue to hold its stored contents when the power to the gaming machine 1 is cut off. Therefore, the contents stored in the sub-RAM 94 are lost when the power to the gaming machine 1 is cut off. When the power of the gaming machine 1 is turned on, in the initialization process of step S4000 in the sub-control main processing of Figure 22, the away timer time, reuse time, and continuous use are initialized as described above, the away timer time is set to an initial value of 15 minutes, the reuse time is set to an initial value of 120 minutes, continuous use is set to an initial value of allowing continuous use, and the away timer time, reuse time, and continuous use are stored (set) as smoking away information in the smoking away setting information memory area 94f of the sub-RAM 94.
[0237] In other words, in step S4720, when the gaming machine 1 is powered on, the performance control microcomputer 91 updates the smoking leave information stored (set) in the smoking leave setting information memory area 94f of the sub-RAM 94 by storing (setting) the currently selected leave timer time, reuse time, and continuous use as new smoking leave information in the smoking leave setting information memory area 94f of the sub-RAM 94.
[0238] When the performance control microcomputer 91 stores (sets) the smoking leave information in the smoking leave setting information storage area 94f of the sub-RAM 94, it sets a performance command to end the smoking leave information setting screen in the performance command set area 94b (output buffer) of the sub-RAM 94 (step S4730). When the performance command to end the smoking leave information setting screen set in the performance command set area 94b (output buffer) of the sub-RAM 94 is sent to the image control board 100 in the command sending process (step S4130), the image control microcomputer of the image control board 100 erases the smoking leave information setting screen from the display screen 7a of the image display device 7.
[0239] When the performance control microcontroller 91 sets a performance command to terminate the smoking absence information setting screen in the performance command set area 94b (output buffer) of the sub-RAM 94, it sets the smoking absence information setting screen flag to OFF by making the smoking absence information setting screen disappear from the display screen 7a of the image display device 7 (step S4740), and terminates this processing.
[0240] [Settings processing when waiting for customers] Fig. 29 is a flow chart of the customer waiting time setting process (step S4124 in Fig. 24). In the customer waiting time setting process, when the gaming machine 1 is in a customer waiting state (customer waiting state), if the player operates (presses) the effect button 63, a setting screen that allows the player to select and set the expectation level of the characters, the reach occurrence notice, the one shot notice, the frequency of chance up, and the smoking absence notice setting is displayed on the display screen 7a of the image display device 7.
[0241] The performance control microcomputer 91 first judges whether the smoking away flag is ON or not (step S4800). As described above, the smoking away flag is a flag that is set ON when the smoking away timer display that notifies the player that he has left the gaming machine 1 to smoke can be performed, and is set OFF when the smoking away timer display ends or when the customer waiting state (customer waiting state) is released (for example, when a change command is received and a change performance (change display) is started).
[0242] When the smoking away flag is OFF, not ON, that is, when the smoking away timer display has ended and the customer waiting state (customer waiting state) has been released (step S4800: NO), the performance control microcomputer 91 ends this process as is, whereas when the smoking away flag is ON, that is, when the smoking away timer display can be performed (step S4800: YES), it determines whether the setting screen flag is OFF or not (step S4810). The setting screen flag is set ON when the setting screen is already displayed on the display screen 7a of the image display device 7, and is set OFF when the setting screen is not yet displayed on the display screen 7a of the image display device 7. When the power supply of the gaming machine 1 is turned on, the setting screen flag is set OFF as an initial value.
[0243] When the setting screen flag is ON and not OFF, that is, when the setting screen is already displayed on the display screen 7a of the image display device 7 (step S4810: NO), the performance control microcontroller 91 proceeds to step S4850. On the other hand, when the setting screen flag is OFF, that is, when the setting screen is not yet displayed on the display screen 7a of the image display device 7 (step S4810: YES), the performance control microcontroller 91 determines whether the performance button 63 has been operated (pressed) (step S4820).
[0244] When the performance button 63 is not operated (pressed) (step S4820: NO), the performance control microcomputer 91 ends this process as it is, but when the performance button 63 is operated (pressed) (step S4820: YES), the performance command of the setting screen is set in the performance command set area 94b (output buffer) of the sub-RAM 94 (step S4830). When the performance command of the setting screen set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (step S4130), the image control microcomputer of the image control board 100 reads out various images of the setting screen from the ROM of the image control microcomputer, and displays the setting screen on the display screen 7a of the image display device 7.
[0245] When the performance control microcomputer 91 sets the performance command for the setting screen in the performance command set area 94b (output buffer) of the sub-RAM 94, it sets the setting screen flag to ON, assuming that the setting screen has been displayed on the display screen 7a of the image display device 7 (step S4840), and proceeds to step S4850.
[0246] In step S4850, the performance control microcomputer 91 determines whether the smoking away timer display execution flag is ON. The smoking away timer display execution flag is set ON when the smoking away timer display has been displayed on the display screen 7a of the image display device 7 at least once since the gaming machine 1 was powered on, and is set OFF when the smoking away timer display has never been displayed on the display screen 7a of the image display device 7 since the gaming machine 1 was powered on. When the gaming machine 1 is powered on, the smoking away timer display execution flag is set OFF as an initial value.
[0247] When the smoking away timer display execution flag is OFF and not ON, that is, when the smoking away timer display has never been displayed on the display screen 7a of the image display device 7 since the gaming machine 1 was powered on (step S4850: NO), the performance control microcomputer 91 proceeds to step S4880. On the other hand, when the smoking away timer display execution flag is ON, that is, when the smoking away timer display has been displayed on the display screen 7a of the image display device 7 at least once since the gaming machine 1 was powered on (step S4850: YES), the performance control microcomputer 91 determines whether continuous use is prohibited (step S4860). Based on the smoking absence information stored in the smoking absence setting information storage area 94f of the sub-RAM 94, the performance control microcomputer 91 determines whether the information indicates either continuous use permission, which is information that allows the smoking absence timer display to be used continuously to notify the player that he has left his seat to smoke, or continuous use prohibition, which is information that does not allow the smoking absence timer display to be used continuously to notify the player that he has left his seat to smoke.
[0248] When continuous use is prohibited, that is, when the information indicates that the smoking away timer display, which notifies the player that he has left his seat to smoke, cannot be used continuously based on the smoking away information stored in the smoking away setting information storage area 94f of the sub-RAM 94 (step S4860: YES), the performance control microcomputer 91 simply terminates this processing. However, when continuous use is not prohibited but permitted, that is, when the information indicates that the smoking away timer display, which notifies the player that he has left his seat to smoke, can be used continuously based on the smoking away information stored in the smoking away setting information storage area 94f of the sub-RAM 94 (step S4860: NO), the performance control microcomputer 91 determines whether the elapsed time T has reached the reuse time (step S4870).
[0249] The elapsed time T indicates the time that has elapsed since the smoking away timer display ended. In the smoking away timer update display process described later, when the smoking away timer display ends, the elapsed time T starts to be measured.
[0250] The reuse time is information contained in the smoking absence information stored in the smoking absence setting information storage area 94f of the sub-RAM 94, and is information for setting the time until the smoking absence timer display can be used again after the smoking absence timer display has been used.
[0251] When the elapsed time T has not reached the reuse time based on the smoking leave information stored in the smoking leave setting information storage area 94f of the sub-RAM 94 (step S4870: NO), the performance control microcontroller 91 terminates this processing as is, whereas when the elapsed time T has reached the reuse time based on the smoking leave information stored in the smoking leave setting information storage area 94f of the sub-RAM 94 (step S4870: YES), it proceeds to step S4880.
[0252] In step S4880, the performance control microcomputer 91 judges whether or not the smoking history notification setting is selected. Here, it judges whether or not the item "smoking absence notification setting" is selected among a plurality of items such as the expectation level of the character group displayed on the setting screen, the reach occurrence notice, the one shot notice, the frequency of chance up, and the smoking absence notification setting.
[0253] When the smoking history notification setting is not selected (step S4880: NO), the performance control microcomputer 91 ends this process as it is, whereas when the smoking history notification setting is selected (step S4880: YES), the performance control microcomputer 91 sets the performance command of the smoking leaving notice setting screen in the performance command set area 94b (output buffer) of the sub-RAM 94 (step S4890). When the performance command of the smoking leaving notice setting screen set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (step S4130), the image control microcomputer of the image control board 100 reads out various images of the smoking leaving notice setting screen from the ROM of the image control microcomputer, and causes the display screen 7a of the image display device 7 to display the smoking leaving notice setting screen.
[0254] When the performance control microcomputer 91 sets the performance command for the smoking leave notification setting screen in the performance command set area 94b (output buffer) of the sub-RAM 94, it sets the smoking leave notification setting screen flag to ON (step S4900) assuming that the smoking leave notification setting screen has been displayed on the display screen 7a of the image display device 7, and ends this process. The smoking leave notification setting screen flag is set to ON when the smoking leave notification setting screen is already displayed on the display screen 7a of the image display device 7, and is set to OFF when the smoking leave notification setting screen is not yet displayed on the display screen 7a of the image display device 7. When the power supply of the gaming machine 1 is turned on, the smoking leave notification setting screen flag is set to OFF as an initial value.
[0255] [Smoking absence timer display process] 30 is a flowchart of the smoking absence timer display process (step S4126 in FIG. 24). The smoking absence timer display process is a process for displaying a smoking absence timer display on the display screen 7a of the image display device 7, which notifies that a player has left the gaming machine 1 to smoke. In other words, the smoking absence timer display can convey the player's intention that he or she has left the gaming machine 1 to smoke to staff members such as store clerks at the gaming hall and other players.
[0256] The performance control microcomputer 91 first judges whether the smoking leave notification setting screen flag is ON or not (step S5000). As described above, the smoking leave notification setting screen flag is a flag that is set to ON when the smoking leave notification setting screen is already displayed on the display screen 7a of the image display device 7, and is set to OFF when the smoking leave notification setting screen is not yet displayed on the display screen 7a of the image display device 7.
[0257] When the smoking leave notification setting screen flag is OFF and not ON, that is, when the smoking leave notification setting screen is not yet displayed on the display screen 7a of the image display device 7 (step S5000: NO), the performance control microcontroller 91 terminates this process as is, whereas when the smoking leave notification setting screen flag is ON, that is, when the smoking leave notification setting screen is already displayed on the display screen 7a of the image display device 7 (step S5000: YES), it determines whether any of the left, right, up or down buttons of the select buttons 68 has been operated (pressed) (step S5010).
[0258] When any of the left, right, up, or down buttons of the select button 68 is operated (pressed) (step S5010: YES), the performance control microcomputer 91 sets the performance command of the setting screen in the performance command set area 94b (output buffer) of the sub-RAM 94 (step S5020) in order to return from the smoking leave notification setting screen to the setting screen again, and proceeds to step S5080. When the performance command of the setting screen set in the performance command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (step S4130), the image control microcomputer of the image control board 100 reads out various images of the setting screen from the ROM of the image control microcomputer, and causes the display screen 7a of the image display device 7 to display the setting screen again.
[0259] When none of the left, right, up, or down buttons of the select button 68 has been operated (step S5010: NO), the performance control microcontroller 91 determines whether the performance button 63 has been operated (pressed) (step S5030).
[0260] When the effect button 63 is not operated (pressed) (step S5030: NO), the effect control microcomputer 91 ends this process as it is, whereas when the effect button 63 is operated (pressed) (step S5030: YES), the effect control microcomputer 91 sets an effect command for starting a smoking away timer display, which notifies the player that the player has left the gaming machine 1 to smoke, in the effect command set area 94b (output buffer) of the sub-RAM 94 (step S5040). When the effect command for starting a smoking away timer display set in the effect command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (step S4130), the image control microcomputer of the image control board 100 causes the display screen 7a of the image display device 7 to start a smoking away timer display.
[0261] When the effect control microcomputer 91 sets an effect command to start the smoking away timer display in the effect command set area 94b (output buffer) of the sub-RAM 94, it starts the away timer (step S5050). This away timer indicates the elapsed time from when the player indicated his / her intention to display the smoking away timer display, which notifies the player that he / she has left the gaming machine 1 to smoke (that is, from the timing when the player operated (depressed) the effect button 63 in step S5030). When the gaming machine 1 is powered on, the away timer is set to a value of 0 (zero) as its initial value.
[0262] When the performance control microcomputer 91 starts the away timer, it sets the smoking away notification flag to ON (step S5060). The smoking away notification flag is a flag that is set to ON when the smoking away timer display that notifies the player that he has left the gaming machine 1 to smoke has already started, and is set to OFF when the smoking away timer display that notifies the player that he has left the gaming machine 1 to smoke has ended or when the smoking away timer display has not yet started. When the gaming machine 1 is powered on, the smoking away notification flag is set to OFF as an initial value.
[0263] When the performance control microcomputer 91 sets the smoking absence notification flag to ON, it outputs a smoking absence timer display performance start signal to the external terminal board 72 (step S5070) and proceeds to step S5080. When the smoking absence timer display performance start signal is output to the external terminal board 72, it is output to the external unit UT via the external terminal board 72 to inform the player that the player has left the gaming machine 1 to smoke. A data counter disposed above the gaming machine 1, which is the external unit UT, becomes in a smoking absence mode (e.g., white light is lit). This allows a staff member or other attendant of the gaming hall who patrols the gaming hall to know that the player has left the gaming machine 1 to smoke, as the data counter becomes in the smoking absence mode. A hall computer installed in the control room of the gaming hall, which is the external unit UT, can know that the player has left the gaming machine 1 to smoke.
[0264] In step S5080, the performance control microcomputer 91 sets the smoking leave notification setting screen flag to OFF to terminate the smoking leave notification setting screen, and ends this process.
[0265] [Smoking absence timer update display process] 31 is a flowchart of the smoking away timer update display process (step S4128 in FIG. 24). The smoking away timer update display process is a process for displaying and updating the smoking away timer display, which notifies the player that he / she has left the gaming machine 1 to smoke, as an image that changes over time.
[0266] The performance control microcomputer 91 first judges whether the smoking absence notification flag is ON or not (step S5100). As described above, the smoking absence notification flag is a flag that is set ON when the smoking absence timer display that notifies the player that he has left the gaming machine 1 to smoke has already started, and is set OFF when the smoking absence timer display that notifies the player that he has left the gaming machine 1 to smoke has ended or when the smoking absence timer display has not started yet.
[0267] When the smoking absence notification flag is OFF, not ON, that is, when the smoking absence timer display that notifies the player that he has left the gaming machine 1 to smoke has ended, or when the smoking absence timer display has not yet started (step S5100: NO), the effect control microcomputer 91 ends this process as it is, whereas when the smoking absence notification flag is ON, that is, when the smoking absence timer display that notifies the player that he has left the gaming machine 1 to smoke has already started (step S5100: YES), it judges whether the absence timer has reached the absence timer time (step S5110). As described above, the absence timer indicates the elapsed time from when the player indicated his intention to display the smoking absence timer display that notifies the player that he has left the gaming machine 1 to smoke (that is, from the timing when the player operated (pressed) the effect button 63 in step S5030 in the smoking absence timer display process of FIG. 30). The performance control microcomputer 91 determines, based on the smoking absence information stored in the smoking absence setting information storage area 94f of the sub-RAM 94, whether the absence timer has reached the absence timer time included in the smoking absence information.
[0268] When the away timer reaches the away timer time included in the smoking away information (step S5110: YES), the performance control microcomputer 91 sets a performance command for ending the smoking away timer display in the performance command set area 94b (output buffer) of the sub-RAM 94 (step S5120). When the performance command for ending the smoking away timer display set in the performance command set area 94b of the sub-RAM 94 is sent to the image control board 100 in the command sending process (step S4130), the image control microcomputer of the image control board 100 ends the smoking away timer display.
[0269] When the performance control microcomputer 91 sets the performance command for ending the display of the smoking absence timer in the performance command set area 94b (output buffer) of the sub-RAM 94, it initializes the absence timer (step S5130). The absence timer is initialized to an initial value of 0 (zero).
[0270] Next, the performance control microcomputer 91 starts a process of measuring the elapsed time T from the end of the smoking away timer display (step S5140), stops outputting the smoking away timer display performance start signal to the external terminal board 72, and outputs the smoking away timer display performance end signal to the external terminal board 72 (step S5150). When the smoking away timer display performance end signal is outputted to the external terminal board 72, it is outputted to the external unit UT via the external terminal board 72, and notifies that the smoking away timer display, which notifies that the player has left the gaming machine 1 to smoke, has ended. The data counter disposed above the gaming machine 1, which is the external unit UT, goes into a smoking away timer end state (for example, flashing red). As a result, a staff member or other attendant of the gaming hall patrolling the gaming hall can know that the player has not yet returned to the gaming machine 1 to resume playing, because the smoking away timer display, which notifies that the player has left the gaming machine 1 to smoke, has ended, and the data counter goes into a smoking away timer end state. The hall computer installed in the control room of the gaming hall, which is the external unit UT, can know that the player has not yet returned to the gaming machine 1 to resume playing because the smoking absence timer display, which notifies the player that the player has left the gaming machine 1 to smoke, has ended.
[0271] Next, the performance control microcomputer 91 sets the smoking away notification flag to OFF as the smoking away timer display that notifies the player that he has left the gaming machine 1 to smoke has ended (step S5160), sets the smoking away timer display executed flag to ON as the smoking away timer display has been displayed on the display screen 7a of the image display device 7 (step S5170), and ends this process. As described above, the smoking away timer display executed flag is a flag that is set to ON when the smoking away timer display has been displayed on the display screen 7a of the image display device 7 at least once since the gaming machine 1 was powered on, and is set to OFF when the smoking away timer display has never been displayed on the display screen 7a of the image display device 7 since the gaming machine 1 was powered on.
[0272] On the other hand, when the away timer has not reached the away timer time included in the smoking away information (step S5110: NO), the performance control microcomputer 91 judges whether or not the game has been resumed (step S5180). Here, when the player resumes the game and, for example, the launched game ball enters the first starting hole 21, the variable performance timer corresponding to the variable pattern included in the variable start command is set in the variable performance start process of Fig. 26, and it can be determined whether or not the variable performance timer is activated.
[0273] When the game is resumed (step S5180: YES), the performance control microcomputer 91 performs the above-mentioned processes in steps S5120 to 5170, and then ends this process. When the game is resumed (step S5180: YES), the performance control microcomputer 91 stops outputting the smoking away timer display performance start signal to the external terminal board 72 in the process in step S5150, but does not output the smoking away timer display performance end signal to the external terminal board 72. As a result, the data counter disposed above the gaming machine 1, which is the external unit UT, cancels the smoking away mode (for example, white light), allowing a staff member or other attendant of the gaming hall who patrols the gaming hall to know that the game has been resumed. The hall computer, which is the external unit UT, installed in the control room of the gaming hall can know that the game has been resumed.
[0274] When the game has not been resumed (step S5180: NO), the microcomputer 91 for effect control judges whether or not one second has elapsed since the update of the away timer (step S5190). When one second has not elapsed since the update of the away timer (step S5190: NO), the microcomputer 91 for effect control ends this process as it is, whereas when one second has elapsed since the update of the away timer (step S5190: NO), the microcomputer 91 for effect control sets a presentation command for updating the away timer display during smoking, which updates the remaining away timer during smoking subtracted by one second, in the presentation command set area 94b (output buffer) of the sub-RAM 94 (step S5200), and ends this process. When the presentation command for updating the away timer display during smoking set in the presentation command set area 94b of the sub-RAM 94 is transmitted to the image control board 100 in the command transmission process (step S4130), the image control microcomputer of the image control board 100 displays a message for updating the remaining away timer during smoking.
[0275] 9. Operation of image control microcomputer The operation of the image control microcomputer provided in the image control board 100 (FIG. 4) will be described. The buffers and the like that appear in the operation description of the image control microcomputer are provided in the RAM of the image control microcomputer. When the power supply of the gaming machine 1 is turned on, the image control microcomputer reads a program from the ROM of the image control microcomputer, and after the CPU initialization process of the image control microcomputer, the display control process is repeatedly executed. In the display control process, the image control microcomputer first judges whether or not a variable performance start command has been received from the sub-control board 90. If the command has been received, the image control microcomputer starts the variable performance display. Specifically, the image control microcomputer analyzes the received variable performance start command, reads out a predetermined variable performance image designated in the variable performance start command from the ROM of the image control microcomputer, and displays it on the display screen 7a of the image display device 7. On the other hand, if the command has not been received, the process of starting the variable performance display described above is skipped.
[0276] Next, the image control microcomputer judges whether or not a pre-change end command has been received from the sub-control board 90. If so, the image control microcomputer starts the look-ahead performance display. Specifically, the image control microcomputer analyzes the pre-change end command, reads out a predetermined look-ahead performance image specified in the pre-change end command from the ROM of the image control microcomputer, and displays it on the display screen 7a of the image display device 7. On the other hand, if the image control microcomputer has not received the command, the image control microcomputer skips the process of starting the look-ahead performance display described above.
[0277] Next, the image control microcomputer judges whether or not a variable performance end command has been received from the sub-control board 90. If it has been received, the image control microcomputer reads out an image in which the variable performance is stopped from the ROM of the image control microcomputer, and performs a variable performance stop display on the display screen 7a of the image display device 7. On the other hand, if it has not been received, the image control microcomputer skips the process of stopping the variable performance.
[0278] Next, the image control microcomputer judges whether or not a customer waiting standby effect command has been received from the sub-control board 90. If the command has been received, the image control microcomputer reads out a customer waiting standby image from the ROM of the image control microcomputer and performs a customer waiting demo effect by displaying the image on the display screen 7a of the image display device 7. On the other hand, if the command has not been received, the image control microcomputer skips the process of the customer waiting demo effect described above.
[0279] Next, the image control microcomputer determines whether or not a command for producing the setting item selection screen has been received from the sub-control board 90. If the command has been received, the image control microcomputer reads out various images constituting the setting item selection screen from the ROM of the image control microcomputer, and displays the setting item selection screen on the display screen 7a of the image display device 7. On the other hand, if the command has not been received, the image control microcomputer skips the process of displaying the setting item selection screen.
[0280] Next, the image control microcomputer judges whether or not a presentation command for the smoking leave information setting screen has been received from the sub-control board 90. If it has been received, the image control microcomputer reads out various images constituting the smoking leave information setting screen from the ROM of the image control microcomputer, and displays the smoking leave information setting screen on the display screen 7a of the image display device 7. On the other hand, if it has not been received, the image control microcomputer skips the process of displaying the smoking leave information setting screen.
[0281] Next, the image control microcomputer determines whether or not a command for producing the setting screen has been received from the sub-control board 90. If a command for producing the setting screen has been received, the image control microcomputer reads out various images constituting the setting screen from the ROM of the image control microcomputer, and displays the setting screen on the display screen 7a of the image display device 7. On the other hand, if a command for producing the setting screen has not been received, the image control microcomputer skips the process for displaying the setting screen described above.
[0282] Next, the image control microcomputer judges whether or not a command for producing the smoking leave notification setting screen has been received from the sub-control board 90. If the command has been received, the image control microcomputer reads out various images constituting the smoking leave notification setting screen from the ROM of the image control microcomputer, and displays the smoking leave notification setting screen on the display screen 7a of the image display device 7. On the other hand, if the command has not been received, the image control microcomputer skips the process of displaying the above-mentioned smoking leave notification setting screen.
[0283] Next, the image control microcomputer judges whether or not a performance command for starting the smoking away timer display has been received from the sub-control board 90. If the command has been received, the image control microcomputer displays the smoking away timer display on the display screen 7a of the image display device 7. On the other hand, if the command has not been received, the image control microcomputer skips the process of displaying the smoking away timer display described above.
[0284] Next, the image control microcomputer judges whether or not a display update command for updating the smoking away timer has been received from the sub-control board 90. If the command has been received, the image control microcomputer updates the smoking away timer display, whereas if the command has not been received, the image control microcomputer skips the process of updating the smoking away timer display described above.
[0285] Next, the image control microcomputer judges whether or not a performance command for ending the smoking away timer display has been received from the sub-control board 90. If the command has been received, the image control microcomputer erases the smoking away timer display from the display screen 7a of the image display device 7 to hide it. On the other hand, if the command has not been received, the image control microcomputer skips the process of hiding the smoking away timer display described above.
[0286] Next, the image control microcomputer performs other processing and ends the display control processing, which is the main processing. In other processing, for example, when the image control microcomputer receives an opening performance start command, it reads out a predetermined opening performance image specified in the opening performance start command from the ROM of the image control microcomputer and displays it on the display screen 7a of the image display device 7. Also, when it receives a round performance start command, it reads out a predetermined round performance image specified in the round performance start command from the ROM of the image control microcomputer and displays it on the display screen 7a. Also, when it receives an ending performance start command, it reads out a predetermined ending performance image specified in the ending performance start command from the ROM of the image control microcomputer and displays it on the display screen 7a.
[0287] 10. Example of the performance of this embodiment Each of the performance examples (display performance examples) of this embodiment will be described below. The performances described below are, as described above, performances realized by the performance control microcomputer 91 and the image control microcomputer based on various commands sent from the game control microcomputer 81. The image control microcomputer analyzes the various commands received from the sub-control board 90, reads out various corresponding image data from the ROM of the image control microcomputer and displays it on the display screen 7a of the image display device 7, and the performance control microcomputer 91 reads out various sound data from the sub-ROM 93 and outputs it from the speaker 67 via the audio control board 106.
[0288] The setting item selection setting screen, smoking absence information setting screen, setting screen, smoking absence notification setting screen, and smoking absence timer display will be described below with reference to Figs. 32 to 35. In Figs. 32 to 35, various decorative members and various background images arranged around the front (front) of the display screen 7a of the image display device 7 are omitted for ease of viewing. Fig. 32 is a diagram for explaining the setting item selection setting screen (A) and the smoking absence information setting screen (B), Fig. 33 is a diagram for explaining the setting screen (A) and the smoking absence notification setting screen (B), Fig. 34 is a diagram for explaining the effects after the power is turned on by operating the RAM clear switch, and Fig. 35 is a diagram for explaining the continuation of the effects after the power is turned on by operating the RAM clear switch in Fig. 34.
[0289] Here, the setting item selection setting screen will be explained first, followed by the smoking absence information setting screen, the setting screen, the smoking absence notification setting screen (displays the smoking absence timer), and the effects after the power is turned on by operating the RAM clear switch. The setting item selection setting screen and the smoking absence information setting screen are screens that are called up by an attendant such as a store clerk of the game hall by operating (pressing) the effect button 63 or the select button 68 after the game hall attendant has turned on the game machine 1 by clearing the RAM, and that allow the attendant to make various settings, whereas the setting screen and the smoking absence notification setting screen (displays the smoking absence timer) are screens that are called up by a player by operating (pressing) the effect button 63 or the select button 68 after the game machine 1 has been started up and is in a standby state (waiting for customers) and that allow the player to make various settings.
[0290] The setting item selection setting screen, the smoking leave information setting screen, the setting screen, the smoking leave notification setting screen, and the smoking leave timer display are displayed as specific images in an opaque specific area 7aa having a horizontally long rectangular shape on the display screen 7a of the image display device 7. The display screen 7a of the image display device 7 is a presentation screen on which background images, presentation patterns, characters, presentation images related to presentations, and the like are displayed. An opaque specific area 7aa that is smaller than the display screen 7a (for example, about one or two sizes smaller) is formed on the display screen 7a and arranged to be the foremost side of these images. In other words, the specific area 7aa in which the specific image is displayed is displayed so as to overlap with a part of the presentation screen displayed on the display screen 7a of the image display device 7. As a result, the display mode is such that an image displayed in the area of the display screen 7a, which is the performance screen corresponding to the rear of the specific area 7aa, cannot be seen through the specific area 7aa, whereas an image displayed in the area of the display screen 7a, which is the performance screen that does not overlap with the specific area 7aa in the front-to-back direction (in other words, the area of the display screen 7a corresponding to the outer area of the outline of the specific area 7aa) can be seen without being obstructed by the specific area 7aa.
[0291] [Setting item selection screen] First, the setting item selection screen will be described with reference to Fig. 32(A). The setting item selection screen ISG is called up and displayed when a staff member of the game hall operates (presses) the effect button 63 after the staff member of the game hall clears the RAM of the game machine 1 and turns it on. The setting item selection screen ISG is displayed in the specific area 7aa as a specific image, and when the player operates (presses) the select button 68, it is a screen (specific image) for making settings according to the setting item selected by the player by operating (pressing) the select button 68 from the setting items of brightness, volume, and smoking absence information setting.
[0292] As shown in FIG. 32(A), in the setting item selection screen ISG for setting the brightness, volume, and smoking absence information settings, the brightness setting item is arranged in the left column of the setting item selection screen ISG, the volume setting item is arranged in the middle column of the setting item selection screen ISG, and the smoking absence information setting item is arranged in the right column of the setting item selection screen ISG, a select button image SBG imitating the select button 68 is arranged below the brightness setting item on the lower left side of the setting item selection screen ISG, a message image MG1 saying "Select with select button" is arranged to the right of the select button image SBG, and a message image MG2 saying "Confirm: PUSH performance button" is arranged near the lower right side of the setting item selection screen ISG below the volume setting item and the smoking absence information setting item.
[0293] The brightness setting item displays brightness indicator images ranging from brightness level 1 (minimum brightness that is not completely dark) to brightness level 5 (maximum brightness), a numerical image indicating the brightness level within each brightness indicator, and an image of the currently selected brightness level.
[0294] The volume setting item displays volume indicator images ranging from volume level 1 (not muted, minimum volume) to volume level 5 (maximum volume), a numerical image indicating the volume level within each volume indicator, and an image of the currently selected volume level.
[0295] In the item for setting smoking absence information, an image of "Set smoking absence information" for selecting the smoking absence information setting is displayed.
[0296] When the player operates (presses) the right button of the select button 68 while the setting item selection setting screen ISG is displayed, the item selection frame HKG moves to the right, and when the player operates (presses) the left button of the select button 68, the item selection frame HKG moves to the left and moves to the setting item that the player wants to set (change).
[0297] When the setting item selected by the item selection frame HKG is a brightness setting item, if the player operates (presses) the upper button of the select buttons 68, the brightness level rises and the brightness indicator also levels up accordingly, and if the player operates (presses) the lower button of the select buttons 68, the brightness level falls and the brightness indicator also levels down accordingly. At this time, depending on the operation (pressing) of the upper or lower button of the select buttons 68, the currently selected brightness level is displayed as an image above the brightness indicator image, for example, when the brightness level is 3, "Brightness: Level 3" is displayed.
[0298] When the setting item selected by the item selection frame HKG is the volume setting item, if the player operates (presses) the upper button of the select buttons 68, the volume level increases and the volume indicator also levels up accordingly, and if the player operates (presses) the lower button of the select buttons 68, the volume level decreases and the volume indicator also levels down accordingly. At this time, in response to the operation (pressing) of the upper or lower button of the select buttons 68, the currently selected volume level is displayed as an image above the volume indicator image, for example, when the volume level is 2, "Volume: Level 2" is displayed.
[0299] When the setting item selected by the item selection frame HKG is the smoking absence information setting, the smoking absence information setting is in a selected state.
[0300] When the player operates (presses) the effect button 63, the specific area 7aa on the display screen 7a of the image display device 7 disappears, and the setting item selection setting screen ISG disappears. Note that the currently selected brightness level and currently selected volume level at the time when the player operates (presses) the effect button 63 are reflected as is, and when the player operates (presses) the effect button 63 with the smoking absence information setting selected, the setting item selection setting screen ISG transitions to the smoking absence information setting screen EKG.
[0301] [Smoking absence information setting screen] Next, the smoking absence information setting screen will be described with reference to Fig. 32(B). The smoking absence information setting screen EKG is displayed in the specific area 7aa as a specific image, and when the player operates (presses) the select button 68, this is a screen (specific image) for making settings according to the setting item selected by the player by operating (pressing) the select button 68 from among the setting items of absence timer time (minutes), reuse time (minutes), and continuous use.
[0302] As shown in FIG. 32(B), the smoking absence information setting screen EKG for setting the absence timer time (minutes), reuse time (minutes), and continuous use has an absence timer time (minutes) setting item in the left column of the smoking absence information setting screen EKG, a reuse time (minutes) setting item in the middle column of the smoking absence information setting screen EKG, and a continuous use setting item in the right column of the smoking absence information setting screen EKG, a select button image SBG imitating the select button 68 is placed below the absence timer time (minutes) setting item on the lower left side of the smoking absence information setting screen EKG, a message image MG1 reading "Select with select button" is placed to the right of the select button image SBG, and a message image MG2 reading "Confirm: PUSH performance button" is placed near the lower right side of the smoking absence information setting screen EKG below the reuse time (minutes) setting item and the continuous use setting item.
[0303] The absence timer time (minutes) setting item displays an absence timer time indicator image in 1-minute increments from 5 to 15 minutes, and a numerical image showing the absence timer time (permitted absence time) within the absence timer time indicator. The absence timer time is information for setting the time a player is away from his / her seat to smoke.
[0304] The reuse time (minutes) setting item displays a reuse time indicator image in 15-minute increments from 45 to 120 minutes, and a numerical image indicating the time until reuse within the reuse time indicator. The reuse time is information for setting the time until the smoking away timer display can be used again after the smoking away timer display has been used.
[0305] The continuous use setting item displays a permitted image which is an image permitting continuous use, and a prohibited image which is an image prohibiting continuous use. Continuous use (permission or prohibition of continuous use) may be set to information that allows the smoking away timer display to be used continuously to notify that the player has left his / her seat to smoke, or may be set to information that does not allow the smoking away timer display to be used continuously to notify that the player has left his / her seat to smoke.
[0306] When the player operates (presses) the right button of the select button 68 while the smoking absence information setting screen EKG is displayed, the item selection frame HKG moves to the right, and when the player operates (presses) the left button of the select button 68, the item selection frame HKG moves to the left and moves to the setting item that the player wants to set (change).
[0307] When the setting item selected by the item selection frame HKG is the absence timer time (minutes), if the player operates (presses) the upper button of the select button 68, the absence timer time becomes longer and the absence timer time indicator also goes up in level, and if the player operates (presses) the lower button of the select button 68, the absence timer time becomes shorter and the absence timer time indicator also goes down in level. At this time, when the currently selected absence timer time is 12 minutes in response to the operation (pressing) of the upper or lower button of the select button 68, among the absence timer time indicator images in 1-minute increments from 5 to 15 minutes, the absence timer time indicator images from 5 to 12 minutes are displayed as active (e.g., orange), while the absence timer time indicator images in 1-minute increments from 13 to 15 minutes are displayed as inactive (e.g., white). In addition, when the smoking absence information setting screen EKG is displayed, the currently set absence timer time is notified by an active display (e.g., orange) of the absence timer time indicator image based on the smoking absence information stored (set) in the smoking absence setting information memory area 94f of the sub-RAM 94.
[0308] When the setting item selected by the item selection frame HKG is the reuse time (minutes), if the player operates (presses) the upper button of the select button 68, the reuse time becomes longer and the reuse time indicator also levels up, and if the player operates (presses) the lower button of the select button 68, the reuse time becomes shorter and the reuse time indicator also levels down. At this time, when the currently selected reuse time is 60 minutes depending on the operation (pressing) of the upper or lower button of the select button 68, among the reuse time indicator images in 15-minute increments from 45 minutes to 120 minutes, the reuse time indicator images for 45 minutes and 60 minutes will be displayed as active (e.g., orange), while the reuse time indicator images in 15-minute increments from 75 minutes to 120 minutes will be displayed as inactive (e.g., white). In addition, when the smoking absence information setting screen EKG is displayed, the currently set reuse time is notified by an active display (e.g., orange) of the reuse time indicator image based on the smoking absence information stored (set) in the smoking absence setting information memory area 94f of the sub-RAM 94.
[0309] When the setting item selected by the item selection frame HKG is continuous use, when the player operates (presses) the upper button of the select button 68, the permission image permitting continuous use becomes active (e.g., orange), while the prohibition image prohibiting continuous use becomes inactive (e.g., white). When the player operates (presses) the lower button of the select button 68, the permission image permitting continuous use becomes inactive (e.g., white), while the prohibition image prohibiting continuous use becomes active (e.g., orange). Here, continuous use is prohibited, so the permission image permitting continuous use becomes inactive (e.g., white), while the prohibition image prohibiting continuous use becomes active (e.g., orange). In addition, when the smoking absence information setting screen EKG is displayed, based on the smoking absence information stored (set) in the smoking absence setting information memory area 94f of the sub-RAM 94, if the currently set continuous use permits continuous use, the permitted image is displayed in active display (e.g., orange) and the prohibited image is displayed in inactive display (e.g., white), whereas if continuous use is prohibited, the permitted image is displayed in inactive display (e.g., white) and the prohibited image is displayed in active display (e.g., orange).
[0310] When the player operates (presses) the effect button 63, the specific area 7aa on the display screen 7a of the image display device 7 disappears, and the smoking leave information setting screen EKG disappears. Note that the currently selected leave timer time (minutes), reuse time (minutes), and continuous use (permission or prohibition of continuous use) at the time when the player operates (presses) the effect button 63 are stored as smoking leave information in the smoking leave setting information storage area 94f of the sub-RAM 94 in the sub-control board 90.
[0311] [Settings screen] Next, the setting screen will be described with reference to Fig. 33(A). The setting screen HSG is called up and displayed when the player operates (presses) the effect button 63 while the gaming machine 1 is in a waiting state (waiting for customers). The setting screen HSG is displayed in the specific area 7aa as a specific image, and when the player operates (presses) the select button 68, this is a screen (specific image) for transitioning to a screen corresponding to a setting item selected by the player by operating (pressing) the select button 68 from among the setting items of the character group expectation level, reach occurrence notice, one shot notice, chance up frequency, and smoking absence notice setting.
[0312] The setting screen HSG, which allows selection of the character group's expectation level, reach occurrence notice, one shot notice, chance up frequency, and smoking absence notification setting, is arranged in the following order from the top to the bottom of the setting screen HSG: character group's expectation level item, reach occurrence notice item, one shot notice item, chance up frequency item, and smoking absence notification setting item. A select button image SBG imitating the select button 68 is arranged on the lower left side of the setting screen HSG, a message image MG1 saying "Select with select button" is arranged to the right of the select button image SBG, and a message image MG2 saying "Confirm: PUSH performance button" is arranged near the lower right side of the setting screen HSG.
[0313] When the player operates (presses) the upper button of the select button 68 while the setting screen HSG is displayed, the item selection frame HKG moves up and the selected item becomes active (e.g., orange) and the other items become inactive (e.g., white), and when the player operates (presses) the lower button of the select button 68, the item selection frame HKG moves down and the selected item becomes active (e.g., orange) and the other items become inactive (e.g., white). When the setting screen is displayed, if the player does not operate (press) the upper or lower button of the select button 68, all items are inactive (e.g., white), and in this state, if the player operates (presses) the left or right button of the select button 68 or operates (presses) the performance button 63, the specific area 7aa disappears and the setting screen HSG disappears.
[0314] When the player operates (presses) the effect button 63, the specific area 7aa on the display screen 7a of the image display device 7 disappears, and the setting screen HSG disappears. When the player operates (presses) the effect button 63 while the character group expectation level item is selected (actively displayed), the screen switches from the setting screen HSG to the character group expectation level setting screen, when the player operates (presses) the effect button 63 while the reach occurrence notice item is selected (actively displayed), the screen switches from the setting screen HSG to the reach occurrence notice setting screen, when the player operates (presses) the effect button 63 while the one-shot notification item is selected (actively displayed), the screen switches from the setting screen HSG to the one-shot notification setting screen, when the player operates (presses) the effect button 63 while the chance up frequency item is selected (actively displayed), the screen switches from the setting screen HSG to the chance up frequency setting screen, and when the player operates (presses) the effect button 63 while the smoking leave notification setting item is selected (actively displayed), the screen switches from the setting screen HSG to the smoking leave notification setting screen.
[0315] [Smoking absence notification setting screen] Next, the smoking leave notification setting screen will be described with reference to Fig. 33(B). The smoking leave notification setting screen SRG is displayed in the specific area 7aa as a specific image, and is a screen (specific image) for starting the smoking leave timer display when the player operates (presses) the effect button 63. When the player operates (presses) the select button 68, the screen returns from the smoking leave notification setting screen SRG to the setting screen HSG again.
[0316] A remaining time image SCG expressed in the form of hours, minutes, and seconds is arranged on the upper side of the smoking absence notification setting screen SRG, a cigarette image TG imitating a cigarette is arranged in the center of the smoking absence notification setting screen SRG, a select button image SBG imitating the select button 68 is arranged on the lower left side of the smoking absence notification setting screen SRG and to the lower left of the cigarette image TG, a message image MG3 saying "Return with select button" is arranged to the right of the select button image SBG, and a message image MG4 saying "Away confirmed: PUSH performance button" is arranged near the lower right side of the smoking absence notification setting screen SRG and near the center right below the cigarette image TG. As described above, the cigarette image TG is an image imitating a cigarette, and is therefore a so-called pictogram, which is an image expressed by visual symbols instead of letters. Note that the cigarette image TG may be configured as a two-stage text image with "Away" in the upper row and "Smoking" in the lower row instead of the image imitating a cigarette.
[0317] When the smoking leave notification setting screen SRG is displayed, the remaining time image SCG is the leave timer time contained in the smoking leave information stored in the smoking leave setting information memory area 94f of the sub-RAM 94 in the sub-control board 90.
[0318] When the player operates (presses) any one of the left, right, up, or down buttons of the select buttons 68, the screen returns from the smoking absence notification setting screen SRG to the setting screen HSG again.
[0319] When the player operates (presses) the effect button 63, the select button image SBG and message images MG3 and MG4 are hidden (disappear from the display screen 7a), and the smoking absence timer display TRG, in which the remaining time image SCG counts down every second, is started as a specific image in the specific area 7aa. In other words, since the select button image SBG and message images MG3 and MG4 are hidden (disappear from the display screen 7a), the specific area 7aa includes the smoking absence timer display TRG, which is composed of the remaining time image SCG and the cigarette image TG. In other words, in the smoking absence timer display TRG, a specific image including the cigarette image TG, which is an image indicating that the player has left the seat, and the remaining time image SCG, which is an image indicating the elapsed time of absence, is displayed in the specific area 7aa.
[0320] The remaining time image SCG is counted down from the absence timer time every second, and the absence timer time is information for setting the time during which the player is away from the seat to smoke, as described above. Therefore, the remaining time image SCG is an image suggesting the remaining time of the time during which the player is permitted to leave the seat to smoke, and is also an image representing the absence elapsed time, which is the time counted down from the absence timer time. In addition, when the remaining time image SCG counts down from the absence timer time to zero seconds, the smoking absence timer display TRG ends and is not displayed (disappears from the display screen 7a). In other words, the remaining time image SCG is also an image suggesting the remaining time until the specific area 7aa including the smoking absence timer display TRG disappears.
[0321] [Operate the RAM clear switch to turn on the power] Next, the effects after the RAM clear switch is operated and the power is turned on will be described with reference to Fig. 34 and Fig. 35. As shown in Fig. 34(A), the power supply of the gaming machine 1 is cut off. An attendant such as a store clerk at the gaming hall inserts a key into the keyhole 64a of the cylinder lock 64 to open the front frame 53 together with the inner frame from the outer frame, turns on the RAM clear switch 117 to turn on the RAM of the gaming machine 1 while keeping it in the on state, and turns on the power switch 118 to turn on the gaming machine 1 by clearing the RAM. As shown in Fig. 34(B), the display screen 7a of the image display device 7 displays a message image MG5 in white letters saying "NOW LOADING... Power being restored" on a completely black screen, as shown in Fig. 34(B).
[0322] After that, when the performance control microcomputer 91 of the sub-control board 90 receives a RAM clear notification command from the game control microcomputer 81 of the main control board 80, as shown in Fig. 34(C), the background image, left performance pattern 8L, center performance pattern 8C, right performance pattern 8R, and variable display position appear on the display screen 7a of the image display device 7, and a RAM clear notification is made. Here, the left performance pattern 8L is displayed as a stopped number "1", the center performance pattern 8C is displayed as a stopped number "2", and the right performance pattern 8R is displayed as a stopped number "3".
[0323] In the RAM clear notification, a message image MG6 stating "RAM has been cleared" is displayed below the left performance pattern 8L, the center performance pattern 8C, and the right performance pattern 8R and above the variable display position. At this time, after the warning sound "beep, beep, beep," the RAM clear announcement voice stating "RAM has been cleared," as described above, is played from the speaker 67. Although the warning sound and the RAM clear announcement voice are played from the speaker 67 repeatedly for the RAM clear notification time (90 seconds in this embodiment), for example, even if the RAM clear announcement voice is in the middle of being played, if the RAM clear notification time has elapsed, the RAM clear announcement voice will end before the entire content has been spoken.
[0324] During the RAM notification time, i.e., while the RAM clear notification is being issued, when a staff member or other attendant at the gaming hall operates (presses) the effect button 63, the above-mentioned specific area 7aa appears in the foreground position on the display screen 7a of the image display device 7, and the setting item selection setting screen ISG is displayed in the specific area 7aa.
[0325] When a staff member of the game hall operates (presses) the select button 68 to select the smoking seat leave information setting item and operates (presses) the effect button 63, the specific area 7aa transitions from the setting item selection setting screen ISG to the smoking seat leave information setting screen EKG, as shown in Fig. 34(E). That is, the specific area 7aa switches from the setting item selection setting screen ISG to the smoking seat leave information setting screen EKG.
[0326] A staff member of the game parlor or other such staff operates (presses) the select button 68 on the setting item selection setting screen ISG to select 12 minutes for the absence timer time (minutes), 60 minutes for the reuse time (minutes), and prohibit continuous use, and then operates (presses) the performance button 63 to hide (disappear from the display screen 7a) the specific area 7aa, thereby hiding (disappearing from the display screen 7a) the setting item selection setting screen ISG. As a result, the currently selected absence timer time (minutes): 12 minutes, reuse time (minutes): 60 minutes, and continuous use: prohibit continuous use are stored as smoking absence information in the smoking absence setting information storage area 94f of the sub-RAM 94 in the sub-control board 90.
[0327] After that, when the game hall opens and a player sits at the game machine 1 and turns the handle 60 to launch the game ball toward the game area 3 to start playing, as shown in Fig. 34(F), the game ball flowing down the game area 3 enters the first start port 20, and the reserved icon 9A moves to the variable display position and becomes the variable display icon 9C, starting the variable performance (variable display) of the performance pattern. When the variable performance (variable display) of the performance pattern starts, the game ball enters the first start port 20, the reserved icon 9A is displayed, and at this point, the reserved icon 9A is stocked and only one is present.
[0328] After that, the player stops firing and all the reserved icons are consumed, and the left performance pattern 8L is displayed as stopped at the number "3", the middle performance pattern 8C is displayed as stopped at the number "6", and the right performance pattern 8R is displayed as stopped at the number "9", and then, as shown in Figure 34 (G), the gaming machine 1 enters a standby state (waiting for customers) to wait for customers.
[0329] When a player operates (presses) the effect button 63 while the gaming machine 1 is in a waiting state (waiting for customers) to inform the gaming hall staff or other players that he or she will be leaving the gaming machine 1 to smoke, the above-mentioned specific area 7aa appears in the foreground position on the display screen 7a of the image display device 7, as shown in Figure 34 (H), and the setting screen HSG is displayed in the specific area 7aa.
[0330] When the player operates (presses) the select button 68 to select the smoking leave notification setting, and then operates (presses) the effect button 63, the specific area 7aa transitions from the setting screen HSG to the smoking leave notification setting screen SRG, as shown in Fig. 34(I). That is, the specific area 7aa switches from the setting screen HSG to the smoking leave notification setting screen SRG.
[0331] The upper side of the smoking absence notification setting screen SRG displays the absence time set by a staff member of the gaming hall as a remaining time image SCG. Here, 12 minutes is set as the remaining time image SCG and it is displayed as "00:12:00". The player can understand from the "00:12:00" displayed in the remaining time image SCG that the maximum time allowed to leave the seat for smoking is 12 minutes. When the player operates (presses) the effect button 63, this triggers the selection button image SBG and the message images MG3 and MG4 to be hidden (disappear from the display screen 7a), as shown in FIG. 34(J), and the smoking absence timer display TRG, in which the remaining time image SCG counts down every second, is displayed in the specific area 7aa and starts. Here, since one second has passed, the remaining time image SCG is 11 minutes and 59 seconds, so it is displayed as "00:11:59". In this way, the remaining time image SCG is an image that changes with the passage of time counted down every second, and is an image that suggests the remaining time of 11 minutes and 59 seconds out of the 12 minutes during which the player is permitted to leave the seat to smoke, and also represents the elapsed absence time of 1 second counted down from the absence timer time. At the timing when the smoking absence timer display TRG is started, a smoking absence timer display performance start signal is output to the external unit UT via the external terminal board 72.
[0332] When the smoking away timer display effect start signal is output to the external terminal board 72, it is output via the external terminal board 72 to the external unit UT, notifying the player that the player has left the gaming machine 1 to smoke. A data counter located above the gaming machine 1, which is the external unit UT, turns into a smoking away mode (e.g., lit in white). This allows an attendant such as a store clerk of the gaming hall who patrols the gaming hall to know that a player has left the gaming machine 1 to smoke. A hall computer installed in the control room of the gaming hall, which is the external unit UT, can know that a player has left the gaming machine 1 to smoke.
[0333] When the player leaves the gaming machine 1 and the remaining time decreases, the remaining time image SCG is updated every second as shown in Fig. 35(K), and since the remaining time image SCG is 2 minutes 29 seconds in this case, "00:02:29" is displayed. In this way, the remaining time image SCG is an image that suggests the remaining time of 2 minutes 29 seconds out of the 12 minutes during which the player is permitted to leave the seat to smoke, and also represents the elapsed absence time of 9 minutes 31 seconds, which is the time counted down from the absence timer.
[0334] Thereafter, when the remaining time image SCG reaches 0 seconds (zero seconds) after the player leaves the gaming machine 1, that is, when the time for the absence timer is reached, "00:00:00" is displayed because the remaining time image SCG is 0 seconds (zero seconds), as shown in Fig. 35(L). In this way, the remaining time image SCG is an image that suggests that the remaining time is 0 minutes and 0 seconds out of the 12 minutes during which the player is permitted to leave the seat to smoke, and also represents the elapsed time of absence, 12 minutes, counted down from the time for the absence timer.
[0335] When the remaining time image SCG becomes 0 seconds (zero seconds), the specific area 7aa is hidden (disappears from the display screen 7a) and the smoking away timer display TRG is hidden (disappears from the display screen 7a) as shown in Fig. 35 (M). As a result, the performance screen on which the left performance pattern 8L, the center performance pattern 8C, and the right performance pattern 8R are displayed is not obstructed by the specific area 7aa, and at the timing when the smoking away timer display TRG is hidden (disappears from the display screen 7a), a message image MG7 stating "Smoking away timer display has ended" is displayed below the left performance pattern 8L, the center performance pattern 8C, and the right performance pattern 8R and above the variable display position. At this time, the smoking away timer display end announcement voice, stating as described above "The smoking away timer display has ended", is played from speaker 67, and the output of the smoking away timer display performance start signal to external terminal board 72 is stopped and a smoking away timer display performance end signal is output to external unit UT via external terminal board 72.
[0336] When the smoking away timer display effect end signal is output to the external terminal board 72, it is output to the external unit UT via the external terminal board 72 to inform that the smoking away timer display, which notifies that the player has left the gaming machine 1 to smoke, has ended. A data counter disposed above the gaming machine 1, which is the external unit UT, goes into a smoking away end state (e.g., flashes red). This allows a staff member or other attendant of the gaming hall patrolling the gaming hall to know that the player has not yet returned to the gaming machine 1 to resume playing, since the smoking away timer display, which notifies that the player has left the gaming machine 1 to smoke, has ended. A hall computer, which is the external unit UT and is installed in the control room of the gaming hall, can know that the player has not yet returned to the gaming machine 1 to resume playing, since the smoking away timer display, which notifies that the player has left the gaming machine 1 to smoke, has ended.
[0337] On the other hand, after Fig. 35(K), if the player sits down at the gaming machine 1 and rotates the handle 60 again to launch the gaming ball toward the gaming area 3 and start playing before the remaining time image SCG reaches 0 seconds (zero seconds), that is, before the time for the away timer is reached, as shown in Fig. 35(N), the reserved icon 9A moves to the variable display position and becomes the variable display icon 9C based on the fact that the gaming ball flowing down the gaming area 3 has entered the first starting hole 20, and the variable display (variable display) of the performance pattern starts. At the timing when the variable display (variable display) of the performance pattern starts, the specific area 7aa is hidden (disappears from the display screen 7a), and the smoking away timer display TRG is hidden (disappears from the display screen 7a). As a result, the left performance pattern 8L, the center performance pattern 8C, and the right performance pattern 8R are not blocked by the specific area 7aa, and a message image MG7 saying "Smoking away timer display has ended" is displayed below the left performance pattern 8L, the center performance pattern 8C, and the right performance pattern 8R and above the variable display position. At this time, the smoking away timer display end announcement voice saying "Smoking away timer display has ended" as described above is played from the speaker 67, and the output of the smoking away timer display effect start signal to the external unit UT via the external terminal board 72 is stopped. In other words, the smoking away timer display effect end signal is not output.
[0338] When the output of the smoking away timer display effect start signal is stopped, the data counter located above the gaming machine 1 (external unit UT) cancels the smoking away state (e.g., white light is on), allowing the gaming hall staff or other attendants patrolling the gaming hall to know that playing has resumed. The hall computer installed in the control room of the gaming hall (external unit UT) can know that playing has resumed.
[0339] At the timing when the changing performance (changing display) of the performance symbols begins, the specific area 7aa is hidden (disappears from the display screen 7a) and the smoking away timer display TRG is hidden (disappears from the display screen 7a), so the player can naturally direct his or her gaze from the specific area 7aa to the display screen 7a, which is the performance screen on which the images of the performance symbols 8L, 8C, and 8R are displayed.
[0340] Thereafter, if the left performance pattern 8L, the middle performance pattern 8C, and the right performance pattern 8R do not all line up to form the same pattern (for example, the number "7"), a miss is confirmed. On the other hand, if the left performance pattern 8L, the middle performance pattern 8C, and the right performance pattern 8R all line up to form the same pattern (for example, the number "7"), a jackpot is awarded, and a jackpot game begins in which the player can win a large number of game balls.
[0341] In this way, after turning on the power by clearing the RAM, a staff member or other attendant at the gaming hall can call up the setting item selection setting screen ISG and the smoking absence information setting screen EKG to set smoking absence information such as the absence timer time, reuse time, and continuous use (permitting or prohibiting continuous use), and when the gaming machine 1 is in a standby state waiting for customers (waiting for customers state), a player can call up the setting screen HSG and activate the smoking absence timer display TRG when he or she leaves the gaming machine 1 to smoke.
[0342] This eliminates the need for a staff member or other attendant at the gaming hall to be called when a player leaves the gaming machine 1 to smoke and place a "smoking" sign or the like on the front of the gaming machine 1. In other words, it is no longer necessary to prepare a "smoking" sign or the like, and it also reduces the trouble of disinfecting the sign or the like and faking illness. In addition, the player no longer needs to touch a "smoking" sign or the like, which is also preferable from a hygienic standpoint. In addition, when a player leaves the gaming machine 1 to smoke, it is no longer necessary for the player to leave personal belongings on the upper tray 61 or lower tray 62 of the gaming machine 1 or on the seat in front of the gaming machine 1, which also helps prevent theft.
[0343] When a player leaves the game machine 1 to smoke, the player does not need to take the trouble to call a staff member or other attendant of the game hall, and is thus relieved from the hassle of calling a staff member or other attendant of the game hall every time the player wants to smoke.
[0344] The remaining time image SCG counts down from the time of the absence timer every second, and when the remaining time image SCG reaches 0 seconds (zero seconds), the data counter arranged above the gaming machine 1, which is the external unit UT, goes into a smoking absence end mode (e.g., flashes red). This allows a store attendant or other staff member of the gaming hall who patrols the gaming hall to know that the player has not yet returned to the gaming machine 1 to resume playing, since the smoking absence timer display, which notifies the player that the player has left the gaming machine 1 to smoke, has ended, and therefore the staff member can proceed to a task of making the gaming machine 1 ready for other players to play. The hall computer installed in the control room of the gaming hall, which is the external unit UT, can know that the player has not yet returned to the gaming machine 1 to resume playing, since the smoking absence timer display, which notifies the player that the player has left the gaming machine 1 to smoke, has ended. The user can use the radio to instruct a staff member or other attendant of the gaming hall who is patrolling the gaming hall to proceed with the task of making the gaming machine 1 ready for other players to play.
[0345] 11. Examples of Effects, Modifications, and Aspects of the Present Embodiment [Example of effect] The following are examples of the effects of this embodiment. [Effect 1] The gaming machine 1 of the above embodiment is provided with an effect button 63 (operation means) and an image display device 7 (display means) having a display screen 7a capable of displaying a plurality of types of images. By operating the effect button 63 (operation means), a smoking away timer display TRG (a specific image including a predetermined content) can be displayed in a specific area 7aa on a part of the display screen 7a (effect screen) during a game (FIG. 34(I) to FIG. 35(L)). In conventional gaming machines, in addition to executing effects accompanying the progress of a game, demo effects are executed to attract the interest of players when waiting for customers. However, when a player leaves the gaming machine to smoke, the player must take the trouble of calling a staff member or other attendant of the gaming hall, and there is a hassle of calling a staff member or other attendant of the gaming hall every time the player smokes. Thus, in conventional gaming machines, smokers are not freed from the above-mentioned hassle, so it is difficult to improve the interest of the game. On the other hand, in the gaming machine 1 of the above embodiment, when the player leaves the gaming machine 1 to smoke, the player can operate the effect button 63 (operation means) to display a smoking leave timer display TRG (a specific image including a predetermined content) in a specific area 7aa on a part of the display screen 7a (effect screen) during the game, so that the player does not have to take the trouble of calling a staff member of the game hall or the like, and is freed from the trouble of calling a staff member of the game hall or the like every time he smokes. Therefore, the interest of the game can be improved.
[0346] [Effect 2] 34(I) to 35(L) in the gaming machine 1 of the above embodiment, the specific image displayed in the specific area 7aa in the performance after the power is turned on by operating the RAM clear switch includes a cigarette image TG, which is an image indicating that the player has left his / her seat, and a remaining time image SCG, which is an image indicating the elapsed time since the player left his / her seat. With this configuration, the state in which the player has left his / her seat and is smoking and the elapsed time since the player left his / her seat can be notified to staff such as a staff member of the gaming hall or other players.
[0347] [Variations] The following are modified examples. [Variation 1] In the gaming machine 1 of the above embodiment, the remaining time image SCG represents the elapsed time of absence, and changes with the passage of time by counting down from the absence timer time every second. However, the cigarette image TG may be a moving image in which the length of the cigarette image TG shortens as the remaining time shortens, and thus the image changes with the passage of time.
[0348] [Variation 2] In the gaming machine 1 of the above embodiment, the remaining time image SCG, which represents the elapsed time of absence, counts down from the absence timer time every second, and when the remaining time image SCG reaches 0 seconds (zero seconds), the specific area 7aa is hidden (disappears from the display screen 7a), and the smoking absence timer display TRG is hidden (disappears from the display screen 7a), as shown in FIG. 35(M), and a message image MG7 stating "Smoking absence timer display has ended" is displayed. However, even if the remaining time image SCG reaches 0 seconds (zero seconds), the display of the smoking absence timer display TRG may be continued by continuing the display of the specific area 7aa. In this case, when the remaining time image SCG reaches 0 seconds (zero seconds), a message image MG7 stating "Smoking absence timer display has ended" is displayed below the smoking absence timer display TRG.
[0349] [Variation 3] In the gaming machine 1 of the above embodiment, the remaining time image SCG counts down from the absence timer time every second as an image representing the absence elapsed time. However, instead of the remaining time image SCG, a time image SCG' that counts up from zero seconds to the absence timer time every second may be displayed as an image representing the absence elapsed time. In this case, even if the time image SCG' reaches the absence timer time, the count up every second continues, and the smoking absence timer display TRG continues to be displayed in the specific area 7aa. Even in this way, a staff member or other attendant of the gaming hall can understand that the player has not yet returned even if the absence timer time indicated by the time image SCG' has passed since the player left his / her seat. This allows a staff member or other attendant of the gaming hall to proceed to the task of making the gaming machine 1 ready for other players to play. In addition, when a time image SCG' that counts up from zero seconds to the absence timer time every second is displayed as an image representing the elapsed absence time, unlike the above-mentioned countdown case, the player cannot grasp the maximum time during which he is permitted to be away from his seat for smoking, so it is preferable to display the maximum absence time in the upper right side of the specific area 7aa, which is the smoking absence timer display TRG, so as not to overlap with the time image SCG. The maximum absence time is the absence timer time. For example, if the absence timer time is set to 12 minutes, "Maximum absence time: 12 minutes" is displayed in the upper right side of the specific area 7aa, which is the smoking absence timer display TRG.
[0350] [Variation 4] The sub-RAM 94 of the performance control microcomputer 91 in the gaming machine 1 of the above embodiment is not backed up by a backup power source, and when the power supply of the gaming machine 1 is cut off, the stored contents cannot be retained, so the contents stored in the sub-RAM 94 are lost when the power supply of the gaming machine 1 is cut off. However, the contents may be backed up by a backup power source. In this case, the smoking absence setting information storage area 94f of the sub-RAM 94 is in a state where the previously set contents of the smoking absence information, such as the absence timer time, the reuse time, and the continuous use (permission or prohibition of continuous use), are backed up, and when the power supply of the gaming machine 1 is turned on, the contents backed up in the smoking absence setting information storage area 94f of the sub-RAM 94 are retained and are not initialized in the initialization process of step S4000 in the sub-control main process shown in FIG. 22.
[0351] [Variation 5] In the gaming machine 1 of the above embodiment, the specific area 7aa in which the specific image is displayed is formed as an opaque area. However, the specific area 7aa in which the specific image is displayed may be formed as a semi-transparent area. In this way, the image displayed in the area of the display screen 7a, which is the presentation screen corresponding to the rear of the specific area 7aa, can be viewed through the specific area 7aa.
[0352] [Variation 6] In the gaming machine 1 of the above embodiment, the smoking absence timer display TRG is displayed so that the state in which the player has left the gaming machine 1 and is smoking can be notified to the staff of the gaming hall or other players. Furthermore, the state in which the player has left the gaming machine 1 and is taking a toilet break or a meal break can be notified to the staff of the gaming hall or other players. FIG. 36 is a diagram for explaining the toilet break notification screen (A) and the meal break notification screen (B). In addition, the setting screen HSG shown in FIG. 33(A) has setting items such as the expectation level of the character group, the reach occurrence notice, the one-shot notice, the frequency of the chance up, and the smoking absence notice setting, followed by a setting item called toilet break notice setting and a setting item called meal break notice setting, and the screen will move to a screen corresponding to the setting item selected by the player by operating (pressing) the select button 68 among these setting items.
[0353] The toilet break notification setting screen WRG is displayed in the specific area 7aa as shown in Fig. 36(A), and is a screen for starting a toilet break notification when the player operates (presses) the performance button 63. When the player operates (presses) the select button 68, the screen returns from the toilet break notification setting screen WRG to the setting screen HSG again.
[0354] A remaining time image SCG expressed in the form of hours, minutes, and seconds is arranged on the upper side of the toilet break notification setting screen WRG, a two-tiered text image LSG with "Away" on the upper tier and "Toilet" on the lower tier is arranged in the center of the toilet break notification setting screen WRG, a select button image SBG simulating the select button 68 is arranged on the lower left side of the toilet break notification setting screen WRG and below the text image LSG, a message image MG3 saying "Press select button to return" is arranged to the right of the select button image SBG, and a message image MG4 saying "Away confirmed: PUSH performance button" is arranged near the lower right side of the toilet break notification setting screen WRG and near the center right below the text image LSG. Note that the text image LSG has a two-tiered structure with "Away" on the upper tier and "Toilet" on the lower tier, but the image representing that the user is away from the seat to go to the toilet may be a so-called pictogram, which is an image expressed by visual symbols instead of text.
[0355] The remaining time image SCG when the toilet break notification setting screen WRG is displayed may be the same as the absence timer time included in the smoking absence information stored in the smoking absence setting information storage area 94f of the sub-RAM 94 in the sub-control board 90, or, as in the smoking absence information setting screen EKG shown in Figure 32 (B), the toilet break absence information setting screen may be called up and set in 1-minute increments from 5 minutes to 20 minutes and stored in the sub-RAM 94 of the performance control microcomputer 91.
[0356] When the player operates (presses) any one of the left, right, up, or down buttons of the select buttons 68, the screen returns from the toilet break notification setting screen WRG to the setting screen HSG again.
[0357] When the player operates (presses) the effect button 63, this triggers the selection button image SBG and message images MG3 and MG4 to be hidden (disappear from the display screen 7a), and the remaining time image SCG counts down every second, and the toilet break absence timer display TWG begins in the specific area 7aa.
[0358] The meal break notification setting screen LRG is displayed in the specific area 7aa as shown in Fig. 36(B), and is a screen for starting a meal break notification when the player operates (presses) the performance button 63. When the player operates (presses) the select button 68, the screen returns from the meal break notification setting screen LRG to the setting screen HSG again.
[0359] A remaining time image SCG expressed in the form of hours, minutes, and seconds is arranged on the upper side of the meal break notification setting screen LRG, a two-tiered text image LSG with "Away" on the upper tier and "Meal" on the lower tier is arranged in the center of the meal break notification setting screen LRG, a select button image SBG imitating the select button 68 is arranged on the lower left side of the meal break notification setting screen LRG and below the text image LSG, a message image MG3 saying "Press select button to return" is arranged to the right of the select button image SBG, and a message image MG4 saying "Away confirmed: PUSH performance button" is arranged on the lower right side of the meal break notification setting screen LRG and below the text image LSG toward the right of the center. Note that the text image LSG has a two-tiered structure with "Away" on the upper tier and "Meal" on the lower tier, but the image representing that the person is away from their seat to eat may be an image expressed by visual symbols instead of text, that is, a so-called pictogram.
[0360] The remaining time image SCG when the meal break notification setting screen LRG is displayed may be set in 5-minute increments from 40 to 60 minutes by calling up the meal break absence information setting screen, like the smoking absence information setting screen EKG shown in Figure 32 (B), and stored in the sub-RAM 94 of the performance control microcomputer 91.
[0361] When the player operates (presses) any one of the left, right, up, or down buttons of the select buttons 68, the screen returns from the meal break notification setting screen LRG to the setting screen HSG again.
[0362] When the player operates (presses) the effect button 63, this triggers the selection button image SBG and message images MG3 and MG4 to be hidden (disappear from the display screen 7a), and the remaining time image SCG counts down every second, and the meal break / away timer display LTG begins in the specific area 7aa.
[0363] [Variation 7] In the gaming machine 1 of the above embodiment, the setting screen HSG of Fig. 33(A) is called up and displayed when the player operates (presses) the effect button 63 when the gaming machine 1 is in a waiting state (waiting for customers) for waiting for customers. However, the setting screen HSG of Fig. 33(A) may be called up and displayed when the player operates (presses) any of the left button, right button, up button, and down button of the select button 68 during the effect pattern change effect (changing display) from when the effect pattern change effect (changing display) starts until the effect pattern is stopped and displayed. In this case, the contents of each setting item set in the setting screen HSG will be applied from the next change. In addition, when the setting item for the smoking leave notification setting is selected on the setting screen HSG, and the decision to leave is made by operating (pressing) the effect button 63 on the smoking leave notification setting screen SRG of Figure 33 (B), once all pending icons have been cleared, the smoking leave timer display TRG will automatically be displayed and started in the specific area 7aa.
[0364] [Variation 8] In the gaming machine 1 of the above embodiment, the front frame (front frame portion) 53 is provided with the effect button 63 and the select button 68 that can be operated (pressed) by the player. However, the front frame (front frame portion) 53 may be provided with a setting screen call button for calling the setting screen HSG of FIG. 33(A) on the same surface as the effect button 63 and the select button 68, separately from the effect button 63 and the select button 68. In this way, when the gaming machine 1 is in a standby state (waiting for customers state) for waiting for customers, or when the effect pattern change performance (changing display) is in progress until the effect pattern is stopped and displayed (changing display in progress), the player can call and display the setting screen HSG of FIG. 33(A) by operating (pressing) the setting screen call button. When the setting screen HSG is called up during the change performance performance (changing display in progress), the contents of each setting item set in the setting screen HSG will be applied from the next change. In addition, when the setting item for the smoking leave notification setting is selected on the setting screen HSG, and the decision to leave is made by operating (pressing) the effect button 63 on the smoking leave notification setting screen SRG of Figure 33 (B), once all pending icons have been cleared, the smoking leave timer display TRG will automatically be displayed and started in the specific area 7aa.
[0365] [Variation 9] In the gaming machine 1 of the above embodiment, after Figure 35 (K), the player sits down at the gaming machine 1 and turns the handle 60 again before the remaining time image SCG reaches 0 seconds (zero seconds), i.e., before the away timer time is reached, to launch the gaming ball toward the gaming area 3 and start playing.As shown in Figure 35 (N), based on the gaming ball flowing down the gaming area 3 entering the first starting hole 20, the reserved icon 9A moves to the variable display position and becomes the variable display icon 9C, and at the timing when the variable performance (variable display) of the performance pattern starts, the specific area 7aa is hidden (disappears from the display screen 7a), and the smoking away timer display TRG is hidden (disappears from the display screen 7a). However, the specific image displayed in the specific area 7aa in the performance after the power is turned on by operating the RAM clear switch in Figures 34(I), (J), 35(K), (N) may be made to disappear from the display screen 7a (performance screen) by the player operating the operating means again after being displayed in a part of the display screen 7a (performance screen) during the game. This operating means may be the performance button 63, the handle 60, or the select button 68.Specifically, the player may operate (press) the effect button 63 before the remaining time image SCG reaches 0 seconds (zero seconds), i.e., before the time limit for the away timer is reached, so that the specific area 7aa is hidden (disappears from the display screen 7a), thereby causing the smoking away timer display TRG to be hidden (disappear from the display screen 7a), or the player may rotate the handle 60 again before the remaining time image SCG reaches 0 seconds (zero seconds), i.e., before the time limit for the away timer is reached, so that the specific area 7aa is hidden (disappears from the display screen 7a). The smoking away timer display TRG may be made invisible (by disappearing from the display screen 7a), or the player may operate (press) any of the left, right, up, or down buttons of the select button 68 before the remaining time image SCG reaches 0 seconds (zero seconds), i.e., before the away timer time is reached, so that the specific area 7aa is made invisible (by disappearing from the display screen 7a), thereby making the smoking away timer display TRG invisible (by disappearing from the display screen 7a).
[0366] [Example of the situation] In the gaming machine of this embodiment, the following aspects can be realized. ◇[Aspect 1] A gaming machine including an operation means and a display means having a screen capable of displaying a plurality of types of images, A specific image including a predetermined content is displayed on a part of a presentation screen during a game by a player operating the operation means. A gaming machine characterized by:
[0367] ◇[Aspect 2] 2. The gaming machine according to claim 1, the specific image is displayed on a part of the presentation screen, and then the display disappears from the presentation screen when the player operates the operation means again; A gaming machine characterized by:
[0368] ◇[Aspect 3] A gaming machine according to aspect 1 or aspect 2, The specific image includes an image representing that the player is away from the seat and an image representing the time the player has been away from the seat. A gaming machine characterized by:
[0369] [Other variations] The various display effects described above may not include some of the effects, or may include effects other than those described above.
[0370] The gaming machine 1 of the above embodiment has been described as a pachinko gaming machine, but is not limited to this. For example, instead of a pachinko gaming machine, the present invention may be applied to a reel-type gaming machine such as a slot machine, an arrange ball gaming machine, or a mahjong ball gaming machine. When the gaming machine 1 is a slot machine, the gaming medium may be changed from a gaming ball to a gaming medal.
[0371] The gaming machine 1 of the above embodiment is a gaming machine equipped with a payout device for paying out balls, but is not limited to this. For example, instead of the gaming machine 1, the present invention may be applied to a gaming machine that does not have a configuration such as a lower tray 62 and the like, and in which game balls enclosed in the gaming machine are circulated (so-called enclosed game machine, circulation game machine, managed game machine, smart pachinko), and does not have a payout device.
[0372] In addition, two or more of the above-mentioned multiple performance examples and / or modified examples may be combined. Furthermore, the gaming machine 1 may be provided with a sub-display device in addition to the image display device 7. In this case, the above-mentioned display performance may be executed on the sub-display device.
[0373] Although the present aspect has been described above based on the embodiment and modified examples, the embodiment of the above-mentioned aspect is intended to facilitate understanding of the present aspect and does not limit the present aspect. The present aspect may be modified or improved without departing from the spirit and scope of the claims, and equivalents thereof are included in the present aspect. [Explanation of symbols]
[0374] 1. Gaming machine 3. Gaming area 7...Image display device 7a…Display screen 20…First starting point 21...Second starting point 39...V area 81...Game control microcomputer 91...Performance control microcomputer
Claims
1. A gaming machine including an operation means and a display means having a screen capable of displaying a plurality of types of images, A specific image including a predetermined content is displayed on a part of a presentation screen during a game by a player operating the operation means. A gaming machine characterized by:
2. 2. The gaming machine according to claim 1, the specific image is displayed on a part of the presentation screen, and then the display disappears from the presentation screen when the player operates the operation means again; A gaming machine characterized by:
3. 3. The gaming machine according to claim 1 or 2, The specific image includes an image representing that the player is away from the seat and an image representing the time the player has been away from the seat. A gaming machine characterized by:
Citation Information
Patent Citations
Game machine
JP2021137401A
Cited By
Game machine
JP2025113354A
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JP7923581B2