Game machine
By adopting a combination of main control system, variable winning port and detection sensor in the game console, the problem of incorrect counting of game balls is solved, and more accurate counting is achieved, protecting the interests of players.
Patent Information
- Application Number
- JP2023171245
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-10-02
- Publication Date
- 2025-04-14
AI Technical Summary
Existing gaming consoles are difficult to effectively prevent the wrong counting of gaming balls, which leads to the problem of players counting gaming balls by mistake.
The main control system, variable winning port and detection sensor are used to verify and correct counting errors by measuring the number of game balls entering variable winning ports and performing clock processing when the detection sensor switches to the undetected state.
It effectively prevents the wrong counting of the game ball, improves the accuracy of the counting, and protects the interests of the players.
Smart Images

Figure 2025062290000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to a gaming machine. [Background technology]
[0002] A known gaming machine is a pachinko gaming machine that includes a gaming area in which gaming balls (gaming value) move and a launching device that launches the gaming balls into the gaming area. The pachinko gaming machine includes a starting port provided in the gaming area, and when the entry of a gaming ball into the starting port is detected, a special symbol lottery is held. If the result of the special symbol lottery is a jackpot, the gaming state transitions to a special gaming state, and multiple special games are played in the special gaming state. In each special game, a big prize opening provided in the gaming area operates to an open state, and a gaming ball is paid out based on the entry of the gaming ball into the big prize opening.
[0003] Some gaming machines of this type are equipped with a count switch capable of detecting the entry of a gaming ball into a big prize hole (see, for example, Patent Document 1). [Prior art documents] [Patent documents]
[0004] [Patent Document 1] JP 2020-530 A Summary of the Invention [Problem to be solved by the invention]
[0005] Incidentally, in gaming machines, it is required to suppress the counting of game balls that should not be counted.
[0006] The present invention has been made in consideration of the above circumstances, and has an object to provide a gaming machine in which erroneous counting of gaming balls is suppressed. [Means for solving the problem]
[0007] In order to achieve the above object, the gaming machine of the present invention comprises: A gaming machine having a gaming area (a gaming area 4) in which a gaming medium moves, and in which a gaming medium is released into the gaming area in response to an operation by a player, A main control means (main control board 200) for controlling the progress of the game; A variable winning port (large winning port 50) that is opened when an opening condition is satisfied and that is closed when a closing condition is satisfied; A detection sensor (count switch 104) capable of detecting the entry of a game ball into the variable winning opening, The main control means measures the number of game balls that have entered the variable winning opening based on the detection of the game balls by the detection sensor, The main control means is capable of executing a timing process for timing a duration of the non-detection state when the detection sensor switches from a state in which the detection sensor detects an entry of a game ball to a non-detection state in which the detection sensor does not detect an entry of a game ball, When the detection sensor detects a game ball entering the ball, the main control means can invalidate the detection based on the duration of the non-detection state.
[0008] The main control means counts the number of game balls that have entered the variable winning opening based on the detection of the game balls by the detection sensor, and when the detection sensor detects the entry of game balls, the detection can be invalidated based on the duration of the non-detection state. For example, when an irregular situation occurs, the duration of the non-detection state becomes an abnormal value, and in that case, the detection is invalidated. Therefore, it is possible to prevent the number of game balls that have entered the variable winning opening from being erroneously counted as more than they actually are. Effect of the Invention
[0009] According to the present invention, erroneous counting of game balls can be suppressed. [Brief description of the drawings]
[0010] [Figure 1] 1 is a perspective view showing an example of a gaming machine according to an embodiment of the present invention, illustrating its external configuration. [Diagram 2]FIG. 2 is a front view showing the external configuration of the gaming machine. [Diagram 3] FIG. 2 is a front view showing the external configuration of the game board. [Figure 4] FIG. 2 is a front view showing the external configuration of the status display unit according to the first embodiment. [Diagram 5] FIG. 2 is a block diagram showing a schematic configuration of the gaming machine. [Figure 6] FIG. 13 shows the jackpot lottery table. [Figure 7] FIG. 13 is a diagram showing the symbol lottery table of the same. [Figure 8] FIG. 11 is a state transition diagram of the game state. [Figure 9] This is a figure explaining the display of the performance patterns and reserved patterns. [Figure 10] This is the address map of the memory area used by the main CPU. [Figure 11] FIG. 13 is a diagram explaining the gaming machine status flag. [Figure 12] 4 is a flowchart showing an example of a power-on process. [Figure 13] 13 is a flowchart showing an example of a timer interrupt process. [Figure 14] FIG. 11 is a diagram for explaining the big prize opening, in which (a) shows the state of passing through a specific area, and (b) shows the state of passing through a non-specific area. [Figure 15] 10A and 10B are diagrams for explaining detection (ON time, OFF time) of a count switch, in which (a) shows a non-irregular time and (b) shows an irregular time. [Figure 16] 13 is a flowchart showing an example of ON detection invalidity determination processing according to the first embodiment. [Figure 17] FIG. 11 shows the actual measured values of the ON time and OFF time of the count switch, where (a) shows the case where a game is played, and (b) shows the case where the game balls are forcibly placed in the ball slot continuously. [Figure 18]This figure shows the actual measured values of the ON time and OFF time of the count switch in a gaming machine different from this embodiment, where (a) shows the case where a game is played, and (b) shows the case where game balls are forcibly inserted in succession. [Figure 19] 11 is a diagram illustrating the ON invalid period of the count switch in the gaming machine of this embodiment and the ON invalid period of a count switch of another specification. FIG. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0011] Hereinafter, an embodiment of the present invention will be described with reference to the drawings. In the following description, "front and rear" basically means that when a player is in front of a gaming machine, the player side is "front" and the gaming machine side is "rear", "up and down" means that the top side of the gaming machine is "up" and the bottom side is "down", and "left and right" means that the left hand side of the player playing with the gaming machine is "left" and the right hand side is "right".
[0012] The gaming machine 1 of this embodiment is different from conventional pachinko gaming machines in that the player can play the game without touching the gaming balls. The gaming machine 1 is an enclosed circulation type in which a certain number of gaming balls (gaming media) circulate inside the gaming machine. The gaming machine 1 is a gaming machine in which a gaming value as electronic information is used, and the gaming value is consumed or paid out by playing. In the gaming machine 1, the payment of the gaming value means that the gaming value is paid out (granted) electronically. Note that the invention according to this embodiment is not limited to the gaming machine 1 and can also be applied to conventional pachinko gaming machines, that is, pachinko gaming machines in which the player can touch physical gaming balls and the gaming balls are paid out to a tray based on the entry of the gaming balls into a predetermined winning hole.
[0013] FIG. 1 is a perspective view showing the external configuration of the gaming machine according to this embodiment. The gaming machine according to this embodiment includes an outer frame 2 forming the outer surface of the gaming machine, a gaming board 6 provided inside the gaming machine and forming a gaming area 4 in which a gaming ball moves, an inner frame 7 holding the gaming board 6, a glass unit 8 making the gaming board 6 visible but inaccessible to a player, and a front frame 10 to which the glass unit 8 is attached. The inner frame 7 is attached to the outer frame 2 via a hinge mechanism so as to be openable and closable. The front frame 10 is attached to the inner frame 7 via a hinge mechanism so as to be openable and closable. The inner frame 7 (and the front frame 10) can be opened and closed between a closed position (closed state) that closes the opening of the outer frame 2 and an open position (open state) that opens the opening of the outer frame 2.
[0014] The portion of the front frame 10 surrounding the glass unit 8 is made of a translucent material that transmits light, and inside the portion made of the translucent material are provided a number of front frame lamps 12 that output light effects to enhance the game. In addition, speakers 14 (sound output means) that output sounds to enhance the game are provided on the left and right sides of the lower part of the front frame 10.
[0015] A grip unit 20 (handle) is provided on the lower right side of the front frame 10, and when a player rotates the grip unit 20 clockwise toward the gaming machine, a launching device (not shown) provided inside the gaming machine is activated to launch gaming balls into the gaming area 4. The launching device of this embodiment can launch 99 gaming balls per minute (1.65 balls per second).
[0016] The front frame 10 is provided with a performance button 26 (performance operation means), and when the player operates the performance button 26, the performance performed in the gaming machine changes.
[0017] As shown in FIG. 2, a dedicated unit 400 (game value lending device, specified device) is provided on the side (left side) of the gaming machine 1 as a device for lending game value, and is connected to the gaming machine 1. On the front side of the dedicated unit 400, there are provided a bill insertion slot 406 into which bills can be inserted, a card insertion / ejection slot 402 into which a card (game value management medium) can be inserted / ejected, a lending button (lending operation means) 403, a replay button (lending operation means) 404, and a card return button 405. The card is used to manage the number of game values owned by the player. In other words, the number of game values owned by the player can be grasped by the card. The card may also be capable of storing a prepaid balance. In addition, management of the number of play values by a card may be performed by storing the number of play values on the card itself, or the number of play values may be stored in a designated management device etc. installed in an amusement arcade etc., and the number of play values stored in the management device etc. may be linked to identification information stored on the card (such as the player's ID or an identification number unique to each card).
[0018] In the dedicated unit 400, an operation (pressing operation) on the loan button 403 is accepted as a loan operation (game value transfer operation) for transferring the game value to the gaming machine 1. When the loan button 403 is pressed, a predetermined number (for example, 125) of game values are credited to the gaming machine 1 by consuming a bill inserted into a bill insertion slot 406 or a stored value stored as a prepaid balance on a card. In addition, in the dedicated unit 400, an operation (pressing operation) on the replay button 404 is accepted as a loan operation (game value transfer operation) for transferring the game value to the gaming machine 1. When the replay button 404 is pressed, a predetermined number (for example, 125) of game values are credited to the gaming machine 1 by consuming a game value owned by the player and managed by a card (game value linked to the card). In other words, in this embodiment, an operation on the loan button 403 or the replay button 404 as a loan operation means is accepted as a loan operation (game value transfer operation), and based on the loan operation, a predetermined amount of game value is transferred (loaned) from the dedicated unit 400 to the gaming machine 1.
[0019] As shown in FIG. 1, a game value number display device (game ball number display device) 211 and a count button (count operation means) 212 are provided on the left side (dedicated unit 400 side) of the front frame 10. Based on the lending operation in the dedicated unit 400, in the gaming machine 1, a value equivalent to a predetermined number of game values is stored in a game value number storage area of the frame control board 201 described later. Hereinafter, the value (stored value) indicated by the game value number storage area is referred to as the "number of balls held" (number of balls held). The number of balls held can be said to be the number of game values available for play. The number of balls held is displayed on the game value number display device 211. The game value number display device 211 has a 6-digit 7-segment display, and the number of balls held is displayed by the 7-segment display.
[0020] The gaming machine 1 is equipped with a frame control board 201 (see FIG. 5), which controls the value (number of balls held) stored in the game value number storage area. The frame control board 201 decreases the number of balls held based on the detection of the launch of a game ball. The frame control board 201 also increases the number of balls held based on the payout of prize balls. The frame control board 201 also increases the number of balls held based on the detection of a foul ball. When a game value is transferred from the dedicated unit 400 to the gaming machine 1, the frame control board 201 also increases the number of balls held by the amount of the game value transferred. When a game value is transferred from the gaming machine 1 to the dedicated unit 400, the frame control board 201 also decreases the number of balls held by the amount of the game value transferred. The frame control board 201 also controls the number of balls held to be displayed on the game value number display device 211, and changes the display content of the game value number display device 211 according to the increase or decrease in the number of balls held.
[0021] The counting button 212 is a button that is operated when transmitting (returning, transferring) all or part of the number of balls held (game value stored in the game value number storage area) to the dedicated unit 400. The counting button 212 has a pressing portion (operation portion), which is formed so that it can be pressed. When the player ends a game, for example, the player operates (presses) the counting button 212 as a counting operation (return operation). When the counting button 212 is operated, a predetermined number of game values is transferred from the gaming machine 1 to the dedicated unit 400. After the game value is transferred to the dedicated unit 400, when an operation (presses) is performed on the card return button 405 of the dedicated unit 400, a card that allows the number of game values owned by the player to be known is ejected from the dedicated unit 400 (card insertion / ejection port 402).
[0022] 3 is a front view showing the external configuration of the game board 6. A circular outer rail 28 is provided on the game board 6, and the area surrounded by the outer rail 28 is the game area 4 in which game balls move. An arc-shaped inner rail 30 is provided on the left end of the game area 4 so as to follow the outer rail 28, and the outer rail 28 and the inner rail 30 guide game balls launched from a launching device (not shown) provided below the game board 6 to the game area 4.
[0023] At the center of the game board 6, there is provided a presentation unit 36 including a liquid crystal display 32 (presentation display device, display means) that displays presentation images and the like to liven up the game, and a display frame 34 formed to surround the liquid crystal display 32. At the center above the liquid crystal display 32, there is provided a lighting device 38 (lighting means) that constitutes the presentation unit 36 and outputs presentation light and the like to liven up the game.
[0024] In this embodiment, the game ball cannot pass in front of the liquid crystal display 32, and the game ball launched from the launching device falls in the game area 4a on the left side or the game area 4b on the right side of the liquid crystal display 32. In addition, in the game area 4, a large number of game nails (not shown) are nailed to the surface of the game board 6 so as to intersect with each other, and the moving direction of the game ball moving in the game area 4 changes randomly.
[0025] An opening 40 is formed on the left side of the display frame 34, through which game balls falling in the game area 4a on the left side of the liquid crystal display 32 can pass, and the game balls that pass through this opening 40 pass through a passage 42 provided in the display frame 34 and fall onto a stage 44 provided below the liquid crystal display 32. The top surface of this stage 44 is smoothly curved, and a gap is formed between the stage 44 and the glass unit 8 through which the game balls can fall downward from the stage 44, and the game balls that fall onto the stage 44 from the passage 42 move back and forth on the stage 44 before falling downward from near the center of the stage 44.
[0026] A first start port 46 (first area) into which a game ball (including a game ball that has fallen downward from near the center of the stage 44) can enter is provided below the center of the stage 44. A first start port switch 100 (see FIG. 5) that detects a game ball that has entered the first start port 46 is provided inside the first start port 46. When the first start port switch 100 detects a game ball (entry of a game ball into the first start port 46), it outputs a detection signal to the main control board 200. The main control board 200 also executes a first special symbol lottery (first lottery) as a special symbol lottery based on the input of the detection signal from the first start port switch 100. The main control board 200 also executes the payout of a prize ball (for example, one ball) based on the input of the detection signal from the first start port switch 100. The game ball that has entered the first start port 46 is collected inside the gaming machine.
[0027] A plurality of (three) general winning holes 47 (upper left general winning hole 47a, middle left general winning hole 47b, and lower left general winning hole 47c) are provided to the left of the first starting hole 46 in the game area 4. A general winning hole switch 101 (see FIG. 5) is also provided on the game board 6 to detect a game ball that has entered the upper left general winning hole 47a, middle left general winning hole 47b, or lower left general winning hole 47c. When the general winning hole switch 101 detects a game ball (entry of a game ball into the upper left general winning hole 47a, middle left general winning hole 47b, or lower left general winning hole 47c), it outputs a detection signal to the main control board 200. The main control board 200 also executes the payout of prize balls (for example, three balls) based on the input of the detection signal from the general winning hole switch 101. The general prize opening switch 101 may be provided for each of the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, or may be provided for multiple (e.g., three) general prize openings 47. In addition to the upper left general prize opening 47a, the center left general prize opening 47b, and the lower left general prize opening 47c, general prize opening switches corresponding to the general prize openings 47 and these general prize openings may be provided.
[0028] A passage gate 48 through which game balls pass without being collected inside the game machine is provided in the game area 4b on the right side of the liquid crystal display 32. A gate switch 102 (see FIG. 5) that detects the passage of a game ball is provided inside the passage gate 48. When the gate switch 102 detects a game ball (the game ball passing through the passage gate 48), it outputs a detection signal to the main control board 200. Based on the input of the detection signal from the gate switch 102, the main control board 200 executes a normal symbol lottery that determines whether or not a normal win has been won.
[0029] In the game area 4b on the right side of the liquid crystal display 32, a second start port 49 (second area) is provided below the passing gate 48. In addition, a second start port switch 103 (see FIG. 5) that detects a game ball that has entered the second start port 49 is provided in the second start port 49. When the second start port switch 103 detects a game ball (entry of a game ball into the second start port 49), it outputs a detection signal to the main control board 200. In addition, the main control board 200 executes a second special symbol lottery (second lottery) as a special symbol lottery based on the input of the detection signal from the second start port switch 103. In addition, the main control board 200 executes the payout of a prize ball (for example, one ball) based on the input of the detection signal from the second start port switch 103. In addition, the game ball that has entered the second start port 49 is collected inside the gaming machine.
[0030] The second starting hole 49 is provided with a normal role 54 (first movable object) that can move between a reduced state (closed state) in which it is difficult for a game ball to enter the second starting hole 49 (a state in which it is difficult for a game ball to enter the second starting hole 49) and an expanded state (open state) in which it is easy for a game ball to enter (a state in which it is easy for a game ball to enter the second starting hole 49). The normal role 54 has a built-in drive device such as a solenoid, and is controlled to enter the expanded state under predetermined conditions when a normal winning is won in the normal symbol lottery.
[0031] In addition, a large prize opening 50 (third area, predetermined area) is provided in the game area 4b on the right side of the liquid crystal display 32. In addition, a count switch 104 (see FIG. 5) that detects a game ball that has entered the large prize opening 50 is provided in the large prize opening 50. When the count switch 104 detects a game ball (entry of a game ball into the large prize opening 50), it outputs a detection signal to the main control board 200. In addition, the main control board 200 executes the payout of prize balls (for example, 15 balls) based on the input of the detection signal from the count switch 104. In addition, the main control board 200 counts the number of game balls that have entered the large prize opening 50 based on the input of the detection signal from the count switch 104. In addition, the game balls that have entered the large prize opening 50 are collected inside the gaming machine.
[0032] The big prize opening 50 is provided with a special role 56 (second movable object, specific movable object) that can move between a closed state (non-entry state) in which the game ball cannot enter the big prize opening 50 and an open state (entry state) in which the game ball can enter. The special role 56 has a built-in drive device such as a solenoid, and is controlled to be in an open state under a predetermined condition in a special game state that starts when a big prize is won in the special pattern lottery (first special pattern lottery or second special pattern lottery). The special role 56 is also controlled to be in an open state under a predetermined condition in a small prize game state that starts when a small prize is won in the special pattern lottery (second special pattern lottery).
[0033] As shown in Figure 14, within the large prize opening 50, there are provided a specific area 51, a discharge area 52, and a distribution means 53 (blade member) that distributes the game ball that enters the large prize opening 50 to either the specific area 51 or the discharge area 52.
[0034] A specific area switch 107 is disposed in the specific area 51. The specific area switch 107 (specific area sensor) outputs a detection signal to the main control board 200 based on detection of a gaming ball passing through the specific area 51 (passage of the gaming ball through the specific area 51). A discharge area switch 108 is disposed in the discharge area 52. The discharge area switch 108 (discharge area sensor) outputs a detection signal to the main control board 200 based on detection of a game ball passing through the discharge area 52 (passage of a game ball through the discharge area 52). The distribution means 53 can be switched between a specific area passing state (FIG. 14(a)) in which a game ball that has entered the large prize opening 50 is distributed to a specific area 51, and a non-specific area passing state (FIG. 14(b)) in which a game ball that has entered the large prize opening 50 is distributed to a discharge area 52. In other words, when the distribution means 53 is switched to the specific area passing state, a game ball that has entered the large prize opening 50 is distributed to the specific area 51. This makes it impossible for a game ball that has entered the large prize opening 50 to pass through the discharge area 52.
[0035] On the other hand, when the distribution means 53 is displaced to the non-specific area passing state, the game ball that enters the large prize opening 50 is distributed to the discharge area 52. This makes it impossible for the game ball that enters the large prize opening 50 to pass through the specific area 51. The distribution means 53 is displaced by the specific area solenoid. The game ball that enters the large prize opening 50 is first detected by the count switch 104, and then distributed by the distribution means 53 to either the specific area 51 or the discharge area 52, and after passing through that area, is discharged to the discharge path. At this time, the game ball distributed to the specific area 51 is detected by the specific area switch 107, and the game ball distributed to the discharge area 52 is detected by the discharge area switch 108.
[0036] At the bottom of the game area 4, an outlet 62 is provided to collect game balls that have fallen through the game area 4 without entering any of the winning holes 46, 47, 49, 50 into the game machine. Here, inside the game machine, a discharge path (not shown) through which game balls collected (discharged) from the game area 4 pass is provided. In this game machine, all game balls shot into the game area 4 (all game balls collected from the game area 4) are configured to pass through the discharge path. That is, the game balls shot into the game area 4 are collected from the game area 4 and flow into the discharge path by entering any of the winning holes 46, 47, 49, 50 or passing through the outlet 62. Specifically, the game balls that have entered each of the winning holes 46, 47, 49, 50 are detected by the switches 100, 101, 103, 104 arranged in the winning holes, and then guided to the discharge path. The game balls collected from the outlet 62 are guided to a discharge path. An out switch 106 (see FIG. 5) is disposed in the discharge path. When the out switch 106 detects a game ball passing through the discharge path (discharge of a game ball from the game area 4), it outputs a detection signal to the main control board 200. The main control board 200 counts the number of game balls discharged from the game area 4 based on the input of the detection signal from the out switch 106.
[0037] The game ball launching device is configured so that the launch output of the game ball can be changed by adjusting the amount of rotation of the grip unit 20 (handle) shown in Figure 1. When the amount of rotation of the grip unit 20 is small, the game ball is launched so that it falls in the game area 4a (first game area 4a, left hitting area) on the left side of the liquid crystal display 32, and when the amount of rotation of the grip unit 20 is large, the game ball is launched so that it falls in the game area 4b (second game area 4b, right hitting area) on the right side of the liquid crystal display 32.
[0038] The player adjusts the amount of rotation of the grip unit 20 according to the game situation, and launches the game ball so that it falls through the left game area 4a or passes through the opening 40, the passage 42, and the stage 44 to win the first start hole 46 (left hit), or launches the game ball so that it falls through the right game area 4b and passes through the passing gate 48 or wins the second start hole 49 or wins the big win hole 50 (right hit). In this embodiment, left hit may be called the first game method, and right hit may be called the second game method.
[0039] In the gaming machine of this embodiment, when the gaming ball falls in the left gaming area 4a, the gaming ball does not pass through the passing gate 48, and the gaming ball does not enter (win) the second start opening 49 and the large winning opening 50. In addition, when the gaming ball falls in the right gaming area 4b, the gaming ball does not enter the first start opening 46 and the general winning opening 47.
[0040] As shown in FIG. 3, at the lower right of the game board 6, outside the game area 4, there is provided a status display section 70 that indicates various states of the game machine by turning on and off lamps or the like.
[0041] 4 is a front view showing the external configuration of the status display unit 70. The status display unit 70 is provided with a normal symbol display unit 72, a normal reserve display unit 74, a first special symbol display unit 76, a first special reserve display unit 78, a second special symbol display unit 81, a second special reserve display unit 82, and a game status display unit 84.
[0042] The normal pattern display unit 72 is composed of two lamps, and when a normal pattern lottery is held, the two lamps are flashed to variably display the normal pattern, and the two lamps are turned on or off to statically display the normal pattern, thereby displaying the result of the normal pattern lottery.
[0043] The normal hold display unit 74 is composed of two lamps, and displays the normal hold number corresponding to the number of the reserved random number values for the normal pattern lottery when the random number value for the normal pattern lottery is reserved because a normal pattern lottery cannot be performed even if the random number value for the normal pattern lottery is obtained, such as when the normal pattern is already in a changing or stopped display when the game ball passes through the passing gate 48, and displays a normal hold number of 0 to 4 by combining the two lamps by turning on, turning off, or flashing.
[0044] The first special pattern display unit 76 is composed of a 7-segment display, and when a first special pattern lottery is held by a game ball entering the first starting hole 46, the 7-segment display is caused to flash to display the first special pattern in a variable manner, and the 7-segment display is caused to light up in one of a plurality of manners to display the first special pattern in a static manner, thereby displaying the result of the first special pattern lottery.
[0045] The first special reserve display unit 78 is composed of two lamps and displays a first special reserve number corresponding to the number of the reserved first special random number value when, for example, the first special pattern or second special pattern is already being displayed in a varying or stopped state at the time the game ball enters the first starting hole 46, and a special pattern lottery cannot be performed even if a random number value for special pattern lottery (lottery information) is obtained, so the random number value for special pattern lottery is reserved as the first special random number value.The first special reserve number, which is 0 to 4, is displayed by combining the two lamps to turn on, turn off, or flash.
[0046] The second special pattern display unit 81 is composed of a 7-segment display, and when a second special pattern lottery is held by the entry of a gaming ball into the second starting hole 49, the second special pattern is displayed in a variable manner by flashing the 7-segment display, and the second special pattern is displayed in a static manner by lighting the 7-segment display in one of a plurality of different modes, thereby displaying the result of the second special pattern lottery.
[0047] The second special reserve display unit 82 is composed of two lamps and displays a second special reserve number corresponding to the number of the reserved second special random number value when, for example, the first special pattern or the second special pattern is already being displayed in a varying or stopped state at the time the game ball enters the second starting hole 49, and therefore a special pattern lottery cannot be performed even if the random number value for special pattern lottery is obtained, and the random number value for special pattern lottery is reserved as the second special random number value.The second special reserve number, which is 0 to 4, is displayed by a combination of turning on, turning off, or flashing the two lamps.
[0048] The game state display unit 84 is composed of six lamps, and displays the type of game state currently set by a combination of turning on, off, or blinking the six lamps. Details will be described later, but in this embodiment, as shown in FIG. 8, multiple game states including a normal state, a minute time-saving state, a time-saving state, and a special game state can be set. In the time-saving state, the variation time of the first special symbol or the second special symbol is shortened compared to the normal state and the minute time-saving state, and the opportunity to execute the special symbol lottery arrives frequently.
[0049] 5 is a functional block diagram of the gaming machine of this embodiment. The gaming machine of this embodiment is controlled by a control board including a main control board 200 (main control means), a sub-control board 202 (sub-control means), and a frame control board 201. The functions of the main control board 200, the sub-control board 202, and the frame control board 201 are realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), ROM (an example of an information storage medium), or RAM, or software consisting of a given program pre-stored in the ROM or the like.
[0050] The main control board 200 receives input signals from input means such as the gate switch 102, the first start port switch 100, the second start port switch 103, the general winning port switch 101, the count switch 104, the out switch 106, and the specific area switch 107, performs various calculations to execute the game, and controls the operation of output means such as the normal device 54 and the special device 56 based on the calculation results.
[0051] The sub-control board 202 receives signals sent from the main control board 200 and input signals from the effect button switch 150, performs various calculations to execute effects that match the progress of the game, and based on the results of the calculations, controls the operation of effect devices such as the front frame lamp 12, speaker 14, LCD display 32, and lighting device 38.
[0052] The frame control board 201 receives signals sent from the main control board 200 and input signals from the counting button 212, controls the number of balls held (number of game balls), and controls the game value number display device 211, etc. The frame control board 201 is capable of bidirectional communication with the main control board 200.
[0053] The main control board 200 is configured to include a random number generating means 210, a normal pattern lottery means 220, a normal display control means 222, a normal gimmick control means 224, a special pattern lottery means 230 (lottery means), a special display control means 240, a game state transition control means 250 (state control means), a special game execution means 260, a payout control means 270, a communication control means 280, and a main memory 290.
[0054] The random number generating means 210 is a means for generating random numbers for lottery, and is realized by a random number generator that generates hardware random numbers, or a program that generates software random numbers. Software random numbers can be generated, for example, based on the count value of an increment counter (a counter that counts numbers so as to circulate within a predetermined count range). Note that in this embodiment, the "random number value" includes not only values that are generated randomly in the mathematical sense, but also values that may be generated regularly but may function substantially as random numbers because the timing of acquisition is irregular.
[0055] The normal pattern lottery means 220 acquires a random number value for normal pattern lottery from the random number generating means 210 based on a detection signal input from the gate switch 102 which detects each game ball passing through the passing gate 48, stores the random number value for normal pattern lottery in the normal random number storage means 2912 of the main memory 290, and performs a normal pattern lottery to determine whether or not a normal win has been obtained based on the random number value for normal pattern lottery read from the normal random number storage means 2912.
[0056] In detail, the normal random number memory means 2912 is provided with four normal reserve memory areas, normal reserve memory area 1 to normal reserve memory area 4, as memory areas for storing the acquired random number values for normal pattern lottery, and one normal reserve memory area is provided as a memory area for storing the random number values for normal pattern lottery read from normal reserve memory area 1 and used for the normal pattern lottery until the changing and stopping display of the normal patterns ends. Then, when the normal symbol lottery means 220 acquires the normal symbol lottery random number value from the random number generating means 210, if the normal symbol lottery random number value is not stored in any of the normal reservation memory areas 1 to 4, the normal symbol lottery random number value acquired is first stored in the normal reservation memory area 1. Then, when the normal symbol lottery random number value is stored in the normal reservation memory area 1, if the normal symbol is not being displayed variably or stopped, that is, if the normal symbol lottery random number value is not stored in the normal reservation memory area and control to open the normal role 54 is not being executed, the normal symbol lottery random number value is read out from the normal reservation memory area 1 immediately to perform the normal symbol lottery, and the normal symbol lottery random number value used for the normal symbol lottery is stored in the normal reservation memory area. On the other hand, when the normal symbol is being displayed in a variable or stationary manner, i.e., when a random number value for the normal symbol lottery is stored in the normal pending memory area, or when control to open the normal reel 54 is being executed, the random number value for the normal symbol lottery is reserved in the normal pending memory area 1.
[0057] Then, when a random number value for normal pattern lottery is reserved in normal hold memory area 1 and a detection signal is input from gate switch 102 to obtain a random number value for normal pattern lottery, the normal hold memory area selection means 220 stores the random number value for normal pattern lottery in the normal hold memory area with the smallest ordinal number among normal hold memory area 1 to normal hold memory area 4 in which a random number value for normal pattern lottery is not reserved, on the condition that the number of random number values for normal pattern lottery reserved in normal hold memory area 1 to normal hold memory area 4 is less than four, i.e., on the condition that the normal hold number is less than four.
[0058] Then, when the variable display and stop display of the normal symbol are finished, the normal symbol lottery means 220 erases the random number value for normal symbol lottery stored in the normal reservation memory area, and when the random number value for normal symbol lottery is reserved in the normal reservation memory area 1, the random number value for normal symbol lottery is read from the normal reservation memory area 1 to perform the normal symbol lottery, and the random number value for normal symbol lottery performed after the normal reservation memory area 1 is stored in the normal reservation memory area 1, provided that the control to open the normal role 54 is not being executed. Here, when the random number value for normal symbol lottery remains in the normal reservation memory area 2 or later, the remaining random number value for normal symbol lottery is moved from the original normal reservation memory area to the normal reservation memory area with the ordinal number one smaller. For example, when the random number value for normal symbol lottery remains in the normal reservation memory area 2 to the normal reservation memory area 3, it is moved to the normal reservation memory area 1 to the normal reservation memory area 2.
[0059] In this way, in the normal random number memory means 2912, the random number value for the normal pattern lottery for which a normal pattern lottery has been performed is reserved in the normal reserve memory area up to a maximum of one, and the random number value for the normal pattern lottery for which a normal pattern lottery has not been performed is reserved in the normal reserve memory area 1 to normal reserve memory area 4 up to a maximum of four.
[0060] The normal symbol lottery means 220 performs normal winning determination processing and the like as the normal symbol lottery.
[0061] The normal winning determination process is a process for determining whether or not a "normal winning" has been won. In the normal winning determination process, the normal symbol lottery means 220 selects which normal symbol lottery table to refer to among the multiple types of normal symbol lottery tables stored in the lottery table storage means 2910 of the main memory 290 and performs the random number determination process according to the game state. Here, in each normal symbol lottery table, "normal winning" or "miss" is associated with each of the 100 normal symbol lottery random number values from 0 to 99. Then, the normal symbol lottery means 220 refers to the selected normal symbol lottery table and determines whether or not one normal symbol lottery random number value read from the normal random number storage means 2912 is associated with a normal winning, thereby determining whether or not the "normal winning" has been won.
[0062] The normal symbol lottery table selected when the game state is in the time-saving state (excluding the minute time-saving state, the same applies below) is set to have a higher probability of winning a "normal win" than the normal symbol lottery table selected when the game state is not in the time-saving state. In other words, the normal symbol lottery performed when the game state is in the time-saving state has a higher probability of winning a "normal win" than the normal symbol lottery performed when the game state is not in the time-saving state.
[0063] The normal display control means 222 is a means for controlling the display of the status display unit 70 based on the result of the normal symbol lottery, and performs normal symbol display control processing and normal hold display control processing.
[0064] In the normal pattern display control process, the normal display control means 222 changes the display of the normal pattern by flashing the two lamps of the normal pattern display unit 72 until a predetermined change time has elapsed, and displays the result of the normal pattern lottery on the normal pattern display unit 72 by turning on or off the two lamps of the normal pattern display unit 72 to stop the display of the normal pattern depending on whether or not a "normal win" has been won in the normal win determination process.
[0065] In this embodiment, the normal pattern variation time is determined according to the game state at the time when the normal pattern lottery is performed. Specifically, when the game state is in the time-saving state, the normal pattern variation time is set shorter than when the game state is not in the time-saving state. For example, when the game state is not in the time-saving state at the time when the normal pattern lottery is performed, the normal pattern variation time is set to a first time (e.g., 20 seconds), and when the game state is in the time-saving state at the time when the normal pattern lottery is performed, the normal pattern variation time is set to a second time (e.g., 1 second) shorter than the first time. Therefore, when the game state is in the time-saving state, the opportunity to perform the normal pattern lottery arrives more frequently.
[0066] In the normal hold display control processing, the normal display control means 222 displays a normal hold number of 0 to 4 by combining turning on, off, or blinking the two lamps of the normal hold display unit 74 according to the number of random number values for normal pattern lottery stored in the normal random number memory means 2912.
[0067] The normal role control means 224 is a means for controlling the normal role 54 based on the result of the normal symbol lottery. When the game state is not in the time-saving state, the normal role control means 224 controls the normal role 54 to operate so that the normal role 54 becomes enlarged and then returns to the reduced state until time A (for example, 0.1 seconds) has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating the winning of the "normal win". Also, when the game state is in the time-saving state, the normal role control means 224 controls the normal role 54 to operate so that the normal role 54 becomes enlarged and then returns to the reduced state until time B (for example, 6 seconds) longer than time A has elapsed, triggered by the normal symbol being stopped and displayed in a manner indicating the winning of the "normal win".
[0068] Therefore, when a "normal win" is obtained in the normal symbol lottery, if the game state is not in the time-saving state, the normal device 54 operates so as to hardly increase the ease of entry of the game ball into the second start hole 49, but if the game state is in the time-saving state, the normal device 54 operates so as to increase the ease of entry of the game ball into the second start hole 49. In this embodiment, the time-saving state controls the operation of the normal device 54 so that the game ball can enter the second start hole 49 more easily than in the normal state and the minute time-saving state. Therefore, the time-saving state is a game state that is more advantageous to the player than the normal state and the minute time-saving state.
[0069] In this embodiment, the control of the operation of the normal role 54 is different between the normal state and the micro-time-saving state. In the micro-time-saving state, the opening time of the normal role 54 (time in the expanded state) is set slightly longer than in the normal state. In the micro-time-saving state, any one or more of the winning probability of the normal symbol lottery, the fluctuation time of the normal symbol, or the opening time of the normal role 54 may be different from that of the normal state. For example, the winning probability of the normal symbol lottery and the opening time of the normal role 54 may be the same in the micro-time-saving state and the normal state, and the fluctuation time of the normal symbol may be different. In that case, the fluctuation time of the normal symbol may be slightly shorter in the micro-time-saving state than in the normal state.
[0070] The special symbol lottery means 230 (lottery means) acquires a random number value for special symbol lottery from the random number generating means 210 based on the input of a detection signal from the first start port switch 100 that detects each game ball entering the first start port 46, and stores it as a first special random number value in the special random number storage means 2914 of the main memory 290. In addition, the special symbol lottery means 230 acquires a random number value for special symbol lottery from the random number generating means 210 based on the input of a detection signal from the second start port switch 103 that detects each game ball entering the second start port 49, and stores it as a second special random number value in the special random number storage means 2914. The special symbol lottery means 230 performs a special symbol lottery to determine whether or not a jackpot has been won, using the first special random number value or the second special random number value read from the special random number storage means 2914.
[0071] The special random number memory means 2914 is provided with four first special reserve memory areas, first special reserve memory area 1 to first special reserve memory area 4, as memory areas for storing the acquired first special random number values, and one first special reserve memory area is provided as a memory area for storing the first special random number value read from first special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the first special pattern ends.
[0072] When the special symbol lottery means 230 acquires a random number value for special symbol lottery based on the input of a detection signal from the first start switch 100, in a state where the first special random number value is not stored in any of the first special reservation memory area 1 to the first special reservation memory area 4, the acquired random number value for special symbol lottery is first stored as a first special random number value in the first special reservation memory area 1. Then, when the first special random number value is stored in the first special reservation memory area 1, if the first special symbol is not being displayed variably or stopped, that is, if the first special random number value is not stored in the first special reservation memory area, the game state is not a special game state, and a small win game is not being executed, the first special random number value is read out from the first special reservation memory area 1 immediately to perform a special symbol lottery, and the first special random number value used for the special symbol lottery is stored in the first special reservation memory area. On the other hand, when the first special symbol is being displayed in a varying or stopped state, i.e., when the first special random number value is stored in the first special reserve memory area, or the game state is a special game state, or a small win game is being executed, the first special random number value is reserved in the first special reserve memory area 1.
[0073] Then, when a first special random number value is reserved in the first special reserve memory area 1 and a detection signal is input from the first start port switch 100 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the first special random number value in the first special reserve memory area with the smallest ordinal number among the first special reserve memory area 1 to the first special reserve memory area 4 in which the first special random number value is not reserved and which has the smallest ordinal number, on the condition that the number of first special random number values reserved in the first special reserve memory area 1 to the first special reserve memory area 4 is less than four, i.e., on the condition that the first special reserve number is less than four.
[0074] The special random number memory means 2914 is provided with four second special reserve memory areas, second special reserve memory area 1 to second special reserve memory area 4, as memory areas for storing the acquired second special random number values, and one second special reserve memory area is provided as a memory area for storing the second special random number value read from second special reserve memory area 1 and used in the special pattern lottery until the varying and stopping display of the second special pattern ends.
[0075] When the special symbol lottery means 230 acquires a random number value for special symbol lottery based on the input of a detection signal from the second start hole switch 103, in a state where the second special random number value is not stored in any of the second special reservation memory areas 1 to 4, the special symbol lottery means 230 first stores the acquired random number value for special symbol lottery as a second special random number value in the second special reservation memory area 1. Then, when the second special random number value is stored in the second special reservation memory area 1, if the second special symbol is not being displayed variably or stopped, that is, if the second special random number value is not stored in the second special reservation memory area, the game state is not a special game state, and a small win game is not being executed, the special symbol lottery means 230 immediately reads out the second special random number value from the second special reservation memory area 1 to perform a special symbol lottery, and stores the second special random number value used for the special symbol lottery in the second special reservation memory area. On the other hand, when the second special symbol is being displayed in a varying or stopped manner, i.e., when the second special random number value is stored in the second special reserve memory area, or when the game state is a special game state, or when a small win game is being executed, the second special random number value is reserved in the second special reserve memory area 1.
[0076] Then, when a second special random number value is reserved in the second special reserve memory area 1 and a detection signal is further input from the second start port switch 103 to obtain a random number value for the special pattern lottery, the special pattern lottery means 230 stores the second special random number value in the second special reserve memory area with the smallest ordinal number among the second special reserve memory areas 1 to 4 in which the second special random number value is not reserved, on the condition that the number of second special random number values reserved in the second special reserve memory area 1 to 4 is less than four, i.e., on the condition that the second special reserve number is less than four.
[0077] When the variable display and stationary display of the first special symbol are completed, the special symbol selection means 230 erases the first special random number value stored in the first special reservation memory area. When the first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 to perform a special symbol selection, and the first special random number value used for the special symbol selection is stored in the first special reservation memory area, on condition that the game state is not a special game state and a small win game is not being executed. In addition, the special symbol selection means 230 erases the second special random number value stored in the second special reservation memory area, on condition that the variable display and stationary display of the second special symbol are completed. Then, when the second special random number value is stored in the second special reservation memory area 1, the second special random number value is read from the second special reservation memory area 1, a special symbol lottery is performed, and the second special random number value used in the special symbol lottery is stored in the second special reservation memory area, provided that the game state is not a special game state and a small win game is not being executed. In this embodiment, since the first special random number value and the second special random number value are consumed in parallel, the second special symbol variable display may start during the first special symbol variable display, or the first special symbol variable display may start during the second special symbol variable display.
[0078] In addition, when the first special random number value is stored in the first special reservation memory area 1, the first special random number value is read from the first special reservation memory area 1 to perform a special symbol lottery, provided that the second special random number value is not stored in any of the second special reservation memory areas 1 to 4. When the second special random number value is stored in any of the second special reservation memory areas 1 to 4, the second special random number value is read from the second special reservation memory area 1 to perform a special symbol lottery, even if the first special random number value is stored in any of the first special reservation memory areas 1 to 4. That is, the second special random number value may be consumed in preference to the first special random number value. In addition, regardless of whether it is the first special random number value or the second special random number value, the first special random number value or the second special random number value may be read in the order stored in the special random number storage means 2914 to perform a special symbol lottery. In other words, the first special random number value or the second special random number value may be consumed in the order in which the gaming ball enters the first start hole 46 or the second start hole 49.
[0079] When the first special random number value is read from the first special reserve memory area 1 and the first special random number value remains in the first special reserve memory area 2 or later, or when the second special random number value is read from the second special reserve memory area 1 and the second special random number value remains in the second special reserve memory area 2 or later, the remaining first special random number value or second special random number value is moved from the original special reserve memory area to a special reserve memory area having an ordinal number one smaller. For example, if the first special random number value remains in each of the first special reserve memory area 2 to the first special reserve memory area 4 when the first special random number value is read from the first special reserve memory area 1, the first special random number value stored in each of the first special reserve memory area 2 to the first special reserve memory area 4 is moved to each of the first special reserve memory area 1 to the first special reserve memory area 3, and if the second special random number value remains in each of the second special reserve memory area 2 to the second special reserve memory area 3 when the second special random number value is read from the second special reserve memory area 1, the second special random number value stored in each of the second special reserve memory area 2 to the second special reserve memory area 3 is moved to each of the second special reserve memory area 1 to the second special reserve memory area 2.
[0080] In the special random number storage means 2914, the first special random number value for which a special symbol lottery has not been performed is reserved up to a maximum of four in the first special reservation storage area 1 to the first special reservation storage area 4. Also, the second special random number value for which a special symbol lottery has not been performed is reserved up to a maximum of four in the second special reservation storage area 1 to the second special reservation storage area 4.
[0081] Next, the details of the special symbol lottery will be described. The special symbol lottery means 230 acquires multiple types of random numbers such as a jackpot determination random number and a symbol determination random number as random numbers for special symbol lottery based on the detection signal input from the first start hole switch 100 or the second start hole switch 103, and stores these multiple types of random numbers as the first special random number or the second special random number in the special random number storage means 2914. Then, the special symbol lottery means 230 performs a jackpot determination process, a symbol determination process, etc. as a special symbol lottery.
[0082] The jackpot determination process is a process for reading out one jackpot determination random number value included in the first special random number value or the second special random number value stored in the first special reservation memory area 1 or the second special reservation memory area 1 of the special random number storage means 2914, and determining whether or not there has been a jackpot. Here, one jackpot determination random number value is obtained from 65,536 jackpot determination random number values from 0 to 65,535 based on the input of a detection signal from the first start port switch 100 or the second start port switch 103, and is stored in the special random number storage means 2914 as the first special random number value or the second special random number value.
[0083] In the jackpot determination process, the special pattern selection means 230 selects which of the multiple types of jackpot selection tables stored in the selection table storage means 2910 of the main memory 290 to refer to in performing the random number determination process, depending on whether the one jackpot determination random number value that has been read out has been stored as a first special random number value or a second special random number value.
[0084] In this embodiment, the lottery table storage means 2910 stores a jackpot lottery table A shown in Fig. 6(a) and a jackpot lottery table B shown in Fig. 6(b). In each jackpot lottery table, a jackpot or the like is associated with each of 65536 jackpot determination random numbers from 0 to 65535.
[0085] The jackpot lottery table A is selected when performing the jackpot determination process for the first special random number, and the correspondence between each judgment result and the jackpot determination random number is set so that the probability of the "jackpot" being won is 1 / 350 (187 / 65536) and the probability of the "C time reduction" being won is 349 / 350 (65349 / 65536). The special symbol lottery means 230 determines whether the "jackpot" or the "C time reduction" has been won by referring to the jackpot lottery table A and judging whether the jackpot determination random number read from the first reserved memory area 1 is associated with the "jackpot" or the "C time reduction". In this embodiment, the first special symbol lottery is always set to win either the "jackpot" or the "C time reduction". In this embodiment, the probability of winning the "jackpot" or the "C time reduction" in the first special symbol lottery is set not to change depending on the game state. In the first special symbol lottery, there are cases where the winner (big win) is won and cases where the winner is not won, and the latter case (which may be called a miss) includes cases where the C time reduction (C time reduction 1 or C time reduction 2 described later) is won. In addition, "not winning" may also include cases where the time reduction is not won (in other words, a complete miss).
[0086] The jackpot lottery table B is selected when performing the jackpot determination process for the second special random number, and the correspondence between each judgment result and the jackpot determination random number is set so that the probability of the "jackpot" being won is 1 / 350 (187 / 65536) and the probability of the "small jackpot" being won is 1 / 139.8 (469 / 65536). The special symbol lottery means 230 determines whether the "jackpot" or the "small jackpot" has been won by referring to the jackpot lottery table B and judging whether the jackpot determination random number read from the second reserved memory area 1 is associated with the "jackpot" or the "small jackpot". In this embodiment, the probability of winning the "jackpot" or the "small jackpot" in the second special symbol lottery does not change depending on the game state. In the second special symbol lottery, there are cases where a hit (jackpot or small jackpot) is won and cases where a hit is not won. In addition, the latter "if you do not win the prize" does not include the case where you win the C-time reduction without winning the prize.
[0087] The pattern determination process is a process that is performed when a "jackpot", "C time reduction", or "small jackpot" is won in the jackpot determination process. The pattern determination process reads out one pattern determination random number value included in the first special random number value or the second special random number value stored in the first special reserve memory area 1 or the second special reserve memory area 1 of the special random number storage means 2914, and when a "jackpot" is won, it determines which of multiple jackpot patterns the jackpot pattern (type of jackpot) will be, when a "C time reduction" is won, it determines which of multiple time reduction patterns the time reduction pattern (type of C time reduction) will be, and when a "small jackpot" is won, it determines which of multiple small jackpot patterns the small jackpot pattern (type of small jackpot) will be. Here, one pattern determination random number value is obtained from 200 pattern determination random number values from 0 to 199 based on the detection signal input from the first start port switch 100 and the second start port switch 103, and is stored in the special random number memory means 2914 as the first special random number value or the second special random number value.
[0088] In the pattern determination process, the special pattern lottery means 230 selects which of the multiple types of pattern lottery tables stored in the lottery table storage means 2910 to refer to in performing the random number determination process, depending on whether the one read pattern determination random number value was stored as a first special random number value or a second special random number value.
[0089] In this embodiment, the lottery table storage means 2910 stores a symbol lottery table A shown in Fig. 7(a), a symbol lottery table B shown in Fig. 7(b), a symbol lottery table C shown in Fig. 7(c), and a symbol lottery table D shown in Fig. 7(d). In each symbol lottery table, a predetermined symbol is associated with each symbol determination random number value.
[0090] The symbol selection table A shown in Fig. 7(a) is selected when a "jackpot" is won and one read-out symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "jackpot 1" (10R time reduction 10000) is won with a probability of 0.005 / 100, "jackpot 2" (7R time reduction 110) is won with a probability of 59.997 / 100, and "jackpot 3" (7R time reduction 0) is won with a probability of 39.998 / 100. The special symbol selection means 230 refers to the symbol selection table A and determines which of the multiple types of jackpot symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0091] The symbol selection table B shown in Fig. 7(b) is selected when "C time reduction" is won and one read symbol determination random number value is stored as the first special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "C time reduction 1" (micro time reduction 1329) is won with a probability of 80.5 / 100 (about 80%) and "C time reduction 2" (time reduction 1329) is won with a probability of 19.5 / 100 (about 20%). The special symbol selection means 230 refers to the symbol selection table B and determines which of the multiple types of time reduction symbols the read one symbol determination random number value corresponds to, thereby determining which of the multiple types of time reduction symbols has been won.
[0092] The symbol selection table C shown in Fig. 7(c) is selected when the "jackpot" is won and the read one symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that the "jackpot 4" (10R time reduction 10000) is won with a probability of 12.8 / 100 and the "jackpot 5" (10R time reduction 110) is won with a probability of 87.2 / 100. The special symbol selection means 230 refers to the symbol selection table C and determines which of the multiple types of jackpot symbols the read one symbol determination random number value corresponds to, thereby determining which of the multiple types of jackpot symbols has been won.
[0093] The symbol selection table D shown in Fig. 7(d) is selected when a "small win" is won and one read-out symbol determination random number value is stored as the second special random number value, and the correspondence between each symbol and the symbol determination random number value is set so that "small win 1" (10R time reduction 10000) is won with a probability of 50 / 100, and "small win 2" is won with a probability of 50 / 100 (10R time reduction 110). The special symbol selection means 230 refers to the symbol selection table D and determines which of the multiple types of small win symbols the read-out symbol determination random number value corresponds to, thereby determining which of the multiple types of small win symbols has been won.
[0094] The special game execution means 260 is a means for executing a special game based on the result of the special symbol lottery, and executes the execution process of the special game. The special game execution means 260 is a means for executing a small win game based on winning a "small win" in the special symbol lottery, and executes the execution process of the small win game. Note that the special game may include the small win game.
[0095] The special game state is started based on winning a "jackpot" in the special symbol lottery (first special symbol lottery or second special symbol lottery) and ends when a predetermined number of rounds (number of times executed) of special games (jackpot games) are played according to the type (category) of the jackpot symbol. When the special game state is started based on winning "jackpot 1," "jackpot 4," or "jackpot 5" in the special symbol lottery, the special game state ends on the condition that 10 rounds of special games from the first round to the tenth round have been played. When the special game state is started based on winning "jackpot 2" or "jackpot 3" in the special symbol lottery, the special game state ends on the condition that 7 rounds of special games from the first round to the seventh round have been played. Details will be described later, but if a "jackpot" is won in the special pattern lottery, at the end of the special game state, a predetermined number of time-saving cycles corresponding to the jackpot pattern is set and a time-saving state is initiated, or a predetermined number of micro-time-saving cycles corresponding to the jackpot pattern is set and a micro-time-saving state is initiated.
[0096] The small win game state is started based on winning a "small win" in the special symbol lottery (second special symbol lottery), and ends when a predetermined number of small win games (one in this embodiment) have been played. In the small win game, the special role 56 is in an open state that allows the game ball to enter the large prize winning port 50, and the distribution means 53 is shifted from a non-specific area passing state to a specific area passing state. Specifically, in the small win game, the distribution means 53 is shifted from a non-specific area passing state to a specific area passing state so that the game ball that entered the large prize winning port 50 during the execution of the small win game can easily (possibly) pass through the specific area 51. As a result, if either "small win 1" or "small win 2" is won in the second special symbol lottery, the game ball can easily (possibly) pass through the specific area 51 in the small win game state. Then, when the passage of the game ball through the specific area 51 is detected during the small win game state (when the passage of the game ball that entered the large prize opening 50 during the execution of the small win game is detected through the specific area 51), a special game state is initiated based on the end of the small win game state.
[0097] If "small win 1" is won in the second special pattern lottery and the passage of the game ball through the specific area 51 is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. As a result, 10 rounds will be played with the small win game as the first round game. Then, the special game state ends on the condition that 10 rounds of the special game are played. Also, if "small win 2" is won in the second special pattern lottery and the passage of the game ball through the specific area 51 is detected in the small win game state, the number of times of the special game (round game) is set to 9 times. As a result, 10 rounds will be played with the small win game as the first round game. Then, the special game state ends on the condition that 10 rounds of the special game are played. Details will be described later, but at the end of the special game state, a predetermined number of time-saving times according to the small win pattern is set, and the time-saving state starts. In addition, if the passage of the game ball through the specific area 51 is not detected during the small win game state (if the passage of the game ball that entered the large prize opening 50 during the execution of the small win game is not detected through the specific area 51), the special game state is not initiated and the normal state is initiated.
[0098] Based on the start of the special game (including the small win game) of each round (based on the establishment of the opening condition), the special feature 56 is in an open state. The special feature 56 in the open state is in a closed state based on the establishment of any one of a plurality of closing conditions. One of the closing conditions is that the opening timer of the main memory 290 counts a predetermined time (29 seconds) (reaches the predetermined time). Another closing condition is that the value of the large prize counter 109 of the main memory 290, which is added with a value (for example, 1) corresponding to one game ball when the count switch 104 detects the entry of one game ball, reaches a predetermined value (for example, 10). When the closing condition is established (when the end condition of the special game is established), the drive control of the special feature drive device is performed so that the special feature 56 is in a closed state.
[0099] The special display control means 240 performs a first special pattern display control process, a second special pattern display control process, a first special reserve display control process, and a second special reserve display control process based on the results of the special pattern lottery.
[0100] The first special pattern display control process is a process that is performed when the first special random number value is read out from the first special reserve memory area 1 and a special pattern lottery is performed, and the special display control means 240 causes the first special pattern to be displayed in a variable manner by flashing the 7-segment display of the first special pattern display unit 76 until the variation time has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting the 7-segment display of the first special pattern display unit 76 in a predetermined manner. The special pattern lottery means 230 performs a variation pattern determination process for the special pattern lottery, and the special display control means 240 causes the first special pattern to be displayed in a varying manner by flashing the 7-segment display of the first special pattern display unit 76 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then causes the first special pattern to be displayed in a stationary manner by lighting the 7-segment display of the first special pattern display unit 76 in a predetermined manner.
[0101] In this embodiment, the display mode of the 7-segment display is determined in advance in correspondence with each of the big win symbols, the time-saving symbols, and the small win symbols. The special display control means 240 stops and displays the first special pattern by lighting up the 7-segment display of the first special pattern display unit 76 in a manner corresponding to whether or not a ``jackpot'' or ``C time reduction'' has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a ``jackpot'' has been won in the jackpot determination process, and in a manner corresponding to the time reduction pattern determined in the pattern determination process if ``C time reduction'' has been won in the jackpot determination process, and displays the result of the special pattern lottery on the first special pattern display unit 76.
[0102] The second special pattern display control process is a process that is performed when a second special random number value is read out from the second special reserve memory area 1 and a special pattern lottery is performed, and the special display control means 240 causes the second special pattern to be displayed in a variable manner by flashing the 7-segment display of the second special pattern display unit 81 until the variation time has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting the 7-segment display of the second special pattern display unit 81 in a predetermined manner. The special pattern lottery means 230 performs a variation pattern determination process for the special pattern lottery, and the special display control means 240 causes the second special pattern to be displayed in a varying manner by flashing the 7-segment display of the second special pattern display unit 81 until a variation time corresponding to the variation pattern determined in the variation pattern determination process has elapsed, and then causes the second special pattern to be displayed in a stationary manner by lighting the 7-segment display of the second special pattern display unit 81 in a predetermined manner.
[0103] The special display control means 240 stops and displays the second special pattern by lighting up the 7-segment display of the second special pattern display unit 81 in a manner corresponding to whether a ``jackpot'' or a ``small hit'' has been won in the jackpot determination process, and in a manner corresponding to the jackpot pattern determined in the pattern determination process if a ``jackpot'' has been won in the jackpot determination process, and in a manner corresponding to the small hit pattern determined in the pattern determination process if a ``small hit'' has been won in the jackpot determination process, and displays the result of the special pattern lottery on the second special pattern display unit 81.
[0104] In the first special hold display control process, the special display control means 240 displays a first special hold number of 0 to 4 by combining turning on, off, or blinking two lamps of the first special hold display unit 78 depending on the number of the first special random number value stored in the special random number memory means 2914.
[0105] In the second special hold display control process, the special display control means 240 displays a second special hold number of 0 to 4 by combining turning on, off, or blinking two lamps of the second special hold display unit 82 depending on the number of second special random number values stored in the special random number memory means 2914.
[0106] In this embodiment, when a "big win" is won in the special symbol lottery (first special symbol lottery or second special symbol lottery), a special game state is started in which a game ball can (easily) enter the big prize opening 50. When a "small win" is won in the second special symbol lottery, a small win game state is started in which a game ball can (easily) enter the big prize opening 50, and when the passage of the specific area 51 by the game ball that entered the big prize opening 50 in the small win game state is detected, a special game state is started in which a game ball can (easily) enter the big prize opening 50. The player can win many prize balls by having the game ball enter the big prize opening 50. In this embodiment, the probability of transitioning to the special game state based on the second special symbol lottery is higher than the probability of transitioning to the special game state based on the first special symbol lottery. Specifically, in the first special symbol lottery, a "small win" is not set as a lottery result, and the game transitions to the special game state only when a "big win" is won. On the other hand, in the second special symbol lottery, a "big win" and a "small win" are set as lottery results, and the game transitions to the special game state when a "big win" is won, and the game transitions to the special game state when a "small win" is won and the passage of the game ball through the specific area 51 is detected in the small win game state.
[0107] In this embodiment, the probability of transition to the special game state is higher when the player wins the chance to draw the second special symbol than when the player wins the chance to draw the first special symbol. As described above, in order to win the chance to draw the second special symbol, it is necessary to win the "normal win" in the normal symbol lottery and to make the game ball enter (enter) the second start hole 49 when the normal role 54 (normal electric role) is in the open state (open state). Also, the ease of entering the game ball into the second start hole 49 (ease of making the ball enter) varies depending on the game state.
[0108] The game state transition control means 250 performs a game state transition control process for transitioning the game state between each game state based on the establishment of a predetermined condition (transition condition), as shown in FIG.
[0109] (Normal state) The normal state (normal game state) is a game state that corresponds to the initial state among a plurality of game states. As described above, in the normal state, the probability of winning the "normal hit" in the normal symbol lottery is lower than in the time-saving state. In addition, even if the "normal hit" is won in the normal symbol lottery, the normal accessory 54 operates so that the ease of the game ball entering the second start hole 49 is hardly increased. For this reason, in the normal state, it is difficult (impossible) to make the game ball enter the second start hole 49. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the normal state, it is more advantageous for the player to hit the ball from the left so that the game ball enters the first start hole 46 in order to get an opportunity to draw the first special symbol than to hit the ball from the right. In other words, the normal state is a game state in which the player should hit the ball from the left.
[0110] As shown in FIG. 8, a transition to a special game state occurs when a "jackpot" is won in a special pattern lottery (first special pattern lottery) in a normal state. As shown in FIG. 7(a), if a "jackpot 1" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to a time-saving state occurs based on the end of the special game state. Also, if a "jackpot 2" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and a transition to a time-saving state occurs based on the end of the special game state. Also, if a "jackpot 3" is won in the special pattern lottery, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to a micro-time-saving state occurs based on the end of the special game state.
[0111] Also, as shown in Fig. 7(b), in the normal state, if "C time-saving 1" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" (when the first special pattern is confirmed), the number of time-saving times (1329 times of micro-time-saving times) corresponding to the time-saving pattern is set by the stopped display (confirmation), and a transition is made to the micro-time-saving state. Also, in the normal state, if "C time-saving 2" is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 2" (when the first special pattern is confirmed), the number of time-saving times (1329 times of time-saving times) corresponding to the time-saving pattern is set by the stopped display (confirmation), and a transition is made to the time-saving state.
[0112] In this embodiment, the first special pattern lottery in the normal state will always result in either a "jackpot" or a "C time-saving" win, and based on the execution of the first special pattern lottery in the normal state, the game will transition to either a micro-time-saving state, a time-saving state, or a special game state.
[0113] The time-saving symbol "C time-saving 2" does not allow a transition to a game state (special game state or small win game state) in which it is easy to get a game ball into the large prize slot 50, and is a time-saving symbol that allows a transition to the time-saving state without passing through the special game state or small win game state. In addition, in a game state other than the normal state, if "C time-saving 1" or "C time-saving 2" is won in the first special symbol lottery and the first special symbol is stopped and displayed, the stopped display does not trigger a transition to the time-saving state or the micro-time-saving state. The "not transitioning" includes that the predetermined number of time-saving times (micro-time-saving times) is not reset if the player is already in that game state.
[0114] (Slight time saving state) As described above, in the micro-time-saving state (second specific game state), the probability of winning the "normal win" in the normal symbol lottery is lower than in the time-saving state (or is the same as in the time-saving state). In addition, even if the "normal win" is won in the normal symbol lottery, the normal device 54 operates so that the ease of the game ball entering the second starting hole 49 is hardly increased. For this reason, in the micro-time-saving state, at least a part of the functions constituting the time-saving state is activated, and it is slightly easier to enter the second starting hole 49 than in the normal state, but it is difficult (impossible) to make the game ball enter the second starting hole 49 even if the player hits it to the right. In other words, it is difficult (impossible) to get an opportunity to draw the second special symbol. In the micro-time-saving state, it is more advantageous for the player to hit it to the left so that the game ball enters the first starting hole 46 in order to get an opportunity to draw the first special symbol than to hit it to the right. In other words, the slight time-saving state is a gaming state in which left-handed shots should be made.
[0115] As shown in FIG. 8, a transition to a special game state occurs when a "jackpot" is won in a special pattern drawing (first special pattern drawing) in the micro-time-saving state. As shown in FIG. 7(a), if a "jackpot 1" is won in the special pattern drawing, the number of time-saving times is set to 10,000 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state. Also, if a "jackpot 2" is won in the special pattern drawing, the number of time-saving times is set to 110 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state. Also, if a "jackpot 3" is won in the special pattern drawing, the number of time-saving times (micro-time-saving times) is set to 1,329 at the end of the special game state, and a transition to a micro-time-saving state occurs upon the end of the special game state.
[0116] The game state transition control means 250 determines that the termination condition of the micro-time-saving state is established based on the number of times the first special symbol is displayed in the micro-time-saving state reaching 1329 times, terminates the micro-time-saving state, and transitions to the normal state. In this embodiment, at the end of the special game state based on winning "Big Win 3" in the special symbol lottery (first special symbol lottery), the number of micro-time-saving times is set in the memory value of the micro-time-saving counter 2916 of the main memory 290. Also, when "C time-saving 1" is won in the special symbol lottery (first special symbol lottery) in the normal state and the first special symbol is stopped and displayed in a manner corresponding to "C time-saving 1", the number of micro-time-saving times is set in the memory value of the micro-time-saving counter 2916 in response to the stopped display. In the micro-time-saving state, "1" is subtracted from the memory value of the micro-time-saving counter 2916 every time the first special symbol is displayed in the variable manner. Then, based on the fact that the stored value of the minute time-saving counter 2916 has reached "0", the minute time-saving end condition is established, the minute time-saving state is ended, and the normal state is started. Note that, in this embodiment, the minute time-saving end condition is established when the stored value of the minute time-saving counter 2916 has been subtracted and reached a predetermined value "0", but this is not limiting, and the minute time-saving end condition may be established when the stored value of the minute time-saving counter 2916 has been added and reached a predetermined value (for example, "1329").
[0117] In the micro-time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stopped display does not trigger the micro-time-saving state or the time-saving state to start (set) (a new number of time-saving times is not set). In other words, the game state at the time of the winning is continued. Note that in the micro-time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", a new number of time-saving times may be set in response to the stopped display.
[0118] (Time-saving mode) As described above, in the time-saving state (first specific game state), the probability of winning the "normal win" in the normal symbol lottery is higher than in the normal state or the slight time-saving state. In addition, when the "normal win" is won in the normal symbol lottery, the normal accessory 54 operates so as to increase the ease with which the game ball can enter the second starting hole 49. For this reason, in the time-saving state, it is easier to make the game ball enter the second starting hole 49 than in the normal state or the slight time-saving state. In other words, it is easier to get an opportunity to draw the second special symbol. In the time-saving state, it is more advantageous for the player to hit the ball to the right so that the game ball passes through the passing gate 48 in order to get an opportunity to draw the second special symbol than to hit the ball to the left. In other words, the time-saving state is a game state in which the player should hit the ball to the right.
[0119] As shown in FIG. 8, the game transitions to a special game state (including via a small win game state) based on winning a "big win" or "small win" in the special pattern lottery (second special pattern lottery) in the time-saving state. As shown in FIG. 7(c), if the "big win 4" is won in the special pattern lottery, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. Also, if the "big win 5" is won in the special pattern lottery, the number of time-saving times is set to 110 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. Also, if the "small win 1" is won in the special pattern lottery and the passage of the game ball through the specific area 51 is detected in the small win game state, the number of time-saving times is set to 10,000 at the end of the special game state, and the game transitions to the time-saving state based on the end of the special game state. In addition, if the "small win 2" is won in the special pattern lottery and the passage of the game ball through a specific area 51 is detected during the small win game state, the number of time-saving times at the end of the special game state is set to 110, and a transition to the time-saving state occurs upon the end of the special game state.
[0120] The game state transition control means 250 determines that the termination condition (predetermined condition) of the time-saving state is established based on the number of times the second special symbol is displayed in a time-saving state reaching 110 times (or 10,000 times), terminates the time-saving state, and transitions to the normal state. In this embodiment, at the end of the special game state, the number of times the time-saving state is performed according to the type of winning symbol is set in the storage value of the time-saving counter 2915 of the main memory 290, and "1" is subtracted from the storage value of the time-saving counter 2915 every time the second special symbol is displayed in a time-saving state. Then, based on the value of the time-saving counter 2915 reaching "0", the time-saving termination condition is established, the time-saving state is terminated, and the normal state is started. In this embodiment, the time-saving end condition is met when the stored value of the time-saving counter 2915 is subtracted and reaches a predetermined value "0", but this is not limited thereto, and the time-saving end condition may be met when the stored value of the time-saving counter 2915 is added and reaches a predetermined value "110" (or "10000"). In addition, in the present embodiment, the time-saving counter 2915 and the minute time-saving counter 2916 are provided, but the present invention is not limited to this, and they may be managed (controlled) by only one of the counters.
[0121] In the time-saving state, if "C time-saving" ("C time-saving 1" or "C time-saving 2") is won in the special pattern lottery (first special pattern lottery) and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stop display will not trigger the start (setting) of the micro-time-saving state or the time-saving state (a new number of time-saving times will not be set). In other words, the game state at the time of the win will continue. Note that in the time-saving state, if "C time-saving 1" or "C time-saving 2" is won as a result of the first special pattern lottery and the first special pattern is stopped and displayed in a manner corresponding to "C time-saving 1" or "C time-saving 2", the stop display may be configured to trigger the setting of a new number of time-saving times.
[0122] Returning to Fig. 5, the payout control means 270 performs control to (electronically) pay out a number of game balls corresponding to a number of prize balls that is predetermined for each detection signal, based on the detection signal input from the first start port switch 100, the detection signal from the second start port switch 103, the detection signal from the general winning port switch 101, and the detection signal from the count switch 104.
[0123] The communication control means 280 controls the transmission of various commands generated according to various calculation results in the main control board 200 to the sub-control board 202 and the frame control board 201. In this embodiment, the main control board 200 and the sub-control board 202 are connected in a communication manner such that only one-way communication from the main control board 200 to the sub-control board 202 is possible, and information cannot be transmitted from the sub-control board 202 to the main control board 200.
[0124] Next, a description will be given of the sub-control board 202. The sub-control board 202 is configured to include a performance control means 300 and a sub-memory 302.
[0125] The performance control means 300 controls the performance device based on various commands transmitted from the main control board 200, input signals from the performance button switch 150, and performance data stored in the performance data storage means 303 of the sub-memory 302, and controls the performance device to perform effects to liven up or assist the game, such as turning on or blinking the front frame lamp 12 or the lighting device 38, displaying performance images on the LCD display 32, controlling the audio device to output performance sounds from the speaker 14, and driving the performance object driving device to operate the performance objects.
[0126] The performance data storage means 303 stores a large number of performance image data for displaying images on the liquid crystal display 32, and the performance control means 300 draws images in the frame buffer of the sub-memory 302 for each frame (1 / 30 seconds) based on this performance image data, and displays the drawn images on the liquid crystal display 32, thereby playing and displaying a moving image on the liquid crystal display 32.
[0127] The performance control means 300 executes a performance in which a performance pattern (demo pattern) is displayed on the liquid crystal display 32 in accordance with (corresponding to) the varying display and stop display of the first special pattern in the first special pattern display section 76, or in accordance with (corresponding to) the varying display and stop display of the second special pattern in the second special pattern display section 81, and is capable of announcing the result of the first special pattern lottery or the second special pattern lottery. In the micro-time-saving state, the performance control means 300 causes the liquid crystal display 32 to display a performance pattern corresponding to the varying display and stop display of the first special pattern, and in the time-saving state, causes the liquid crystal display 32 to display a performance pattern corresponding to the varying display and stop display of the second special pattern.
[0128] The display of the performance symbols in the micro-time-saving state will be explained. FIG. 9(a) shows the state before the first special symbol starts to change. In the display area 32a of the liquid crystal display 32, the left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 are displayed as performance symbols. The left performance symbol 350 is displayed on the left side of the display area 32a of the liquid crystal display 32, the middle performance symbol 352 is displayed in the center of the display area 32a of the liquid crystal display 32, and the right performance symbol 354 is displayed on the right side of the display area 32a of the liquid crystal display 32. The left performance symbol 350, the middle performance symbol 352, and the right performance symbol 354 each constitute nine types of performance symbol strings representing the numbers "1" to "9". Each performance symbol representing the numbers "1" to "9" may be composed of a decorative part such as a character in addition to the number.
[0129] As shown in Figure 9(b), the display of the effect pattern (the effect of changing display) starts based on the start of the display of the first special pattern. The downward arrow in the figure indicates that the effect pattern is being displayed (scrolling) at high speed vertically.
[0130] As shown in FIG. 9(c), the performance pattern is displayed in a stopped state based on the stopped display of the first special pattern. The performance pattern is displayed in a manner according to the result of the first special pattern lottery. For example, if a "jackpot" is won in the first special pattern lottery, the performance pattern is displayed in a manner according to the jackpot pattern determined in the pattern determination process. Although not shown, in the time-saving state, the performance pattern is displayed in a changing or stopped state according to the changing and stopped display of the second special pattern, just like in the micro-time-saving state (as shown in FIG. 9(a), FIG. 9(b) and FIG. 9(c)).
[0131] Furthermore, the performance control means 300 executes a performance (hold performance) in which an image showing the first special hold number or the second special hold number is displayed on the liquid crystal display 32 based on the first special hold number (first special random number value stored (held) in the special random number storage means 2914) or the second special hold number (second special random number value stored (held) in the special random number storage means 2914) in the main control board 200. As shown in FIG. 9(a) etc., four hold display areas (display areas), a first hold display area 411 to a fourth hold display area 414, are provided below the display area of the liquid crystal display 32 in correspondence with the first special hold memory area 1 to the first special hold memory area 4 or the second special hold memory area 1 to the second special hold memory area 4 of the special random number storage means 2914.
[0132] Fig. 9(a) shows a reserved performance executed in a slight time-saving state, in which a first special random number value is stored in the first special reserved memory area 1 to the first special reserved memory area 3, and a first reserved image 420 (three first reserved images 420) is displayed in the first reserved display area 411 to the third reserved display area 413. Fig. 9(d) shows a reserved performance executed in a time-saving state, in which a second special random number value is stored in the second special reserved memory area 1 to the second special reserved memory area 2, and a second reserved image 422 (two second reserved images 422) is displayed in the first reserved display area 411 to the second reserved display area 412.
[0133] In addition, in the reserved performance, one reserved display area 430 is displayed in the area to the left of the first reserved display area 411 at the bottom of the display area 32a of the liquid crystal display 32, corresponding to the special reserved memory area of the special random number memory means 2914. In the reserved display area 430, when a first special random number value is read out from the first special reserved memory area 1 and stored in the special reserved memory area, a first reserved image 420 is displayed (FIG. 9(b)). In addition, when a second special random number value is read out from the second special reserved memory area 1 and stored in the special reserved memory area, a second reserved image 422 is displayed.
[0134] In this embodiment, in the normal state, if the player wins "jackpot 1" in the special pattern lottery (first special pattern lottery), if the player wins "jackpot 2" in the special pattern lottery (first special pattern lottery), or if the player wins "C time-saving 2" in the special pattern lottery (first special pattern lottery), the game transitions to the time-saving state. In contrast, in the micro-time-saving state, if the player wins "jackpot 1" in the special pattern lottery (first special pattern lottery), or if the player wins "jackpot 2" in the special pattern lottery (first special pattern lottery), the game transitions to the time-saving state. For this reason, the normal state has a higher probability of transitioning to the time-saving state (a game state advantageous to the player) than the micro-time-saving state, which is advantageous to the player. In other words, the normal state has a higher probability of transitioning to the time-saving state than the micro-time-saving state because the player can transition to the time-saving state when the player wins "C time-saving 2". In the gaming machine of this embodiment, when a RAM clear (a process for initializing at least a part of the area in the RAM of the main memory 290) is executed, the gaming state is set to a normal state. The normal state is a so-called "morning state."
[0135] As described above, the normal state and the minute time-saving state (left-hitting time-saving state) are game states in which left-hitting is more advantageous than right-hitting, and the time-saving state (right-hitting time-saving state) is a game state in which right-hitting is more advantageous than left-hitting. In the time-saving state, it is easier to get the game ball into the second starting hole 49 than in the normal state and the minute time-saving state, and the second special symbol lottery based on the game ball entering the second starting hole 49 is more likely to determine a transition to the special game state than the first special symbol lottery. In other words, the time-saving state has a higher probability of determining a transition to the special game state than the normal state and the minute time-saving state. In this embodiment, the time-saving state and the minute time-saving state in which it is easier to get the ball into the second starting hole 49 than in the normal state may be called a high base state, and the normal state may be called a low base state.
[0136] Hereinafter, the CPU of the main control board 200 is referred to as the main CPU. The ROM of the main memory 290 is referred to as the main ROM, and the RAM of the main memory 290 is referred to as the main RAM. As shown in FIG. 5, the main control board 200 includes a clock generating circuit 402, an input port 404, an output port 405, a performance display device 406, a RAM clear switch 407, and a setting key switch 408. The performance display device 406 is a device capable of displaying a base (base ratio) calculated by dividing the number of prize balls paid out based on the entry of game balls into a predetermined ball entry port (winning port) by the number of outs (the number of game balls detected by the out switch 106) indicating the number of game balls shot into the game area. When the power is turned on (when the power is restored from a power outage) with the RAM clear switch 407 pressed, a RAM clear (RAM clear process) is executed, and at least a part of the information stored in the main RAM is initialized (reset).
[0137] In addition, the gaming machine of this embodiment is equipped with multiple types of sensors, and each sensor is capable of detecting abnormalities, etc. The multiple types of sensors include a front frame open sensor 507 and an inner frame open sensor 508. The front frame open sensor 507 can detect the opening of the front frame 10 relative to the inner frame 7. The inner frame open sensor 508 can detect the opening of the inner frame 7 relative to the outer frame 2.
[0138] Fig. 10 is an address map of the memory area used by the main CPU. As shown in Fig. 10, the memory area used by the CPU includes a memory area (0000H to 2FFFH) allocated to the main ROM and a memory area (F000H to F3FFH) allocated to the main RAM.
[0139] In FIG. 10, addresses for specifying memory areas are shown in hexadecimal (hereinafter, "H" means hexadecimal). The main ROM (ROM memory area) includes a used area m1 (0000H to 1A7AH) and a non-used area m2 (2000H to 2BFFH). The used area m1 includes a program area, an unused area, and a data area. The program area stores a program (program code) for controlling the progress of a game. The data area stores data (program data) for controlling the progress of a game. The used area m1 may not include an unused area. The non-used area m2 includes a program area and a data area. The program area stores a program (program code) for executing a process related to a test defined by the gaming machine rules, and a program (program code) for controlling the display of the performance display device 406 (specifically, for calculating a base ratio). The data area stores data (program data) for executing processing related to tests defined by gaming machine regulations, and data (program data) for controlling the display of the performance display device 406.
[0140] The main RAM (memory area of the RAM) is configured to include a used area M1 (F000H to F1FFH) and a non-used area M2 (F300H to F3FFH). The used area M1 is configured to include a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program (program for controlling the progress of a game) stored in the used area m1. On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program (program for controlling the progress of a game) stored in the used area m1. Note that the used area M1 may not be configured to include an unused area. Specifically, the work area is configured to include a set value area, a gaming machine status flag area, a checksum area, a backup valid flag area, an error-related area, a normal game-related area 1, and a normal game-related area 2. A set value is stored in the set value area. A gaming machine status flag is stored in the gaming machine status flag area. The checksum area stores a checksum. The backup valid flag area stores a backup valid flag. The error-related area stores information about an error. The normal game-related area 1 stores a subcommand pointer and the like. The normal game-related area 2 stores input / output data in the main control board 200, data for arithmetic processing, various counters (random number counter, timer counter, etc.), flags for managing lottery results and game states, and the like. The unused area M2 includes a work area and a stack area. The work area is used as an area for temporarily storing various data during execution of a program (a program for executing a process related to a test defined by the gaming machine rules, or a program for controlling the display of the performance display device 406) stored in the unused area M2. On the other hand, the stack area is used as an area for temporarily saving various data during execution of a program (a program for executing a process related to a test defined by the gaming machine rules, or a program for controlling the display of the performance display device 406) stored in the unused area M2. Specifically, the work area includes a performance display-related area.The performance display related area is used as an area for temporarily storing various data during execution of a program for controlling the display of the performance display device 406 .
[0141] Returning to Fig. 5, the clock generation circuit 402 generates a clock (synchronization signal) at a predetermined clock frequency (for example, 12 [MHz]), and outputs this clock to the main CPU and the random number generation means 210.
[0142] The input port 404 is configured to include a plurality of input ports (input ports 0 to 3 in this embodiment). The input port 0 receives a detection signal from the front frame open sensor 507 and a detection signal from the inner frame open sensor 508, etc. The input port 1 receives a RAM clear signal from the RAM clear switch 407, a detection signal from the setting key switch 408, etc. The input port 2 receives a detection signal from the count switch 104, a detection signal from the general winning port switch 101, a detection signal from the out switch 106, etc. The input port 3 receives a detection signal from the first start port switch 100, a detection signal from the second start port switch 103, a detection signal from the gate switch 102, a detection signal from the specific area switch 107, a detection signal from the discharge area switch 108, etc.
[0143] Each input port (input port 0 to input port 3) has a receiving memory area corresponding to each switch sensor (detection signal). In the receiving memory area corresponding to each switch sensor, 1 bit of data is set that indicates the receiving state of the detection signal from that switch sensor. Specifically, in the receiving memory area corresponding to each switch sensor, "1" (ON state) is set when a detection signal is being input from that switch sensor (high level), and "0" (OFF state) is set when a detection signal is not being input from that switch sensor (low level).
[0144] The output port 405 is configured to include a plurality of output ports (output ports 0 to 4 in this embodiment). The output port 0 outputs a signal (data signal) for controlling the lighting of the status display unit 70. The output port 1 outputs a signal (common signal) for controlling the lighting of the status display unit 70 and the performance display device 406. The output port 2 outputs an external signal. The external signal output from the output port 2 is input to the hall computer. The output port 3 outputs a control signal for controlling the drive of the solenoid related to the normal role object 54, a control signal for controlling the drive of the solenoid related to the special role object 56, a control signal for controlling the specific area solenoid related to the distribution means 53, and the like. The output port 4 outputs a signal (data signal) for controlling the lighting of the performance display device 406.
[0145] The output port 405 is configured to include a command output port 1 and a command output port 2. The main CPU transmits a control command (sub-command) from the command output port 1 to the sub-control board 202, and transmits a control command (payout command) from the command output port 2 to the frame control board 201.
[0146] In this embodiment, the frame control board 201 includes a frame control memory 203, and the frame control memory 203 includes a MY counter 221 and a game ball counter 222 (a ball counter, a game value storage area). The frame control board 201 controls the awarding of game values.
[0147] The frame control board 201 controls the stored value of the MY counter 221. After power is turned on, the frame control board 201 updates the stored value of the MY counter 221 based on the maximum difference in the number of balls in the game value (MY: the increase in the game value from the point when the game value was the most decreased after power was turned on as the base). The stored value of the MY counter 221 is updated based on the value related to the acquisition of game value (prize balls) and the value related to the use of game value. The stored value of the MY counter 221 is reset to "0" when a power outage occurs (recovery from a power outage).
[0148] The frame control board 201 also controls the stored value (number of game balls, number of balls in possession) of the game ball counter 222. The frame control board 201 decreases the number of balls in possession based on the detection of the launch of a game ball, and increases the number of balls in possession based on the payment of a prize ball. The frame control board 201 also increases the number of balls in possession based on the detection of a foul ball. When a game value is transferred from the dedicated unit 400 to the game machine based on a lending operation, the frame control board 201 also increases the number of balls in possession by the amount of the game value to be transferred. When a game value is transferred from the game machine to the dedicated unit 400 based on the operation of the counting button 212, the frame control board 201 also decreases the number of balls in possession by the amount of the game value to be transferred. The frame control board 201 also controls the number of balls in possession to be displayed on the game value number display device 211 (FIG. 1), and changes the display content of the game value number display device 211 according to the increase or decrease in the number of balls in possession.
[0149] In addition, the frame control board 201 is equipped with a game ball count clear switch (not shown) that can be pressed, and when the game machine is powered on (recovered from a power outage) with the game ball count clear switch pressed, the game ball count is cleared and the number of game balls stored in the RAM of the frame control memory 203 (the stored value of the game ball count counter 222) is reset to "0."
[0150] The frame control board 201 also has a ball removal switch (not shown) that can be pressed, and when the power is turned on with the ball removal switch pressed (when power is restored after a power outage), the gaming machine transitions to the ball removal state. When performing maintenance on the gaming machine, the gaming balls inside the gaming machine can be removed by switching the gaming machine to the ball removal state.
[0151] The frame control board 201 is capable of transmitting information related to the stored value of the MY counter 221 to the main control board 200. The main control board 200 manages whether or not to activate the complete function based on the stored value of the MY counter 221. The main control board 200 can activate the complete function when the stored value of the MY counter 221 becomes equal to or exceeds a specific value "95000" (when the specific value is reached).
[0152] When the main control board 200 decides to activate the complete function, it transitions the gaming machine to a state in which play cannot proceed (a game restricted state, a game stopped state), and transmits a command indicating the activation of the complete function to the sub-control board 202. Based on receiving the command, the presentation control means 300 can execute a presentation to notify that the complete function is in operation. Based on the execution of a RAM clear (power interruption recovery accompanied by a RAM clear) as a recovery operation (cancellation operation), the main control board 200 cancels the operation of the complete function.
[0153] The gaming machine of this embodiment can set any one of a plurality of types of gaming machine states as the gaming machine state. As described above, a gaming machine state flag area is provided in the main RAM. In the gaming machine state flag area, a value corresponding to any one of a plurality of types of gaming machine states is stored (set) as the gaming machine state flag. In the gaming machine of this embodiment, a gaming machine state corresponding to the value stored in the gaming machine state flag area is set. FIG. 11 shows the gaming machine state flag.
[0154] (00H: Playable state) The playable state is a gaming machine state in which game progress is possible (game progresses).
[0155] (01H: Setting change status) The setting change state is a gaming machine state in which the setting value stored in the setting value area of the main RAM can be changed. The setting change state is set when the setting change condition is satisfied. In this embodiment, when the detection signal from the inner frame opening sensor 508 is input, the detection signal from the setting key switch 408 is input, and the detection signal from the RAM clear switch 407 is input, the setting change condition is satisfied when the power is turned on. That is, when the inner frame 7 is opened, the setting key switch 408 is rotated to the ON state, and the RAM clear switch 407 is pressed, the setting change state is entered. In the setting change state, the game cannot be played (the game is stopped). In the setting change state, the setting value stored in the setting value area can be changed every time the RAM clear switch 407 is pressed. In the setting change state, the setting value stored in the setting value area is confirmed based on the setting key switch 408 being rotated to the OFF state, the setting change state is terminated, and the state is entered into a playable state.
[0156] (02H: Setting confirmation status) The setting confirmation state is a gaming machine state in which the setting value stored in the setting value area of the main RAM can be confirmed. The setting confirmation state is set when the setting confirmation condition is satisfied. In this embodiment, when the power is turned on, the setting confirmation condition is satisfied when the detection signal from the inner frame open sensor 508 is input, the detection signal from the setting key switch 408 is input, and the detection signal from the RAM clear switch 407 is not input. That is, when the power is turned on, the inner frame 7 is opened, the setting key switch 408 is rotated to the ON state, and the RAM clear switch 407 is not pressed, the setting confirmation state is set. In the setting confirmation state, the game cannot be progressed (the game is stopped). In the setting confirmation state, the setting value stored in the setting value area cannot be changed. In the setting confirmation state, the setting confirmation state ends based on the setting key switch 408 being rotated to the OFF state, and the game transitions to a playable state.
[0157] (03H: Setting abnormality) The setting abnormality state is a gaming machine state in which a setting abnormality has occurred. The setting abnormality state is set when it is determined that the setting value set in the setting value area is not within a specified range in a playable state. In the setting abnormality state, the game cannot proceed (the game is stopped).
[0158] (04H: RAM abnormal state) The RAM abnormal state (RWM abnormal state) is the state of the gaming machine in which a RAM abnormality has occurred. The RAM abnormal state is set when a read / write abnormality in the main RAM is detected when the power is turned on. In the RAM abnormal state, the game cannot proceed (the game is stopped).
[0159] (05H: Backup abnormal state) The backup abnormality state is a gaming machine state in which a backup abnormality has occurred. The backup abnormality state is set when a backup abnormality (specifically, an abnormality in the backup valid flag or an abnormality in the checksum) of the main RAM is detected when the power is turned on. In the backup abnormality state, the game cannot proceed (the game is stopped).
[0160] (06H: Illegal detection status) The fraud detection state is a gaming machine state in which fraud has been detected. The fraud detection state is set when an error related to fraud, such as a radio wave error or a magnetic error, is detected. In the fraud detection state, the game cannot proceed (the game is stopped).
[0161] (07H: Complete function is active) The complete function operating state is a gaming machine state in which the game is stopped and the game stop is notified. In the complete function operating state, the game cannot be progressed (the game is stopped).
[0162] Next, a game control process executed by the main CPU based on a program stored in the main ROM will be described.
[0163] (Power-on processing) The power-on processing (CPU initialization processing) executed by the main CPU will now be described. FIG. 12 is a flowchart showing the power-on processing. When the power is turned on, the main CPU starts the power-on processing shown in FIG. 12. The power-on processing is based on a program for controlling the progress of the game. In other words, the power-on processing is based on a program stored in the usage area m1 (program area) of the main ROM.
[0164] The main CPU executes a CPU initial setting process (S1-1), which reads a startup program from the main ROM and performs settings required for executing various processes, such as register settings.
[0165] Next, the main CPU executes a specific input port confirmation process at power-on (step S1-2). In the specific input port confirmation process at power-on, it is determined whether the value set in the reception storage area of a specific input port (e.g., input port 0 and input port 1) corresponding to a specific switch (sensor) is "1" (ON state), and if it is ON, a value (e.g., "1") indicating that the switch (sensor) is ON is stored in a specific area (ON state storage area) of the main RAM, and if it is not ON, a value (e.g., "0") indicating that the switch (sensor) is OFF is stored in a specific area (ON state storage area) of the main RAM. The specific switches (sensors) include the RAM clear switch 407, the setting key switch 408, the inner frame opening sensor 508, and the ball removal switch.
[0166] Next, the main CPU executes a RAM access permission process (step S1-3), which is a process required to permit access to the work area of the main RAM.
[0167] Next, the main CPU executes a gaming machine status flag acquisition process (step S1-4). In the gaming machine status flag acquisition process, the gaming machine status flag is acquired. Specifically, in the gaming machine status flag acquisition process, the value (gaming machine status flag) stored in the gaming machine status flag area of the main RAM is stored (loaded) in the D register.
[0168] Next, the main CPU judges whether the backup valid flag is normal or not (step S1-5). Here, if the value (backup valid flag) stored in the backup valid flag area of the main RAM is a predetermined valid value, the main CPU judges that the backup valid flag is normal, and if the value stored in the backup valid flag area is not the predetermined valid value, the main CPU judges that the backup valid flag is not normal.
[0169] Next, if the main CPU determines that the backup valid flag is normal, it proceeds to the process of step S1-6, whereas if the main CPU determines that the backup valid flag is not normal, it proceeds to the process of step S1-16.
[0170] Next, the main CPU executes a checksum calculation process (step S1-6) to calculate a checksum based on the backup information.
[0171] Next, the main CPU determines whether or not the checksum calculated in step S1-6 is normal (step S1-7). Specifically, it determines whether or not the calculated checksum value matches the checksum value stored at the time of the power outage.
[0172] If the main CPU determines that the checksums are normal (match), it proceeds to the process of step S1-8, whereas if it determines that the checksums are not normal (do not match), it proceeds to the process of step S1-16.
[0173] Next, the main CPU executes a process for setting areas to be cleared when the power is turned on (step S1-8). In the process for setting areas to be cleared when the power is turned on, the areas other than the setting value area and the game machine status flag area (specifically, the checksum area, the backup valid flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area) are set as the range to be cleared (initialized) in the use area M1 of the main RAM.
[0174] Next, the main CPU determines whether or not the RAM clear switch 407 is in the ON state (step S1-9). The main CPU determines whether or not the RAM clear switch 407 is in the ON state based on the information stored in step S1-2.
[0175] If the main CPU determines that the RAM clear switch 407 is not ON, it proceeds to step S1-10, whereas if the main CPU determines that the RAM clear switch 407 is ON, it proceeds to step S1-19.
[0176] Next, the main CPU determines whether or not a playable state is set (step S1-10). Here, it is determined whether or not a playable state is set based on the gaming machine state flag stored in the D register.
[0177] If the main CPU determines that the gameable state is set, it proceeds to the process of step S1-11. On the other hand, if the main CPU determines that the gameable state is not set, it proceeds to the process of step S1-13.
[0178] Next, the main CPU judges whether the setting confirmation condition is satisfied (step S1-11). The "setting confirmation condition" is satisfied when the playable state is set, the RAM clear switch 407 is not ON, the setting key switch 408 is ON, and the inner frame open sensor 508 is ON.
[0179] If the main CPU determines that the setting confirmation condition is met, it proceeds to the process of step S1-12, whereas if the main CPU determines that the setting confirmation condition is not met, it proceeds to the process of step S1-13.
[0180] Next, the main CPU executes a setting check state setting process (step S1-12). In the setting check state setting process, a value corresponding to the setting value check state is set as the gaming machine state flag in the D register.
[0181] (Step S1-13) Next, the main CPU executes a process for setting an area to be cleared when the power is restored (step S1-13). In the process for setting an area to be cleared when the power is restored, the area other than the set value area, the game machine status flag area, the normal game related area 2, and the stack area (specifically, the checksum area, the backup valid flag area, the error related area, and the normal game related area 1) is set as the range to be cleared (initialized) in the use area M1 of the main RAM.
[0182] Next, the main CPU executes power recovery initialization processing (step S1-14), which clears (initializes) the range set in step S1-13 of the main RAM usage area M1.
[0183] Next, the main CPU executes a subcommand setting process for power recovery (step S1-15). In the subcommand setting process for power recovery, a subcommand (power recovery designation command) for specifying that the power has been restored from a power cut is stored in a subcommand output request buffer in the main RAM. After the process of step S1-15, the process proceeds to step S1-29.
[0184] (Step S1-16) The main CPU executes a backup abnormal state setting process (step S1-16). In the backup abnormal state setting process, a value corresponding to the backup abnormal state is set as the gaming machine state flag in the D register.
[0185] Next, the main CPU executes an unused area read / write check process (step S1-17). In the unused area read / write check process, the unused area M2 of the main RAM is cleared (initialized) and a read / write check is performed.
[0186] Next, the main CPU executes an abnormality clearing target area setting process (step S1-18). In the abnormality clearing target area setting process, all areas (specifically, the set value area, the gaming machine status flag area, the checksum area, the backup valid flag area, the error related area, the normal game related area 1, the normal game related area 2, and the stack area) are set as the range to be cleared (initialized) in the main RAM usage area M1.
[0187] (Step S1-19) The main CPU executes a used area read / write check process (step S1-19). In the used area read / write check process, all areas (the range set in step S1-18) of the used area M1 of the main RAM are cleared (initialized) and a read / write check is performed. Specifically, in the used area read / write check process, all areas (specifically, the set value area, the gaming machine status flag area, the checksum area, the backup valid flag area, the error-related area, the normal game-related area 1, the normal game-related area 2, and the stack area) of the used area M1 of the main RAM are cleared (initialized).
[0188] Next, the main CPU determines whether or not the result of the read / write check is normal (step S1-20).
[0189] If the main CPU determines that the result of the read / write check is not normal, it executes a RAM abnormal state setting process (step S1-21). In the RAM abnormal state setting process, a value corresponding to the RAM abnormal state is set as the gaming machine state flag in the D register. After the process of step S1-21, the process proceeds to the process of step S1-26. If the main CPU determines that the result of the read / write check is normal in step S1-20, it determines whether or not a playable state is set (step S1-22).
[0190] If the main CPU determines that the playable state is set, it executes a playable state setting process (step S1-23). In the playable state setting process, a value corresponding to the playable state is set as the gaming machine state flag in the D register. After the process of step S1-23, the process proceeds to step S1-24. If the main CPU determines in step S1-22 that the playable state is not set, the process proceeds to step S1-24.
[0191] (Step S1-24) The main CPU judges whether or not the setting change condition is satisfied (step S1-24). The "setting change condition" is satisfied when the RAM clear switch 407 is in an ON state, the setting key switch 408 is in an ON state, and the inner frame open sensor 508 is in an ON state.
[0192] When the main CPU determines that the setting change condition is satisfied, it executes a setting change state setting process (step S1-25). In the setting change state setting process, a value corresponding to the setting change state is set as the gaming machine state flag in the D register. On the other hand, when the main CPU determines that the setting change condition is not satisfied, it proceeds to the process of step S1-26.
[0193] (Step S1-26) The main CPU executes a RAM clear initialization process (step S1-26). In the RAM clear initialization process, the main RAM is initialized. In the RAM clear initialization process, the range of the main RAM usage area M1 that was set in step S1-8 is cleared (initialized). Specifically, in the RAM clear initialization process, the main RAM usage area M1 is cleared (initialized) with the exception of the setting value area and the gaming machine status flag area (specifically, the checksum area, backup valid flag area, error-related area, normal game-related area 1, normal game-related area 2, and stack area).
[0194] Next, the main CPU executes a RAM clear subcommand setting process (step S1-27). In the RAM clear subcommand setting process, a subcommand (RAM clear designation command) that specifies that the RAM has been cleared is stored in a subcommand output request buffer in the main RAM.
[0195] Next, the main CPU executes a complete function initialization process (step S1-28). In the complete function initialization process, the operating state of the complete function is released based on the execution of the RAM clear (or setting change).
[0196] (Step S1-29) Next, the main CPU executes a power-on setting process (step S1-29). In the power-on setting process, a process for setting the main control chip ID, a process for outputting manufacturer code information, and the like are executed.
[0197] Next, the main CPU executes a game machine state flag storage process (step S1-30). In the game machine state flag storage process, the game machine state flag set in the D register is stored (saved) in the game machine state flag area of the main RAM.
[0198] Next, the main CPU executes a port input process (step S1-31). In the port input process, the state of each switch (sensor) is acquired. The main RAM is provided with an ON state storage area corresponding to each switch (sensor) connected to the input port 404 (input port 0 to input port 3), and in the port input process, it is determined whether or not an ON state occurs for each switch (sensor) connected to the input port 404 (input port 0 to input port 3). The ON state refers to a state in which a detection signal is not input (low level) and a detection signal is input (high level). The main CPU determines whether or not an ON state occurs for each switch (sensor) based on information set in a reception storage area corresponding to each switch (sensor). Then, when it is determined that an ON state occurs for each switch (sensor), "1" is set in the ON state storage area corresponding to the switch (sensor). On the other hand, when it is determined that an ON state does not occur for each switch (sensor), "0" is set in the ON state storage area corresponding to the switch (sensor).
[0199] Next, the main CPU executes an interrupt setting process (step S1-32). In the interrupt setting process, a value equivalent to a timer interrupt period (for example, 4 ms) is set in the timer circuit.
[0200] (Main loop processing) After the process of step S1-32, the main CPU proceeds to a main loop process based on a program for controlling the progress of the game.
[0201] The main CPU executes interrupt disable processing (step S2-1). In the interrupt disable processing, an interrupt disable state is set that disables interrupts from other processes. As a result, execution of timer interrupt processing and the like is prohibited during the period in which the interrupt disable state is set.
[0202] Next, the main CPU executes a subcommand transmission process (performance control command transmission process) (step S2-2). In the subcommand transmission process, the subcommands stored in the subcommand output request buffer of the main RAM are output to the transmission data register of the output port 405. The subcommands input to the transmission data register are stored in the FIFO buffer, and the subcommands stored in the FIFO buffer are transmitted to the sub-control board 202 in a predetermined order by the transmission shift register.
[0203] Next, the main CPU executes an interrupt permission process (step S2-3). In the interrupt permission process, the interrupt prohibition state is released. As a result, the period from when the interrupt permission process in step S2-3 is executed to when the interrupt prohibition process in step S2-1 is executed becomes an "interrupt permission period" during which execution of the timer interrupt process is permitted.
[0204] (Timer interrupt processing) The clock generation circuit 402 generates an interrupt request signal at a predetermined interrupt period (4 ms). The main CPU executes timer interrupt processing based on the generation of the interrupt request signal during an "interrupt permission period." Figure 13 is a flowchart showing an example of the timer interrupt processing.
[0205] The main CPU executes a dynamic port output process (step S3-1). In the dynamic port output process, a process related to output of a signal (lighting control information) for controlling the lighting of the status display unit 70 and the performance display device 406 is performed.
[0206] Next, the main CPU executes a port input process (step S3-2). The main CPU updates the information in the ON state storage area in the main RAM based on the input information from each operating means, each switch, each sensor, etc.
[0207] Next, the main CPU executes a gaming machine status flag acquisition process (step S3-3). In the gaming machine status flag acquisition process, the gaming machine status flag stored in the gaming machine status flag area of the main RAM is acquired. Specifically, the value stored in the gaming machine status flag area of the main RAM is acquired.
[0208] Next, the main CPU judges whether or not an error related to game stop has occurred based on the value acquired in step S3-3 (step S3-4). Specifically, if the acquired value is any of "03H" related to a setting abnormal state, "04H" related to a RAM abnormal state, "05H" related to a backup abnormal state, "06H" related to a fraud detection state, and "07H" related to a complete function operation state, it is judged that an error related to game stop has occurred. If it is judged in step S3-4 that an error related to game stop has occurred, the process proceeds to step S3-12. On the other hand, if it is judged in step S3-4 that an error related to game stop has not occurred, the process proceeds to step S3-5.
[0209] Next, the main CPU determines whether the setting is being changed or confirmed based on the value acquired in step S3-3 (step S3-5). Specifically, if the acquired value is either "01H" for the setting change state or "02H" for the setting confirmation state, it is determined that the setting is being changed or confirmed. If it is determined in step S3-5 that the setting is being changed or confirmed, the process proceeds to step S3-12. On the other hand, if it is determined in step S3-5 that the setting is not being changed or confirmed (neither), the process proceeds to step S3-6.
[0210] Next, the main CPU executes the number of balls entering and leaving the game (step S3-6). The number of balls entering and leaving the game is a process for counting the number of balls entering the big prize opening 50 in order to control the rounds in the big prize game and the small prize game.
[0211] Next, the main CPU executes a timer update process (step S3-7). In the timer update process, various timers are updated. The timer update process is a process for updating the values of various timers for time control, such as the fluctuation time of special symbols and the elapsed time of rounds during a jackpot.
[0212] Next, the main CPU executes a ball entrance switch management process (step S3-8). In the ball entrance switch management process, processing is executed according to the information of various switches (whether or not the ON state is detected) at this interruption stored in step S3-2. The main CPU checks whether or not there has been a change in the information of the switches such as the winning entrance (whether or not the ON state is detected), and performs, for example, a determination as to whether or not a win has been made, a determination as to whether or not the win for the winning entrance related to the electric role is valid, and storage of a reserved (special random number value).
[0213] Next, the main CPU executes a special game management process (step S3-9). The special game management process is a process for controlling a special symbol lottery, a special symbol variation, and a special electric device (a big win game, a small win game).
[0214] Next, the main CPU executes a normal game management process (step S3-10). The normal game management process is a process for controlling a normal symbol lottery, a normal symbol variation, and a normal electric device.
[0215] Next, the main CPU executes a launch position designation management process (step S3-11). In the launch position designation management process, a process related to the designation of a launch position is executed. For example, when a game state that designates the launch of a game ball to the left game area 4a (left hit) changes to a game state that designates the launch of a game ball to the right game area 4b (right hit) (when a state changes), the main CPU sets (sets) a performance control command (performance control information) that designates a right hit (according to the game state).
[0216] (Step S3-12) Next, the main CPU executes a state management process (step S3-12), in which it determines whether an abnormality (error) has occurred and performs processing according to the determination result.
[0217] Next, the main CPU executes a main control state generation process (step S3-13). In the main control state generation process, a process is performed to set control information for outputting external signals, etc. The external signals include external signals related to game states such as special games (big win, small win) and time-saving states.
[0218] Next, the main CPU executes a complete command set process (step S3-14). The complete command set process is a process for setting a performance control command for executing a pre-warning of the operation of the complete function and a notification related to the operation of the complete function.
[0219] Next, the main CPU executes a gaming machine state flag setting process (step S3-15). In the gaming machine state flag setting process, settings related to the operation of the complete function and the like are performed.
[0220] Next, the main CPU executes a main command reception process (step S3-16). In the main command reception process, the main CPU performs processes related to communication with the dedicated unit 400. For example, the main CPU performs processes related to control and communication of information related to shooting, dispensing balls, counting, clearing the number of game balls, etc. In addition, the main CPU manages errors related to the dedicated unit 400 and sets performance control commands.
[0221] Next, the main CPU executes frame control management processing (step S3-17). In the frame control management processing, control related to the frame control board 201 is performed. For example, processing is performed to check the state of the frame control board 201. Also, processing related to sending frame control information commands is performed. Also, processing related to the performance display device 406 is performed. Also, processing related to winning balls is performed (for example, setting payout information and external output information).
[0222] Next, the main CPU performs an LED display setting process (step S3-18). In the LED display setting process, lighting pattern data (commands) to be displayed on each display unit (special symbol indicator lamp, normal symbol indicator lamp, status indicator lamp, etc.) in the status display unit 70 is generated and set (set).
[0223] Next, the main CPU performs a specific port output process (step S3-19). In the specific port output process, the main CPU mainly performs settings related to the output of signals to the drive sources (solenoids) of the special electric role (special role 56) and the normal electric role (normal role 54). In addition, the main CPU generates information related to the front frame opening sensor 507 and the inner frame opening sensor 508, which are output from the same output port.
[0224] Next, the main CPU performs a ball-scoring state confirmation signal setting process (step S3-20). In the ball-scoring state confirmation signal setting process, settings are made to output an external signal related to the operating state of the normal electric role (normal role 54).
[0225] Next, the main CPU performs a test signal output process (step S3-21). The test signal output process is a process performed to output a test signal. This process is based on a program stored in the unused area m2 of the main ROM.
[0226] Next, the main CPU performs a ball output information calculation process (step S3-22). The ball output information calculation process is a process for calculating information related to the display of the performance display device 406. This process is based on a program stored in the unused area m2 of the main ROM.
[0227] Next, the main CPU performs a process for checking the MY determination counter (step S3-23). The MY determination counter confirmation process is a process that updates the value of the complete function operation management phase (each operation state designation value of the complete function) in the main RAM (used area M1) based on the information (MY information) received from the frame control board 201. This process is based on a program stored in the unused area m2 of the main ROM.
[0228] Next, the main CPU performs a complete management phase setting process (step S3-24). The complete management phase setting process is a process that determines whether or not to store a specific value (a specific value related to the operation of the complete function) in the complete function operation management phase. When a specific value is stored in the complete function operation management phase, the gaming machine status flag "07H" is set in the gaming machine status flag setting process (S3-15) at the time of the next timer interrupt, and the complete function is activated. This process is based on a program stored in the unused area m2 of the main ROM.
[0229] Next, the main CPU performs an interrupt permission process (step S3-25). In the interrupt permission process, an interrupt is permitted. This interrupt permission is set so that the process can proceed to power interruption processing based on the reception of a signal (power interruption signal) indicating the detection of a power interruption.
[0230] (Count switch 104) 14 (detection sensor, first detection sensor) outputs a detection signal (ON signal) to the main CPU (main control board 200) when it detects the entry (advancement) of one gaming ball into the big prize opening 50. Based on the input of the detection signal (ON signal) from the count switch 104, the main CPU adds a value "1" corresponding to one gaming ball to the big prize number counter 109, and manages the number of gaming balls that have entered the big prize opening 50. The count switch 104 is composed of, for example, a proximity sensor (proximity switch).
[0231] (Specific area switch 107) 14 detects the entry (advancement) of one gaming ball into the specific area 51, it outputs a detection signal (ON signal) to the main CPU (main control board 200). Based on the input of the detection signal (ON signal) from the specific area switch 107, the main CPU adds a value "1" corresponding to one gaming ball to a specific area counter (not shown) and manages the number of gaming balls that have entered the specific area 51. The specific area switch 107 is composed of, for example, a proximity sensor (proximity switch).
[0232] (Discharge area switch 108) 14 detects the entry (advancement) of one gaming ball into the discharge area 52, it outputs a detection signal (ON signal) to the main CPU (main control board 200). Based on the input of the detection signal (ON signal) from the discharge area switch 108, the main CPU adds a value "1" corresponding to one gaming ball to a discharge area counter (not shown) and manages the number of gaming balls that have entered the discharge area 52. The discharge area switch 108 is composed of, for example, a proximity sensor (proximity switch).
[0233] The main CPU monitors at a fixed cycle (timer interrupt cycle: for example, 4 ms) whether the switch (sensor) connected to the input port 404 is in the ON state (whether the state has changed from a state in which no detection signal is being input to a state in which a detection signal is being input). When the main CPU detects that the switch (sensor) is ON (a change from OFF to ON), it executes a predetermined process corresponding to the detection of the ON. When the main CPU detects that the count switch 104 is ON, it executes the predetermined process, such as a process of paying out prize balls (for example, 15 balls) based on the detection of the ON, or a process of increasing the value of the big prize counter 109 based on the detection of the ON.
[0234] The main CPU manages the number of balls entering the large prize opening 50 using a large prize number counter 109 (first counter) whose value increases based on detection of ON of the count switch 104. The main CPU also manages the number of balls dispensed from the large prize opening 50 using a specific area counter (second counter) whose value increases based on detection of ON of the specific area switch 107, and a discharge area counter (third counter) whose value increases based on detection of ON of the discharge area switch 108. The number of balls dispensed from the large prize opening 50 is the sum of the value of the specific area counter and the value of the discharge area counter.
[0235] The main CPU monitors whether the number of balls entering the large prize opening 50 matches the number of balls discharged from the large prize opening 50, and detects an abnormality (error) if it is determined that they do not match. The performance control means 300 can execute a process (performance) to notify the abnormality based on the detection of the abnormality. In this embodiment, the process of incrementing the large prize number counter 109, the specific area counter, and the discharge area counter is performed by detecting ON of the count switch 104, the specific area switch 107, and the discharge area switch 108, and the value of the large prize number counter 109 is compared with the total value of the specific area counter and the discharge area counter. However, as a modified example, the entered and discharged ball counter may be incremented by "+1" based on the detection of the count switch 104, and the entered and discharged ball counter is decremented by "-1" based on the detection of the specific area switch 107 and the discharge area switch 108, so that it is possible to detect whether all game balls that entered the large prize opening 50 have been discharged depending on whether the entered and discharged ball counter is "0".
[0236] (Error: Insufficient balls in the large prize slot) When the main CPU determines that the number of balls entering the large prize opening 50 and the number of balls discharged from the large prize opening 50 do not match for a certain period of time, it can detect a large prize opening discharge ball shortage error. For example, after the special device 56 is closed in a small win game that judges the passage of the specific area 51 (or a specific round that judges the passage of the specific area in a machine having a probability fluctuation function operating area), if the number of balls entering the large prize opening 50 and the number of balls discharged from the large prize opening 50 do not match (the number of balls discharged is less than the number of balls entered) for a certain period of time, a large prize opening discharge ball shortage error is detected. Based on the detection of the large prize opening discharge ball shortage error, the performance control means 300 displays a message such as "A discrepancy between balls entering and discharging from the large prize opening has been detected. Please call an attendant" on the liquid crystal display 32 and outputs a warning sound and a voice saying "A discrepancy between balls entering and discharging has been detected" from the speaker 14. When a large prize opening discharge ball shortage error is detected, the gaming machine is in a state where it cannot proceed with the game. To clear the error regarding the lack of balls ejected from the large prize outlet, an attendant must carry out a specified operation (such as turning the power back on, for example).
[0237] (Big prize slot ball in / out mismatch error) The main CPU can detect a large prize opening ball in / out mismatch error when the number of balls entering the large prize opening 50 and the number of balls ejected from the large prize opening 50 do not match. When the main CPU determines that the number of balls entering the large prize opening 50 and the number of balls ejected from the large prize opening 50 do not match in a special game state (the period from the start to the end of the special game state) in which a predetermined number of rounds of special games are played, it detects a large prize opening ball in / out mismatch error. Based on the detection of the large prize opening ball in / out mismatch error, the performance control means 300 displays a message such as "A large prize opening ball in / out mismatch has been detected" on the liquid crystal display 32 and outputs a warning sound and a voice such as "A large prize opening ball in / out mismatch has been detected" from the speaker 14 at the end of the special game state (end of the ending). Note that the game can be progressed even if a large prize opening ball in / out mismatch error occurs. In addition, the large prize port ball in / out mismatch error is cleared when a predetermined time (60 seconds) has elapsed since the start of notification of the error.
[0238] The large prize opening insufficient ball discharge error and the large prize opening in / out mismatch error both check to see if the number of winning balls enter the large prize opening 50 matches the number of balls discharged, but the large prize opening insufficient ball discharge error is determined at the end of a round of play which determines passage to the specific area 51 in particular, with the aim of preventing cheating in passing through a specific area, whereas the large prize opening in / out mismatch error is determined at the end of a special play (jackpot, small win) for the purpose of checking if the number of winning balls enter and out throughout the special play matches. In addition, the large prize opening ball in / out mismatch error may be judged on a round-by-round basis, but in cases where the time between rounds in a jackpot game is set to be short so that winning balls from the previous round may be discharged in the next round, and the valid judgment period for the large prize opening 50 is set uninterrupted until the end of the jackpot game, it is preferable to perform the error judgment process for the large prize opening ball in / out mismatch error at the end of the special game (when the valid judgment period for the remaining balls, which is set after the final round is closed, has elapsed, or at the start or end of the jackpot end demo, as described above).
[0239] Next, we will explain a method for preventing the main CPU from erroneously determining that an abnormality has occurred (falsely detecting an abnormality) and reporting the occurrence of an abnormality, even though in fact the number of balls entering the large prize opening 50 and the number of balls ejected from the large prize opening 50 match.
[0240] An example of a case in which the main CPU may erroneously detect an abnormality is when a single game ball enters the large prize opening 50, but due to the structure inside the large prize opening 50 or the entry speed of the game ball, the game ball bounces at (near) the count switch 104, and the main CPU receives the detection signal (ON signal) of the count switch 104 twice based on the entry of the single game ball (detects the ON state twice), and based on this, the number of balls that enter the large prize opening 50 and the number of balls that are discharged from the large prize opening 50 may not match. In addition, for example, if two game balls successively enter the large prize opening 50 and collide (bounce) with each other at (near) the count switch 104, the main CPU may receive the detection signal (ON signal) of the count switch 104 three times based on the entry of the two game balls (detect the ON state three times), and based on this, the number of balls entering the large prize opening 50 and the number of balls ejected from the large prize opening 50 may not match.
[0241] When an irregular event like this occurs (such as a game ball bouncing) and the main CPU miscounts (double counts, etc.) the number of game balls that have entered the large prize opening 50, it determines that the number of balls that have entered the large prize opening 50 and the number of balls that have been discharged from the large prize opening 50 do not match, and erroneously detects an abnormality.
[0242] Fig. 15(a) shows a non-irregular time (normal processing time), in which the main CPU receives two ON signals from the count switch 104 based on two consecutive game balls entering the large prize opening 50. On the other hand, Fig. 15(b) shows an irregular time (when the game ball bounces), in which the main CPU receives two ON signals from the count switch 104 based on the game ball that entered the large prize opening 50 bouncing.
[0243] Here, the time (period) during which the first ON is detected is the first ON time (previous ON time), the time (period) during which the second ON is detected is the second ON time (present ON time), and the time (period) between the first ON time and the second ON time is the OFF time. Note that the state in which the count switch 104 detects ON may be referred to as a "detection state," and the state in which the count switch 104 is OFF (a state in which ON is not detected) may be referred to as a "non-detection state." The OFF time can be rephrased as the duration of the non-detection state.
[0244] As shown in Fig. 15(a) and Fig. 15(b), in an irregular state, the OFF time (OFF period, OFF pulse width) is relatively shorter than in a non-irregular state. In an irregular state, the OFF time is extremely short. This OFF time is an OFF time that is not possible when two game balls enter the big winning hole 50 in succession (in a non-irregular state) (an OFF time that does not normally occur).
[0245] In this embodiment, when a game ball that has entered the big prize opening 50 performs an irregular motion such as bouncing, the number of game balls that have entered the big prize opening 50 is prevented from being erroneously counted. For example, the number of game balls that have entered the big prize opening 50 is prevented from being erroneously counted as a number of game balls that have entered the big prize opening 50.
[0246] In this embodiment, when the main CPU detects ON of the count switch 104, it may determine that the detection of the ON is invalid based on the immediately preceding OFF time (length of non-detection state). When the main CPU determines that the detection of the ON is invalid, it does not execute the above-mentioned predetermined process (including the process of increasing the value of the big win counter 109) corresponding to the detection of the ON. The ON detection invalidity determination process will be specifically explained below using the flowchart shown in FIG. 16. In the following explanation, the count switch 104 may be referred to as a "sensor". The ON detection invalidity determination process is executed as one of the ball entrance switch management processes (step S3-8) of the timer interrupt process (FIG. 13).
[0247] (ON detection invalidity judgment process) (Step S1001) The main CPU reads the input port 404. This process, "ON detection invalidity determination process," is part of the port input process (step S3-2) of the timer interrupt process (FIG. 13), but may also be part of the ball in / out count process (step S3-6) or ball inlet switch management process (step S3-8) as another example. When performing processing in the ball in / out count process (step S3-6) or ball inlet switch management process (step S3-8) other than the port input process that reads the port input, the "read input port 404" process can be replaced with a process that references the data storage area of the input port detection status stored in the port input process (step S3-2) (for example, the current input state data of the input port 404 of the current timer interrupt, or the rising data or falling data obtained by comparing the data of the current timer interrupt with the data of the previous timer interrupt).
[0248] (Step S1002) The main CPU determines whether the input state (sensor input state) of the count switch 104 (sensor) is "ON." If it is determined that the sensor input state is not "ON" (is "OFF") (step S1002: NO), the main CPU proceeds to step S1003. On the other hand, if it is determined that the sensor input state is "ON" (step S1002: YES), the main CPU proceeds to step S1011.
[0249] (Step S1003) The main CPU determines whether or not "the previous input state is 'ON' and the current input state is 'OFF'." The previous input state is the input state of the count switch 104 at the time of the previous timer interrupt processing, and is data stored in the processing of step S1010 described below. The current input state is the input state of the count switch 104 at the time of the current (present) timer interrupt processing (obtained in step S1001). Step S1003 can be rephrased as determining whether or not an OFF edge (the "falling" of the detection signal) has been detected.
[0250] In step S1003, if it is determined that "the previous input state is 'ON' and the current input state is 'OFF'" (step S1003: YES), the main CPU performs a process (not shown) of storing the fact that an OFF edge has been detected, and proceeds to step S1004. On the other hand, if it is determined that "the previous input state is 'ON' and the current input state is not 'OFF'" (step S1003: NO), that is, if it is determined that the previous input state is 'OFF' and the current input state is 'OFF', the main CPU proceeds to step S1006.
[0251] (Step S1004) The main CPU clears the sensor OFF monitoring timer (OFF time timer) and sets the initial value to “0.” The sensor OFF monitoring timer is a timer for measuring the time that the count switch 104 is OFF.
[0252] (Step S1005) The main CPU sets the sensor OFF monitoring by the sensor OFF monitoring timer to "enabled." When the input state of the count switch 104 changes from ON to OFF (switches from ON to OFF), the main CPU sets the sensor OFF monitoring to "enabled" and starts timing (measurement) the OFF time. After processing in step S1005, the main CPU proceeds to step S1010.
[0253] (Step S1006) The main CPU determines whether the sensor off monitoring is "enabled." If the main CPU determines that the sensor off monitoring is "enabled" (step S1006: YES), the process proceeds to step S1007. On the other hand, if the main CPU determines that the sensor off monitoring is not "enabled" (step S1006: NO), that is, if the main CPU determines that the sensor off monitoring is "disabled," the process proceeds to step S1010.
[0254] (Step S1007) The main CPU determines whether the value of the sensor OFF monitoring timer has reached a specific value (e.g., "5") (whether it is equal to or greater than the specific value). If it is determined that the value of the sensor OFF monitoring timer has not reached the specific value (step S1007: NO), the process proceeds to step S1008. On the other hand, if it is determined that the value of the sensor OFF monitoring timer has reached the specific value (step S1007: YES), the process proceeds to step S1009.
[0255] (Step S1008) The main CPU updates (counts up) the value of the sensor OFF monitoring timer. Specifically, the main CPU adds (increments) "1" to the value of the sensor OFF monitoring timer. While the sensor OFF monitoring is "enabled", the value of the sensor OFF monitoring timer can increase with each timer interrupt (every interrupt (e.g., 4 ms)). If the specific value is "5" in the above-mentioned step S1007, it can be said that the main CPU determines whether or not the value of the sensor OFF monitoring timer (OFF time) has reached 20 ms (4 ms x 5). Moreover, the 20 ms can be said to be a "predetermined period".
[0256] (Step S1009) The main CPU sets the sensor OFF monitoring to "disabled." An upper limit (specific value) is set in advance for the value of the sensor OFF monitoring timer, and when the count switch 104 continues to be "OFF," the sensor OFF monitoring is "enabled," and the value of the sensor OFF monitoring timer reaches the upper limit (specific value), the sensor OFF monitoring is set to "disabled," and the sensor OFF monitoring is stopped. That is, in the processing of this embodiment, if a new detection (rising edge, described later) of the count switch 104 occurs during a period when the sensor OFF monitoring is "enabled," the detection is highly likely to be an irregular detection, and if a new detection (rising edge, described later) of the count switch 104 occurs during a period when the sensor OFF monitoring is "disabled," the detection is highly likely to be a normal detection.
[0257] (Step S1010) The main CPU saves (stores) the current input state (the current input state of the sensor). The information saved in step S1010 is used as the "previous input state" in the process of step S1003 at the next timer interrupt.
[0258] (Step S1011) The main CPU determines whether or not "the previous input state is 'OFF' and the current input state is 'ON'". Step S1011 can be rephrased as determining whether or not an ON edge ('rising edge' of the detection signal) has been detected. If it is determined that "the previous input state is 'OFF' and the current input state is 'ON'" (step S1011: YES), the main CPU performs a process (not shown) of storing the fact that an ON edge has been detected, and proceeds to step S1012. On the other hand, if it is determined that "the previous input state is 'OFF' and the current input state is 'ON'" (step S1011: NO), that is, if it is determined that "the previous input state is 'ON' and the current input state is 'ON'", the main CPU proceeds to the process of step S1010.
[0259] (Step S1012) The main CPU determines whether or not the sensor off monitoring is "enabled." If the main CPU determines that the sensor off monitoring is "enabled" (step S1012: YES), the process proceeds to step S1013. On the other hand, if the main CPU determines that the sensor off monitoring is not "enabled" (step S1012: NO), that is, if the main CPU determines that the sensor off monitoring is "disabled," the process proceeds to step S1014.
[0260] (Step S1013) The main CPU refers to the value of the sensor OFF monitoring timer and determines whether the value has reached a specific value (whether the value is equal to or greater than the specific value). If it is determined that the value of the sensor OFF monitoring timer has reached the specific value (step S1013: YES), the main CPU proceeds to processing in step S1014. On the other hand, if it is determined that the value of the sensor OFF monitoring timer has not reached the specific value (step S1013: NO), the main CPU proceeds to processing in step S1010.
[0261] (Step S1014) The main CPU determines that this detection of ON (a change in the input state of count switch 104 from OFF to ON) is the detection of a valid ON, and executes processing based on the detection of ON (the above-mentioned "predetermined processing", such as processing to store (in the large prize count counter 109) information that can identify that a valid ball has entered the large prize slot 50).
[0262] In step S1013, if it is determined that the value of the sensor OFF monitoring timer has not reached a specific value (step S1013: NO), the current ON detection is deemed invalid (not valid), and the processing of step S1014 is not executed.
[0263] When the main CPU detects that the input state (sensor signal) of the count switch 104 has changed from OFF to ON, it can invalidate the detection of the ON based on the value of the sensor OFF monitoring timer (the previous OFF time). If the main CPU determines that the detection of the ON is not invalid (valid), it executes a predetermined process based on the detection of the ON, but if it determines that the detection of the ON is invalid, it does not execute a predetermined process based on the detection of the ON. In other words, even if the main CPU receives a detection signal (ON signal) from the count switch 104, if the previous OFF time does not reach a specific length (if the OFF time is shorter than a predetermined period), it determines that the detection of the ON is invalid and does not execute (skips) the process based on the detection of the ON.
[0264] This makes it possible to prevent the main CPU from erroneously counting the number of game balls that have entered the large prize opening 50. This makes it possible to prevent erroneous detection of an abnormality (error) based on a discrepancy between the number of balls that have entered the large prize opening 50 and the number of balls that have been discharged from the large prize opening 50, and to prevent the abnormality from being erroneously reported.
[0265] In step S1009, the main CPU sets the sensor OFF monitoring to "disabled", but when the value of the sensor OFF monitoring timer reaches a specific value, there is no need to time (measure) the OFF time any more. That is, when the value of the sensor OFF monitoring timer reaches a specific value, a relatively long time has passed since the previous OFF edge was detected, and when the count switch 104 is next detected as ON (change from OFF to ON), the detection of the ON is regarded as a valid ON detection. When the sensor OFF monitoring is set to "disabled" in step S1006, the process proceeds to step S1010, and steps S1007 and S1008 are omitted, thereby reducing the processing load. In other words, the processing load can be reduced by configuring the sensor OFF monitoring (timing process) to stop when the value (OFF time) of the sensor OFF monitoring timer reaches a specific value (predetermined length).
[0266] In this embodiment, the initial value "0" of the sensor OFF monitoring timer (OFF time timer) is set in step S1004, and the value of the sensor OFF monitoring timer is counted up (incremented) in step S1008. However, the present invention is not limited to this, and the initial value (for example, "5") of the sensor OFF monitoring timer (OFF time timer) may be set in step S1004, and the value of the sensor OFF monitoring timer may be counted down (decremented) in step S1008. In this case, in steps S1007 and S1013, it is determined whether the value of the sensor OFF monitoring timer has reached a specific value "0". In addition to updating the timer value, the present embodiment is configured to store the validity / invalidity of the sensor OFF monitoring as information, but the sensor OFF monitoring may be always enabled (not disabled) and the timer value may be determined to be equal to or greater than a specific value ("5" or greater in the case of counting up) or equal to or greater than a specific value ("0" in the case of counting down) to determine whether or not the period of erroneous counting is occurring based on the timer information (whether or not to disable the ON detection).
[0267] Here, we will explain how to set the specific value in the specifications of this embodiment shown in Figure 16. The specific value can be set to a predetermined value according to the specifications of the big prize opening (special role). Fig. 17(a) shows the results of measuring the first ON time (previous ON time), OFF time, and second ON time (current ON time) when actually playing with the gaming machine of this embodiment, with the OFF times listed in ascending order in the table. Fig. 17(b) shows the results of measuring the first ON time (previous ON time), OFF time, and second ON time (current ON time) when the gaming balls are forcibly continuously inserted into the large prize opening 50 (the gaming balls are released from a state where they are retained in the passage above the large prize opening 50, and are inserted into the large prize opening 50) in the gaming machine of this embodiment, with the OFF times listed in ascending order in the table.
[0268] In an actual game, it may happen that game balls enter the big winning hole 50 consecutively. Therefore, even if the OFF time is the shortest (29.1 ms), a specific value is set so that the ON detection is not judged as invalid in the ON detection invalidation judgment process. In this embodiment, since the cycle of the timer interruption process is 4 ms, the specific value is set to "5" and the reference time is set to 20 ms (4 ms x 5). In this case, when the ON (change from OFF to ON) of the count switch 104 is detected and the immediately preceding OFF time is equal to or longer than the reference time (20 ms), the detection of the ON is validated. On the other hand, even if the ON (change from OFF to ON) of the count switch 104 is detected, if the immediately preceding OFF time is less than the reference time (20 ms), the detection of the ON is invalidated.
[0269] Fig. 18(a) shows the results of measuring the first ON time (previous ON time), the OFF time, and the second ON time (current ON time) when actually playing a game machine having a big prize opening (special role) different from this embodiment, and the table shows the OFF times in ascending order. Fig. 18(b) shows the results of measuring the first ON time (previous ON time), the OFF time, and the second ON time (current ON time) when forcibly making game balls enter the big prize opening continuously (the game balls are released from a state where they are retained in the passage above the big prize opening, and are made to enter the big prize opening) in the game machine, and the table shows the OFF times in ascending order.
[0270] Even if the OFF time is the shortest (12.5 ms), the specific value is set so that the ON detection is not judged as invalid in the ON detection invalidation judgment process. For example, if the period of the timer interruption process of the gaming machine is 4 ms, the specific value is set to "2" and the reference time is set to 8 ms (4 ms x 2). In this case, if the ON of the count switch 104 (change from OFF to ON) is detected and the immediately preceding OFF time is equal to or longer than the reference time (8 ms), the detection of the ON is validated. On the other hand, even if the ON of the count switch 104 (change from OFF to ON) is detected, if the immediately preceding OFF time is less than the reference time (8 ms), the detection of the ON is invalidated.
[0271] In this embodiment, the so-called type 1 and type 2 mixed gaming machine is used for explanation, but the present invention is not limited to this and may be applied to other types of gaming machines (for example, type 1 V variable probability machine). For example, the gaming machine may be configured to transition to a high probability state (a state in which the probability of winning a jackpot is set high) after the special game state ends when a gaming ball passes through a specific area 51 (variable probability area) in a large prize winning hole during a special game (a jackpot game).
[0272] In addition, in this embodiment, a method has been shown in which an ON detection invalid judgment process is executed in the large prize opening 50 (variable prize opening) equipped with a special device 56 and a count switch 104 (detection sensor) to suppress erroneous counting of the number of game balls that have entered the opening, but, for example, a similar process may be executed in the second start opening 49 (variable prize opening) equipped with a normal device 54 and a second start opening switch 103 (detection sensor) to suppress erroneous counting of the number of game balls that have entered the opening.
[0273] In addition, not only in the variable winning port, but also in the first starting port 46 and the general winning port 47, an ON detection invalid determination process may be executed to prevent erroneous counting of the number of game balls that have passed (entered).
[0274] The gaming machine of this embodiment is A gaming machine having a gaming area (a gaming area 4) in which a gaming medium moves, and in which a gaming medium is released into the gaming area in response to an operation by a player, A main control means (main control board 200) for controlling the progress of the game; A variable winning port (large winning port 50) that is opened when an opening condition is satisfied and that is closed when a closing condition is satisfied; A detection sensor (count switch 104) capable of detecting the entry of a game ball into the variable winning opening, The main control means measures the number of game balls that have entered the variable winning opening based on the detection of the game balls by the detection sensor, The main control means is capable of executing a timing process for timing a duration of the non-detection state when the detection sensor switches from a state in which the detection sensor detects an entry of a game ball to a non-detection state in which the detection sensor does not detect an entry of a game ball, When the detection sensor detects a game ball entering the ball, the main control means can invalidate the detection based on the duration of the non-detection state.
[0275] The main control means counts the number of game balls that have entered the variable winning opening based on the detection of the game balls by the detection sensor, and when the detection sensor detects the entry of game balls, the detection can be invalidated based on the duration of the non-detection state. For example, when an irregular situation occurs, the duration of the non-detection state becomes a predetermined value (such as an abnormal value that is determined not to have reached a threshold value (specific value) in the process of determining whether it is irregular), and in that case, the detection is invalidated. Therefore, it is possible to prevent the number of game balls that have entered the variable winning opening from being erroneously counted as more than they actually are.
[0276] In addition, in the gaming machine of this embodiment, When the detection sensor detects a game ball entering the game ball, if the duration of the non-detection state is shorter than a predetermined period, the main control means invalidates the detection.
[0277] As shown in FIG. 19(a), in this embodiment, a certain period T (for example, 20 ms) after an OFF edge (change from ON to OFF) is detected is a period (ON invalid period) during which the detection of the next ON of the count switch 104 (change from OFF to ON) is invalidated. Meanwhile, in the large winning port 50, the difference in ball entry speed for each game ball is relatively large. Therefore, the variation in the ON time (pulse width) of the count switch 104 is relatively large. In this embodiment, since a certain period T after an OFF edge (change from ON to OFF) is detected is set as the ON invalid period, when the ON time (pulse width) is short as shown in FIG. 19(b), the timing of the end of the ON invalid period is earlier than that in FIG. 19(a). Since the timing of the end of the ON invalid period changes in accordance with the fluctuation of the pulse width in this way, when a (non-irregular) ON that should be determined as valid is detected next, the detection of the ON is not invalidated.
[0278] 19(c) and 19(d) show specifications different from those of this embodiment, in which the ON of the count switch 104 (change from OFF to ON) is detected and a certain period V after the ON is determined to be valid is set as the ON invalid period. Even if the ON time (pulse width) is relatively short as in FIG. 19(d), the timing at which the ON invalid period ends is the same (unchanged) as in FIG. 19(c). For this reason, as shown in FIG. 19(d), when the next (non-irregular) ON that should be determined to be valid is detected, a problem occurs in that the detection of the ON may be invalidated.
[0279] According to the configuration of this embodiment, it is possible to prevent the occurrence of a problem in which detection of ON, which should be valid when the ON time (pulse width) is short, is invalidated.
[0280] The present invention is not limited to the above-described embodiment, and can be modified in various ways without departing from the spirit of the invention. For example, various controls are not limited to those in the above-described embodiment. Furthermore, the present invention allows free combinations, modifications of each component, or omission of components within the scope of the invention. [Explanation of symbols]
[0281] 4. Gaming area 50 Grand Prize Winners 104 Count Switch 200 Main control board
Claims
1. A gaming machine having a game area in which a game medium moves, and in which the game medium is released into the game area in response to an operation by a player, A main control means for controlling the progress of a game; A variable winning port that is opened when an opening condition is satisfied and that is closed when a closing condition is satisfied; A detection sensor capable of detecting the entry of a game ball into the variable winning port, The main control means measures the number of game balls that have entered the variable winning opening based on the detection of the game balls by the detection sensor, The main control means is capable of executing a timing process for timing a duration of the non-detection state when the detection sensor switches from a state in which the detection sensor detects an entry of a game ball to a non-detection state in which the detection sensor does not detect an entry of a game ball, A gaming machine in which, when the detection sensor detects a gaming ball entering the game machine, the main control means can invalidate the detection based on the duration of the non-detection state.
2. 2. The gaming machine according to claim 1, wherein the main control means invalidates the detection when the detection sensor detects a game ball entering the game machine and the duration of the non-detection state is shorter than a predetermined period.
Citation Information
Patent Citations
Game machine
JP2020000530A