Game machine
The gaming machine employs a double buffer configuration to address the challenge of delayed image rendering, achieving accurate and timely display data rendering for performance images.
Patent Information
- Application Number
- JP2023192577
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2023-11-10
- Publication Date
- 2025-05-22
- Estimated Expiration
- 2043-11-10
AI Technical Summary
Existing gaming machines face challenges in accurately rendering display data for performance images without delays, requiring improved drawing processes to ensure timely and accurate image rendering.
A gaming machine with a double buffer configuration, utilizing two frame buffers to continuously display images by switching between a drawing frame buffer and a display frame buffer on a frame-by-frame basis, allowing for parallel processing and reducing delays.
The solution enables accurate and timely rendering of display data for performance images, enhancing the gaming experience by minimizing delays and ensuring smooth image transitions.
Smart Images

Figure 2025079725000001_ABST
Abstract
Description
[Technical field]
[0001] The present invention relates to gaming machines such as pinball gaming machines (also called "pachinko gaming machines" or "pachinko machines") or reel gaming machines (also called "pachislot machines" or "slot machines"). [Background technology]
[0002] In a typical pachinko machine, a game ball is shot into a play area, and when the ball enters a starting hole in the play area, a lottery is held to see whether or not a win will occur, and the display of the patterns is based on the result of the lottery. At this time, a display device provided in the approximate center of the game board displays the variation using decorative patterns, and shows the result of the lottery (whether or not a win has been won) in a manner that is easy for the player to recognize. The display device not only displays the variation of decorative patterns, but also displays various performance images (including moving images), such as background displays, preview displays and reach displays that heighten the player's expectations, and images that suggest how to play (for example, Patent Document 1). [Prior art documents] [Patent documents]
[0003] [Patent Document 1] JP 2020-058614 A Summary of the Invention [Problem to be solved by the invention]
[0004] The display data of the performance image is generated by a drawing process that draws the display data using material image data prepared in advance, and the generated display data is output to the performance display device by the display process without any time delay. Therefore, the drawing process is required to draw accurately according to the request of the drawing command without delay, but there is room for improvement in this respect.
[0005] In view of the above-mentioned problems, the present invention aims to provide a gaming machine capable of accurately drawing display data for an effect image while suppressing delays. [Means for solving the problem]
[0006] In order to solve such problems, the present invention provides a gaming machine having a double buffer configuration that uses two frame buffers each storing one frame of display data to achieve continuous screen display by repeatedly switching, on a frame-by-frame basis, between a drawing frame buffer that draws a display image and a display frame buffer that displays the drawn display image, the gaming machine comprising: a first storage device in which a plurality of image data are stored; a second storage device capable of caching the plurality of image data stored in the first storage device; drawing means for drawing an image for display using one or more image data of the plurality of image data stored in the first or second storage device based on receipt of a drawing command stored in a command buffer; and read cache means for reading at least any image data of the plurality of image data from the first storage device and transferring a copy of the image data to the second storage device. In this gaming machine, if the drawing means receives a specific command other than a drawing command for a specified image for presentation that is displayed on the screen as the pattern changes before receiving a drawing command instructing the drawing of the specified image for presentation, the read cache means executes a process of reading original image data that is the source of the specified image for presentation from the first storage device and transferring a copy of the original image data to the second storage device, so that when the drawing means draws the specified image for presentation, the original image data transferred to the second storage device can be read, and while the read cache means is executing a process, any process that does not access the first storage device can be executed in parallel. Effect of the Invention
[0007] According to the present invention, it is possible to accurately render display data for a performance image while suppressing delays. [Brief description of the drawings]
[0008] [Figure 1] 1 is a front view of a pachinko machine according to a first embodiment of the present invention. [Diagram 2] FIG. [Diagram 3] This is an oblique view of a pachinko machine seen from the front. [Figure 4] This is an oblique view of a pachinko machine seen from the rear. [Diagram 5] This is an oblique view of a pachinko machine from the front with the glass frame open from the front frame and the front frame open from the outer frame. [Figure 6] This is an exploded oblique view of a pachinko machine disassembled into a glass frame, a game board, a front frame, and an outer frame, viewed from the front. [Figure 7] This is an exploded oblique view of a pachinko machine disassembled into a glass frame, a game board, a front frame, and an outer frame, viewed from the rear. [Figure 8] FIG. [Figure 9] This is an oblique view of the game board from the front right. [Figure 10] FIG. [Figure 11] This is an oblique view of the back of the game board from the rear left. [Figure 12] This is an oblique view of the back of the game board from the rear right. [Figure 13] This is an exploded perspective view of the game board, broken down into its main components, as seen from the front. [Figure 14] This is an exploded perspective view of the game board disassembled into its main components and viewed from behind. [Figure 15] This is a rear view of a pachinko machine (part 1). [Figure 16] This is the rear view of a pachinko machine (part 2). [Figure 17] Rear view of a pachinko machine (part 3). [Figure 18] FIG. 18 is a perspective view of the pachinko machine in the state shown in FIG. 17. [Figure 19] 2 is a control block diagram showing an example of the electrical configuration of the gaming machine. FIG. [Figure 20] 20 is a block diagram showing an example of the function of the main control board shown in FIG. 19. [Figure 21] A block diagram showing an example of the function of the performance control board shown in Figure 19. [Figure 22] A figure showing an example of a special pattern winning / losing lottery table. [Diagram 23] FIG. 13 is a diagram showing an example of a special winning symbol table. [Figure 24] A figure showing an example of a special pattern change pattern table for winning. [Diagram 25] A figure showing an example of a special pattern change pattern table for losing. [Figure 26] FIG. 13 is a diagram showing an example of a fluctuation pattern pre-reading determination table. [Figure 27] 13 is a flowchart showing an example of a main process on the main control side. [Figure 28] This is a flowchart showing an example of the main processing on the main control side following Figure 27. [Figure 29] This is a flowchart showing an example of the main processing on the main control side following Figure 28. [Diagram 30] 13 is a flowchart illustrating an example of a setting change process. [Diagram 31] 13 is a flowchart illustrating an example of a setting confirmation process. [Diagram 32] 13 is a flowchart showing an example of a main control side timer interrupt processing. [Diagram 33] A flowchart showing an example of main control side timer interrupt processing consecutive to Figure 32. [Diagram 34] 13 is a flowchart showing an example of a start port monitoring control process. [Diagram 35] 35 is a flowchart showing an example of the starting port monitoring control processing following FIG. 34. [Diagram 36] 13 is a flowchart showing an example of a special pattern variation start monitoring and control process. [Figure 37] A flowchart showing an example of the special pattern change start monitoring process shown in Figure 36. [Figure 38] This is a flowchart showing an example of the special pattern variation start monitoring process following Figure 37. [Figure 39] 13 is a flowchart showing an example of a special symbol control process. [Diagram 40] 40 is a flowchart showing an example of the special symbol control general-purpose process shown in FIG. 39. [Diagram 41] 41 is a flowchart showing an example of the special pattern variation start processing shown in FIG. 40. [Diagram 42] 41 is a flowchart showing an example of processing during the special pattern change shown in FIG. 40. [Diagram 43] 41 is a flowchart showing an example of a process during display of a special symbol stop symbol shown in FIG. 40. [Diagram 44] 44 is a flowchart showing an example of a process during display of a special symbol stop symbol, continuing from FIG. 43. [Diagram 45] 45 is a flowchart showing an example of a process during display of a special symbol stop symbol, continuing from FIG. 44. [Figure 46] 13 is a flowchart showing an example of a special electric feature control process. [Figure 47] 47 is a flowchart showing an example of the special electric feature control processing following FIG. 46. [Figure 48] This is a flowchart continuing from Figure 47 showing an example of special electric feature control processing. [Figure 49] 13 is a flowchart illustrating an example of a reset start process. [Figure 50] 13 is a flowchart showing an example of a main process on the performance control side. [Figure 51] 51 is a flowchart showing an example of a command analysis process shown in FIG. 50. [Figure 52] 52 is a flowchart showing an example of a rendering state transition process shown in FIG. 51. [Figure 53] 52 is a flowchart showing an example of the variable performance content determination process shown in FIG. 51. [Figure 54] A flowchart showing an example of the big win presentation content determination process shown in Figure 51. [Figure 55]This is a flowchart showing an example of the process for determining the contents of a big win presentation, continuing from Figure 54. [Figure 56] 13 is a flowchart showing an example of a performance control side timer interrupt processing. [Figure 57] 13 is a flowchart showing an example of an image control command transmission interrupt process. [Figure 58] A diagram for explaining the display of decorative patterns, etc. on a performance display device. [Figure 59] A figure showing an example of a screen transition before the start of a game standby demo presentation. [Figure 60] FIG. 13 is a diagram for explaining a counting method of the MY counter. [Figure 61] A figure showing an example (part 1) of the advance notification display. [Figure 62] A figure showing an example (part 2) of the advance notification display. [Figure 63] A figure showing an example of the display of a suppression notification effect. [Figure 64] FIG. 11 is a diagram showing an example of the electrical configuration of a pachinko machine according to a second embodiment of the present invention. [Figure 65] A block diagram showing an example of the function of the sub-control board shown in Figure 64. [Figure 66] 13 is a flowchart showing an example of a processing procedure for drawing processing. [Figure 67] 13 is a flowchart illustrating an example of a procedure for clearing a watchdog timer. [Figure 68] 13 is a flowchart showing an example of a command analysis processing procedure. [Figure 69] 2 is an external perspective view of the gaming machine 2000. FIG. [Figure 70] FIG. 2 is a front external view of the gaming machine 2000. [Figure 71] FIG. 2 is a top view of a portion of the gaming machine 2000. [Figure 72] 2 is a block diagram showing an outline of control in the gaming machine 2000. FIG. [Figure 73] FIG. 20 is a perspective view of the pattern display device 2038. [Figure 74]FIG. 23 is a perspective view showing an example of a back lamp 2310. [Figure 75] An oblique view of the left reel 2039a. [Figure 76] An exploded oblique view of the left reel 2039a. [Figure 77] 13 is a diagram for explaining the arrangement of symbols on each reel. FIG. [Figure 78] 13 is a diagram for explaining the display of symbols when the reels are stopped. FIG. [Figure 79] 23 is a diagram for explaining the vicinity of an end of a reel tape 2320. FIG. [Figure 80] 11A to 11C are diagrams for explaining examples of designs of predetermined reel symbols. DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
[0009] Hereinafter, a gaming machine according to an embodiment of the present invention will be described with reference to the drawings.
[0010] <1. First embodiment> <The structure of a pachinko machine> FIG. 1 is a front view of a pachinko machine according to a first embodiment of the present invention. In addition, in FIG. 2 and subsequent figures, the pachinko machine 1 shown in FIG. 1 is shown in other directions and disassembled. FIG. 2 is a right side view of the pachinko machine, FIG. 3 is a perspective view of the pachinko machine seen from the front, and FIG. 4 is a perspective view of the pachinko machine seen from the rear. In addition, FIG. 5 is a perspective view of the pachinko machine seen from the front in a state in which the glass frame is opened from the front frame and the front frame is opened from the outer frame, FIG. 6 is an exploded perspective view of the pachinko machine disassembled into the glass frame, game board, front frame, and outer frame seen from the front, and FIG. 7 is an exploded perspective view of the pachinko machine disassembled into the glass frame, game board, front frame, and outer frame seen from the rear.
[0011] The pachinko machine 1 shown in Figure 1 etc. comprises a frame-shaped outer frame 2 installed in the island equipment of an amusement hall, a glass frame (door frame) 3 which closes the front of the outer frame 2 in an openable and closable manner, a front frame 4 which supports the glass frame 3 in an openable and closable manner and is attached to the outer frame 2 in an openable and closable manner, and a game board 5 which is detachably attached to the front frame 4 from the front, can be seen through the glass frame 3, and has a game area 5a into which game balls are shot.
[0012] The outer frame 2 has a rectangular shape combining frames 2a, 2b extending vertically and horizontally, and frames 2c, 2d extending vertically and horizontally, and is provided with hinge members 2e, 2f on the top and bottom of the left edge from the front, and the hinge members support the front frame 4 and glass frame 3 so that they can be opened and closed sideways and can be freely attached and detached.
[0013] A glass frame 3 is attached to the front side of the front frame 4 by hinge mechanisms 3a, 3b on the left edge as viewed from the front so that it can be opened and closed sideways and can be detached. The glass frame 3 is held in a closed state by a glass plate covering its front side using a locking device 3c. A game board 5 is detachably attached to the upper half of the front frame 4 behind the glass frame 3 from the front side of the front frame 4, and a game area 5a in front of the game board 5 can be seen through the double-glazing of the glass frame 3, which is held closed as described above.
[0014] The glass frame 3 is provided with a base unit 3e having a rectangular through hole 3d penetrating from front to back, a tray unit 3f for storing game balls at the lower front of the base unit 3e, and an area 3g for accommodating a handle 4a that can be operated by a player to shoot the game balls stored in the tray unit 3f into the game area of the game board 5. A frame lamp (LED lamp) 3h that emits light according to the progress of the game and a speaker 3i that outputs sound according to the progress of the game are provided on the front side of the glass frame 3. An effect button 3j that is pressed by a player is provided in the center of the front of the tray unit 3f. The base of the effect button 3j has a lever structure that can be tilted to a predetermined angle toward the player side (player side), and functions as a second effect button 3k that is pulled by the player. The second performance button 3k may be designed to always be capable of being pulled in, but considering the operability of the performance button 3j, it is preferable that it is normally fixed to the OFF side by a locking mechanism or the like, and that the lock is released when a specific performance is performed to enable the pulling operation (ON operation).
[0015] The front frame 4 is provided with a frame body 4b that can be inserted into the frame of the outer frame 2 and supports the outer periphery of the game board 5, hinges 4c and 4d on the top and bottom of the left side of the frame body 4b when viewed from the front, to which the hinges of the outer frame 2 and the hinges of the door frame 3 are rotatably attached, a launching device 4e attached to the front lower part of the frame body 4b for shooting game balls into the game area 5a of the game board 5, a locking unit 4f attached to the right side of the frame body 4b when viewed from the front, which locks the gap between the outer frame 2 and the front frame 4 and the glass frame 3, a board unit 4g attached to the rear lower part of the frame body 4b, and a back cover 4h that covers the rear side of the game board 5 attached to the frame body 4b on the rear side of the frame body 4b. The board unit 4g houses a speaker unit, a power supply board, an interface control board, and a payout control board that controls the payout of game balls.
[0016] In the pachinko machine 1 of this embodiment, when a player rotates the launcher 4e, the balls are shot into the play area 5a of the play board 5 with a strength corresponding to the angle. When the balls shot into the play area 5a are received in a winning hole (ball entry hole), a predetermined number of balls are paid out according to the winning hole into which the balls are received. This payout of balls can increase the player's interest.
[0017] <Game board> Next, the game board 5 will be described with reference to Figures 8 to 14. Figure 8 is a front view of the game board, Figure 9 is a perspective view of the game board seen from the front right, Figure 10 is a rear view of the game board, Figure 11 is a perspective view of the rear of the game board seen from the rear left, Figure 12 is a perspective view of the rear of the game board seen from the rear right, Figure 13 is an exploded perspective view of the game board disassembled into its main components and seen from the front, and Figure 14 is an exploded perspective view of the game board disassembled into its main components and seen from the rear.
[0018] The game board 5 has a game area 5a into which game balls are hit. The game board 5 is composed of a front unit 100m, a back unit 200m, a liquid crystal base 300m, and a liquid crystal display device (performance display device) 70. The front unit 100m includes a front member 100a that defines the outer periphery of the game area 5a and has a generally rectangular shape when viewed from the front, and a plate-like game panel 100b that is attached to the rear side of the front member 100a and defines the rear end of the game area 5a. A plurality of obstacle nails are planted in a predetermined arrangement on the front side of the game panel 100b within the game area 5a.
[0019] The front member 100a is provided with a function display unit 100c in the lower right corner that allows the player to visually confirm the game status based on a control signal from the main control unit 5b (main control board 100 that controls the overall game). The performance display device 70 is placed in the center of the game area 5a and displays a predetermined performance image. The peripheral control unit 5c (performance control board 200 that controls the overall performance) is attached to the back of the performance display device 70. The liquid crystal base 300m is open on the side of the rear unit 200m to house the rear unit 200m, and the performance display device 70 is attached to the back of the liquid crystal base 300m.
[0020] The game panel 100b has an outer periphery that is substantially the same as that of the front member 100a, is made of a transparent flat panel plate, is attached to the rear side of the front member 100a, and further includes a holder on the rear surface to which the back unit 200m is attached. The front member 100a is equipped with a plurality of general winning openings 66 that are always open to receive game balls dropped into the game area 5a, a first starting opening 61 that is always open to receive game balls at a different position in the game area 5a from the general winning openings, a gate 63 (integrally formed in the attacca unit 500 described later) that is attached to a predetermined position in the game area 5a and detects the passage of the game ball, a second starting opening 62 (integrally formed in the attacca unit 500 described later) that is capable of receiving a game ball depending on the result of a normal pattern lottery that is drawn when the game ball passes through the gate, and a special winning opening 64 (integrally formed in the attacca unit 500 described later) that is capable of receiving a game ball either depending on the result of a first special lottery that is drawn when a game ball is received into the first starting opening 61 or the result of a second special lottery that is drawn when a game ball is received into the second starting opening 64. It should be noted that the gate 63, the second starting port 62 and the big prize port 64 are located within the attacca unit 500 and are therefore not shown here.
[0021] The second starting hole is provided with a normal electric role consisting of a movable piece and a normal electric role solenoid for opening and closing the normal electric role. The normal electric role can alternate between a closed state in which it is difficult for a game ball to enter the second starting hole and an open state in which it is easier for the game ball to enter than the closed state, depending on the current state of the normal electric role solenoid. The second starting hole is configured such that it is difficult for a game ball to enter unless the normal electric role is in the open state, while it is easy for the game ball to enter when the normal electric role is in the open state. The front member 100a is provided with a first outlet 29 directly below the first starting hole 61 in the center in the left-right direction. The attacca unit 500 is located at the lower right of the front member 100a. The attacca unit 500 is a unit that mainly comprises a movable piece as a special electric role 642 that opens and closes the big winning hole 64, and is a unit in which multiple parts are integrated together.
[0022] The rear unit 200m has an opening 200a for viewing the rear liquid crystal display screen. The rear unit 200m is equipped with a sensor for detecting game balls received in the general winning opening 66, the first starting opening 61, etc., a locking mechanism for detachably mounting the liquid crystal base 300m, and a passage for discharging the game balls.
[0023] The front member 100a has an outer shape of a square when viewed from the front, an inner shape of a circle that penetrates in the front-rear direction, and the inner circumference of the inner shape defines the outer circumference of the play area 5a. The front member 100a includes an outer rail 100f that extends in an arc shape from the lower end on the left side of the center in the left-right direction when viewed from the front, passing the upper end of the center in the left-right direction when viewed from the front, and extending to the upper right diagonal direction, an inner rail 100d that is disposed inside the front member 100a and extends in an arc shape from the lower center in the left-right direction when viewed from the front to the upper left diagonal direction when viewed from the front, and an out guideway 100e that is formed at the lowest position of the play area 5a on the right side of the lower end of the inner rail 100d when viewed from the front, and is inclined so as to become lower toward the rear.
[0024] The game panel 100b is provided with a center ornament 22 that protrudes toward the front member 100a around an opening having the same shape as the opening of the front member 100a. When the game panel 100b is fixed to the front member 100a, the center ornament 22 fits into the opening so as to match the shape of the opening of the front member 100a, and decorates the opening 100h of the front unit 100m. The player can recognize the performance screen and the behavior of the performance device through the opening 100h. The center ornament 22 is a type of decorative body, and performs a decorative function of supporting the screen of the performance display device 70 at the center of the game board 5. The center ornament 22 may be provided with a movable role (movable performance device) that executes a performance operation according to the progress of the game. The movable role is operated by a driving source such as a stepping motor or a solenoid. The center ornament 22 may be provided with a lamp that emits light according to the progress of the game.
[0025] The main control unit 5b (see FIG. 7) is attached below the peripheral control unit 5c on the back of the performance display device 70. The main control unit 5b includes a main control board 100 that controls the game content and the payout of game balls, and a main control board case 100n that houses the main control board 100 (see FIG. 16). The main control unit 5b controls the game content and the prize balls.
[0026] The function display unit 100c includes a status display consisting of one LED that displays the game status, a normal pattern display that displays normal patterns by controlling the blinking of two LEDs based on the result of a normal pattern lottery drawn by the passage of a game ball through the gate 63, and then displays these two LEDs in a lighting mode corresponding to the result of the normal pattern lottery, a normal hold display consisting of two LEDs that displays the number of hold displays, which is the number of variable displays of normal patterns related to the passage of a game ball through the gate 63 for which the start condition for the variable display has not yet been satisfied, a first special pattern display that displays a first special pattern by controlling the blinking of eight LEDs based on the result of a first special lottery drawn by the acceptance of a game ball through the first start port 61 (occurrence of a start winning), and ... normal pattern display that displays a first special pattern by controlling the blinking of eight LEDs based on the result of a first special lottery drawn by the acceptance of a game ball through the first start port 61. The device is equipped with a first special reserve number display consisting of two LEDs that displays the reserve number, which is the number of variable displays of the first special pattern related to acceptance for which the conditions to start the variable display have not yet been met; a second special pattern display that displays the second special pattern by controlling the blinking of the eight LEDs based on the result of a second special lottery drawn upon the acceptance of a game ball into the second starting port (occurrence of a start winning), thereby displaying the eight LEDs in a lighting mode according to the result of the second special lottery; a second special reserve number display consisting of two LEDs that displays the reserve number, which is the number of variable displays of the second special pattern related to the acceptance of a game ball into the second starting port for which the conditions to start the variable display have not yet been met; and a round display consisting of four LEDs that displays the number of times the opening and closing pattern of the big winning port will be repeated (number of rounds) when the result of the first special lottery or the result of the second special lottery is a ``jackpot'' or the like. The function display unit 100c can display the number of reserved items, designs, etc., by appropriately turning on, off, blinking, etc. the LED.
[0027] The peripheral control unit 5c is attached to the rear surface of the performance display device 70, and includes a performance control board 200 that controls the performances (light-emitting performances, sound performances, moving performances, etc.) presented to the player based on control signals from the main control board 100, and an image control board 300 that controls image display and sound output according to the game development (see FIG. 19). The performance display device 70 is located in the center of the game area 5a, and is detachably attached to the rear surface at approximately the center of the liquid crystal base 300m that houses the back unit 200m. When the game board 5 is assembled, the performance display device 70 can be seen from the front through the frame of the frame-shaped center ornament 22. The performance display device 70 is a full-color display device backlit by white LEDs, and displays still and moving images. In this embodiment, the performance control board 200 and the image control board 300 are described as being configured separately on two boards, however, the functional configuration of the CPU of each board is not limited to that described above and can be changed as appropriate (for example, sound control can be performed by the CPU of the performance control board), or all performances can be controlled by the CPU on a single board.
[0028] The performance display device 70 mainly displays performance images including decorative patterns and preview performances that change and stop in conjunction with the first special pattern or the second special pattern, and displays the first special pattern and the second special pattern on hold. Specifically, on the screen of the performance display device 70, there are provided a decorative pattern display section that displays the decorative pattern changes and the preview performance, a first special pattern reserve display section that displays the first special pattern on hold in synchronization with the first special pattern reserve lamp, and a second special pattern reserve display section that displays the second special pattern on hold in synchronization with the second special pattern reserve lamp.
[0029] The decorative pattern display section of the liquid crystal display screen has three display areas (left display area, middle display area, right display area) on a predetermined effective line that are variable display areas for decorative patterns, and the left pattern of the decorative pattern corresponding to the left display area, the middle pattern of the decorative pattern corresponding to the middle display area, and the right pattern of the decorative pattern corresponding to the right display area are displayed in a stopped state. In the special pattern reserved display section, in the normal display mode, when an activated reserved ball of a special pattern occurs, a reserved image of a white circle is displayed, while when the activated reserved ball is consumed, the corresponding reserved image disappears. These reserved images are displayed in a predetermined order, such as the type of activated reserved ball of the special pattern and the order of occurrence (ball entry order), and up to four can be displayed on each special pattern reserved display section.
[0030] <Change settings> The pachinko machine 1 according to this embodiment can be equipped with a setting change function that changes the degree of advantage of the game to the player by a plurality of setting values. Here, the setting value is a value for specifying the degree of advantage of the game to the player, and is managed by the main control board 100 (see FIG. 19). In this example, six setting values are prepared, in order from the lowest degree of advantage, namely, "Setting 1", "Setting 2", ..., "Setting 5", and "Setting 6". In order to vary the degree of advantage of the game to the player by each setting value, for example, it is possible to provide a difference in the probability of winning the special symbol lottery for each setting value. The main control board 100 controls the progress of the game based on the setting value, and when the setting value is changed by a setting change operation described later, controls the progress of the game based on the changed setting value.
[0031] Therefore, the following will describe in detail the features of the pachinko machine 1 according to this embodiment when it is equipped with a setting change function. In the following description, changing / setting a setting value will be referred to as a "setting change," and a series of operations related to the setting change will be referred to as a "setting change operation."
[0032] In a setting change operation in a pachinko machine 1, first, an operation is performed to transition the internal state controlled by the main control board 100 (main control CPU 101) to a "setting change state" in which the setting value can be changed, and then, when controlled in the setting change state, an operation is performed to select and set the desired setting value (a known operating method in conventional gaming machines can be used, and detailed explanation is omitted), thereby changing the setting value.
[0033] The operations for transitioning to the setting change state are comprised of a first procedure (opening the frame) for opening the front frame 4, a second procedure (turning the setting key switch on) for turning on the setting key switch, a third procedure (turning the RAM clear switch on) for performing an initialization operation on the initialization switch, and a fourth procedure (turning the power switch on) for performing a power ON operation on the power switch. However, the third and fourth procedures must be performed in parallel.
[0034] These first to fourth steps will be described in detail with reference to the characteristic structure of the pachinko machine 1 according to this embodiment.
[0035] In the first step (opening the frame), a door key is used to open the front frame 4 from the outer frame 2. Door keys are also called common keys, and are generally not unique to each gaming machine manufacturer or model, but are keys that can be shared with other models of gaming machines so that they can be easily used in gaming arcades.
[0036] To explain the procedure for opening the frame in more detail, for example, the front frame 4 can be opened from the outer frame 2 by inserting a door key into a keyhole (not shown) of a locking device that keeps the front frame 4 closed relative to the outer frame 2 and pulling the front frame 4 towards you while turning it in a predetermined direction. Note that the keyhole into which the door key is inserted to open the front frame 4 from the outer frame 2 may be structured to share the keyhole of the locking device 3c that keeps the glass frame 3 closed relative to the front frame 4.
[0037] In the pachinko machine 1, in order to detect the open / closed state of the front frame 4 relative to the outer frame 2, a door open sensor 2p is provided on the fascia of the outer frame 2, and further, a door open detection member 4p is provided on the front frame 4 at a position corresponding to the door open sensor 2p. For example, when the front frame 4 is closed relative to the outer frame 2, the door open detection member 4p fits into the door open sensor 2p, so that the door open sensor 2p detects the closed state of the front frame 4 (door closed). On the other hand, when the front frame 4 is open relative to the outer frame 2, the door open detection member 4p moves away from the door open sensor 2p, so that the door open sensor 2p detects the open state of the front frame 4 (door open). Detection information by the door open sensor 2p is output to a predetermined board or the like, and is processed as an error as necessary. Note that the above structure is one example of a mechanism for detecting the open / closed state of the front frame 4 relative to the outer frame 2, and may be realized by other known mechanisms.
[0038] FIG. 15 is a rear view (part 1) of a pachinko machine. FIG. 15 is a rear view of a pachinko machine 1 before the frame is opened, and if the outer frame 2 is removed from FIG. 15, it corresponds to a rear view of the front frame 4 when the front frame 4 is opened (frame opened) relative to the outer frame 2. According to FIG. 15, on the rear side of the front frame 4, the back cover 4h covering the rear side of the game board 5 is in a closed state. The back cover 4h is a covering member that normally covers the main control unit 5b (main control board 100) and the peripheral control unit 5c (performance control board 200). Therefore, even if the first procedure of opening the front frame 4 is performed, these covered units cannot be touched as long as the back cover 4h is in a closed state.
[0039] In addition, Figure 15 shows a RAM clear switch cover 400p that is provided on the dispensing control board 400 (dispensing control unit) and covers the RAM clear switch 400q, and a power switch cover 600p that is provided on the power supply board 600 (power supply unit) and covers the power switch 600q, but details of these will be described later.
[0040] Next, in the second procedure (setting key switch on), an operation is performed to turn on the setting key switch 100q using the setting key. Unlike the door key described above, the setting key is a key unique to each manufacturer (or model) of the gaming machine from the viewpoint of security in order to prevent fraud related to "settings" that have a significant effect on gaming machine performance. Here, in the pachinko machine 1 of this embodiment, the setting key switch 100q is provided on the main control unit 5b (for example, the main control board 100). As described above with reference to FIG. 15, the setting key cannot be inserted into the setting key switch 100q by simply opening the front frame 4 from the outer frame 2 in the first procedure because the main control unit 5b is covered by the back cover 4h. Therefore, when performing the second procedure, it is necessary to open the back cover 4h.
[0041] Fig. 16 is a rear view (part 2) of the pachinko machine. Fig. 16 is a rear view of the pachinko machine 1 with the rear cover 4h removed from Fig. 15, and removing the outer frame 2 from Fig. 16 corresponds to a rear view of the front frame 4 when the second procedure is executed (i.e., when the front frame 4 is open and the rear cover 4h is open). According to Fig. 16, the main control unit 5b (main control board 100) and the peripheral control unit 5c (performance control board 200), which were covered by the rear cover 4h, are exposed. However, the setting key switch 100q has not yet appeared in a visible position.
[0042] In this embodiment, the back of the main control unit 5b is covered by the main control board case 100n, and the part where the setting key switch 100q is provided is normally covered by the openable harness cover 100p. That is, the setting key switch 100q is normally covered by the back cover 4h and the harness cover 100p in a double layer, and when performing the second procedure, it is necessary to open the harness cover 100p after opening the back cover 4h. In this embodiment, as shown in FIG. 18, the back cover 4h is structured to open and close in the left-right direction, while the harness cover 100p is structured to open and close in the up-down direction. By making the opening and closing directions of both covers different in this way, it is difficult to operate the setting key switch 100q through a gap when the front frame 4 is opened slightly, and crime prevention can be improved.
[0043] Fig. 17 is a rear view (part 3) of the pachinko machine. Fig. 17 is a rear view of the pachinko machine 1 in a state where the harness cover 100p is opened from the state shown in Fig. 16. Fig. 18 is a perspective view of the pachinko machine in the state shown in Fig. 17. As shown in Figs. 17 and 18, by opening the harness cover 100p to the rear side of the front frame 4, the setting key switch 100q provided behind it is exposed and operable.
[0044] Therefore, at this time, the operator performing the setting change operation (e.g., the hall manager) can execute the second procedure of turning the setting key switch 100q to the on state by leaving the harness cover 100p open and performing an operation such as inserting the corresponding setting key into the setting key switch 100q from the back side of the front frame 4 and turning it in a predetermined direction.
[0045] 17 and 18 also show the RAM clear switch cover 400p provided on the payout control unit and the power switch cover 600p provided on the power supply unit when opened.
[0046] The RAM clear switch cover 400p is a cover that swings up and down to open and close. For example, the RAM clear switch cover 400p has a locking mechanism in the closed state, and after the RAM clear switch cover 400p is unlocked by moving it downward once, it can be opened toward the front. When the RAM clear switch cover 400p is opened, the RAM clear switch 400q is exposed and operable.
[0047] The RAM clear switch 400q corresponds to an initialization switch operated in the third procedure, and outputs a signal for initializing (clearing the RAM) the control information stored in the main control RAM 103 when a predetermined initialization operation (for example, pressing the RAM clear switch 400q to turn it ON within a predetermined period after power-on) is performed. Note that the initialization operation for clearing the RAM is not limited to a single operation of the RAM clear switch 400q, and turning on the power switch 600q while pressing the RAM clear switch 400q may be the initialization operation for clearing the RAM. Also, the range of information initialized when the RAM clear is executed is not limited to only the control information stored in the main control RAM 103.
[0048] Therefore, after performing the second procedure, the operator performing the setting change operation can execute the third procedure (RAM clear switch ON) by performing an initialization operation (e.g., an ON operation) on the RAM clear switch 400q from the rear side of the front frame 4 with the RAM clear switch cover 400p open.
[0049] The power switch cover 600p is a cover that swings up and down to open and close, similar to the RAM clear switch cover 400p described above. The power switch cover 600p may also have a locking mechanism. When the power switch cover 600p is opened, the power switch 600q is exposed and operable.
[0050] The power switch 600q is a power switch that changes the state of power supply in the gaming machine 1 (at least the main control board 100), and outputs a signal that switches the power on / off state when a power operation is performed.
[0051] Therefore, after performing the second procedure, the operator of the setting change operation can perform the fourth procedure (power switch on) by performing a predetermined power operation (power on operation) on the power switch 600q from the back side of the front frame 4 with the power switch cover 600p open. As mentioned above, the third and fourth procedures must be performed simultaneously (in parallel). Then, by performing the first to fourth procedures, the internal state of the pachinko machine 1 transitions to a setting change state, and the selection and setting of the setting value becomes possible.
[0052] In the pachinko machine 1 according to this embodiment, among the first to fourth steps for transitioning to the setting change state described above, if the first step (opening the frame) and the second step (turning on the setting key switch) are omitted when executed, an initialization operation is performed, and if the third step (turning on the RAM clear switch) is omitted when executed, the machine transitions to a setting confirmation state in which the current game settings (setting values) are confirmed.
[0053] As described above, when changing the settings on the pachinko machine 1, the front frame 4 must be opened from the outer frame 2 in the first step, and then the second to fourth steps must be performed from the back side of the front frame 4, thereby preventing fraudulent behavior such as attempting to change the settings with the front door (front frame 4) of the gaming machine closed.
[0054] <Control configuration of gaming machine> FIG. 19 is a control block diagram showing an example of the control configuration of the gaming machine according to this embodiment.
[0055] <Main control board> As shown in FIG. 19, the main control board 100 includes a main control CPU 101, a main control ROM 102, a main control RAM 103, and an I / O port circuit 104. The main control CPU 101 controls the operation of the main control program to execute various arithmetic processing related to the game. The main control ROM 102 stores the main control program and various data in a non-volatile manner. The main control RAM 103 functions as a work area and buffer memory used as a temporary storage area. The I / O port circuit 104 inputs and outputs signals between peripheral boards such as the performance control board 200 and the payout control board 400 and each device under the control of the main control CPU 101.
[0056] The main control CPU 101 reads a main control program from the main control ROM 102 and executes each instruction on the main control RAM 103, thereby controlling game operations in accordance with each instruction of the main control program.
[0057] In addition, the main control board 100 is equipped with a clock circuit, a WDT circuit, a CTC circuit, a random number generation circuit, etc., although not shown.
[0058] The clock circuit divides the clock signal from the crystal oscillator to generate an internal system clock. The WDT circuit resets the main control CPU 101 to return it to a normal state if it malfunctions or goes out of control. The CTC circuit generates real-time interrupts and measures time. The random number generation circuit operates as a separate system from the program processing (software random numbers) by the main control CPU 101 to generate predetermined random numbers (built-in random numbers). These are electrically connected to each other via an internal bus (not shown).
[0059] The main control CPU 101 executes various processes related to the main control of the game by reading out a main control program stored in the main control ROM 102 and executing arithmetic processing based on detection information from each switch 161, etc.
[0060] Furthermore, the main control CPU 101 has a presentation command output port for outputting a presentation control command to the presentation control board 200 for executing a presentation operation associated with the main control of the game, a payout command output port for outputting a payout command for executing a payout operation of game balls, and a strobe signal output port used when outputting a strobe signal for timing the reception of each of these transmission commands by the target board. Note that the main control CPU 101 also has various other output ports, and the strobe signal output port 101B actually exists as a port for outputting multiple data combined with other output data.
[0061] The main control RAM 103 is a volatile storage means in which at least a part of the area is backed up by the backup power source generated in the power supply board 600. The backup area of the main control RAM 103 is an area that, in the event of a power interruption (hereinafter referred to as a "power outage"), should hold the stack pointer, the data of each register, and the like that was held at the time of the power outage, and when the power is turned on (when the power is restored after the power outage), the state of the gaming machine is restored to the state before the power outage based on the information in the backup area.
[0062] The main control board 100 is electrically connected to various switches such as a setting key switch 100q for changing the set value, a first start port switch 161 provided in the first start port 61, a second start port switch 162 provided in the second start port 62, an operating gate switch 163 provided in the gate 63, a special prize port switch 164 provided in the special prize port 64, and a general prize port switch 166 provided in the general prize port 66. In the main control board 100, detection signals from these various switches are input to the main control CPU 101 via an I / O port circuit 104.
[0063] Furthermore, the main control board 100 is electrically connected to various display means such as a first special symbol display device 171, a second special symbol display device 172, a first special figure reservation lamp 173, a second special figure reservation lamp 174, a normal symbol display device 175, and a normal figure reservation lamp 176. This main control board 100 is electrically connected to various solenoids such as a normal electric accessory solenoid 123 that operates the normal electric accessory 622 and a special electric accessory solenoid 124 that operates the special electric accessory 642, and transmits control signals from the main control CPU 101 to these various display means and various solenoids via the I / O port circuit 104.
[0064] The main control board 100 and the effect control board 200 are connected by, for example, eight parallel signal lines and one strobe signal line, and communication is possible only in a single direction from the main control board 100 to the effect control board 200. That is, while it is permitted to transmit various effect control commands from the main control board 100 to the effect control board 200, it is not permitted to transmit commands or data from the effect control board 200 to the main control board 100.
[0065] The I / O port circuit 104 is provided between the main control CPU 101 and the effect control board connection connector 109 on the main control board 100. Between the main control CPU 101 and the effect control board connection connector 109, in addition to a data bus 111 composed of eight data lines, there is also a strobe signal bus 112 composed of strobe signal lines for connection. The command data transmitted from the I / O port circuit 104 is received by the effect control board 200 via the effect control board connection connector 109 under the control of the main control CPU 101 as will be described later.
[0066] <Effect control board> On the other hand, as shown in FIG. 19, the presentation control board 200 is equipped with a presentation control CPU 201 which executes various arithmetic processing related to game presentations based on presentation control commands from the main control board 100, a presentation control ROM 202 which stores presentation control programs and various data, a presentation control RAM 203 which functions as a work area as a temporary working area and buffer memory, and an I / O port circuit 204 which inputs and outputs signals between peripheral boards such as the main control board 100 and the image control board 300 and each device.
[0067] The performance control CPU 201 reads out the performance control program stored in the performance control ROM 202 and executes it on the performance control RAM 203, thereby controlling the performance operation accompanying the progress of the game according to the performance control program. In addition, although not shown, the performance control board 200 is equipped with a clock circuit that divides the clock signal from a crystal oscillator to generate an internal system clock, a WDT circuit that resets the performance control CPU 201 when it malfunctions or goes out of control and returns it to a normal state, a TPU circuit that outputs various signals based on the system clock, an interrupt controller that generates various interrupts such as timer interrupts based on register settings and signals from the CTC circuit, a serial communication circuit for inputting and outputting serial data, and a real-time clock circuit (hereinafter referred to as the "RTC circuit") equipped with a timekeeping function, which are connected to each other via an internal bus.
[0068] In the performance control process according to the performance control command from the main control board 100, the performance control board 200 generates an image control command that instructs the image control board 300 to output images and sounds, and also generates a lamp control signal (lamp data) for controlling the lamp connection board 91, and a drive control signal (drive data) for controlling the motor driver 92. The performance control board 200 is connected to the image control board 300 so that two-way communication can be performed. The image control command related to the image and sound is transmitted from the performance control board 200 to the image control board 300, while in response, the image control board 300 transmits a response command (so-called ACK command) indicating that the image control command has been normally received to the performance control board 200.
[0069] The performance control board 200 is connected to a speaker 11 that outputs sound, and the performance control CPU 201 controls the output of sound data generated by the image control board 300 to the speaker 11.
[0070] The performance control board 200 is electrically connected to a lamp connection board 91 equipped with multiple LED drivers, and transmits a lamp control signal (lamp data) for controlling the lamp connection board 91 via a serial communication circuit. In this embodiment, the performance control board 200 and the lamp connection board 91 use clock-synchronized serial communication, and the lamp control signal is transmitted bit by bit via a signal line (clock line) separate from the data line for transmitting lamp data.
[0071] The lamp connection board 91 has a built-in LED driver that functions by receiving a lamp control signal for driving the LEDs transmitted from the performance control board 200. The lamp connection board 91 controls the lighting or extinguishing of the performance lamps 10, 25 by supplying or cutting off a driving current to the performance lamps 10, 25 by switching on / off a switch in the circuit based on the lamp control signal.
[0072] Furthermore, the performance control board 200 is electrically connected to a plurality of motor drivers 92, and outputs a drive control signal (drive data) for driving the role to the motor driver 92 via the I / O port circuit 204. The motor driver 92 supplies or cuts off a drive current to the stepping motor of each movable role by switching on / off the switch in the circuit based on the drive control signal for driving the role transmitted from the performance control board 200, thereby operating each movable role. Note that a parallel communication method is adopted for transmitting data to the motor driver 92. Note that, not limited to this embodiment, if the drive source of the role has a drive source other than a stepping motor, the control signal and control data are transmitted to the driver IC corresponding to the drive source instead of the motor driver 92.
[0073] Image control board 300 comprises image control CPU 301, image control ROM 304, image control RAM 305, and I / O port circuit 306. Image control CPU 301 executes various arithmetic processing related to image performance based on image control commands from performance control board 200. Image control ROM 304 stores image control programs and various data. Image control RAM 305 functions as a work area and buffer memory as a temporary storage area (temporary area). I / O port circuit 306 inputs and outputs signals between peripheral boards and each device.
[0074] The image control CPU 301 reads out an image control program from the image control ROM 304, loads it into the image control RAM 305, and executes it, thereby controlling the image display operation related to the presentation in accordance with this image control program.
[0075] Furthermore, the image control board 300 is equipped with a VDP 302 that generates image data according to the performance contents based on a control signal obtained from the image control CPU 301, and a sound source IC 303 that generates sound data according to the performance contents based on a control signal obtained from the image control CPU 301. The VDP 302 is a so-called graphic processor, and reads image data stored in an image ROM (not shown) in response to an instruction from the image control CPU 301, processes the image data, and outputs a video signal of the display data generated to the performance display device 70. A high-speed VRAM (not shown) used for expanding and processing the image data read from the image ROM is connected to this VDP 302. The sound source IC 303 reads sound data stored in an audio ROM (not shown) in response to an instruction from the image control CPU 301, and generates sound data by synthesizing the sound data. The generated sound data is output to the speaker 11 via the performance control board 200 and an amplifier.
[0076] <Dispensing control board> The payout control board 400 includes a payout control CPU 401, a payout control ROM 402, and a payout control RAM 403. The payout control board 400 drives the prize ball payout unit 34 based on a payout control command from the main control board 100 to control the payout operation (prize ball operation) of the game balls, and also drives the ball transport mechanism 13 and the launch mechanism 14 in synchronization with the amount of operation of the launch handle 12 to control the launch operation of the game balls.
[0077] <Power supply board> The power supply board 600 is equipped with a normal power supply circuit, a backup power supply circuit, and a power interruption monitoring circuit. The normal power supply circuit generates the normal power supply used by each control board based on the primary power supply supplied from the power supply equipment of the gaming machine island. The backup power supply circuit generates backup power. The power interruption monitoring circuit has the function of monitoring power interruption due to voltage drop.
[0078] The power supply board 600 generates and supplies the power supply voltage required for electronic and electrical components of each control board, gaming equipment, etc. A power switch 600q for starting the power supply circuit is connected to the power supply board 600, and when the power switch 600q is turned on while primary power is being supplied from the power supply device of the gaming machine island, a predetermined power is supplied from the normal power supply circuit of the power supply board 600 to each control board, etc.
[0079] The power supply board 600 has a function of detecting that the power supply from the power supply device of the gaming machine island has been cut off (hereinafter also referred to as "power cut"), and when a power cut is detected, a power cut signal (NMI signal) notifying the fact is sent to the main control board 100, the performance control board 200, and the payout control board 400. The backup power circuit is configured to be charged while power is being supplied to the gaming machine from the power supply device of the gaming machine island. The RAM clear switch 400q and the door open sensor 2q are connected to the power supply board 600. The RAM clear switch 400q is a switch for temporarily erasing the contents stored in the main control RAM 103 of the main control board 100 when the gaming machine is powered on and setting the initial value. The door open sensor 2q is a sensor for detecting the open / closed state of the front frame 4 relative to the outer frame 2. The RAM clear switch 400q and the door open sensor 2q may be connected to other boards such as the main control board 100, instead of the power supply board 600.
[0080] <Basic operation example of gaming machine> The gaming machine configured as described above starts playing with gaming balls stored in the upper ball tray 8. First, when the launching handle 12 is rotated, the gaming balls stored in the upper ball tray 8 are sent one by one to the launching mechanism 14 by the ball feeding mechanism 13 provided on the back side of the glass frame 3, and are launched into the playing area 20A by the launching mechanism 14 with a launch strength according to the amount of operation of the launching handle 12.
[0081] When a game ball rolling down the game area 20A enters any of the general winning opening 66, the first starting opening 61, the second starting opening 62, and the large winning opening 64, this detection signal is input to the main control board 100. In the main control board 100, the main control CPU 101 transmits a payout control command to the payout control board 400 instructing the prize ball operation according to the type of winning opening, and the game ball in the storage tank 31 is paid out to the upper ball tray 8 or the lower ball tray 9 by the prize ball payout unit 34 under the control of the payout control board 400 that receives this.
[0082] On the other hand, when a game ball enters the first start hole 61 or the second start hole 62, this detection signal is input to the main control board 100. In the main control board 100, the main control CPU 101 obtains a random number value of a special symbol when it detects a ball entering the first start hole 61 or the second start hole 62, and temporarily stores the random number value as a reserved ball of the special symbol up to a predetermined upper limit number. When a predetermined change start condition is established, the main control CPU 101 then executes a hit / miss judgment of the special symbol and a pattern judgment for the random number value of the reserved ball at the very beginning, and executes a change pattern judgment for selecting a change pattern, and causes the first special symbol display device 171 or the second special symbol display device 172 to change and display the special symbol in a manner according to the judgment result. In addition, the main control CPU 101 transmits a performance control command to the performance control board 200 to cause the image control board 300 to execute a change display of the decorative symbol and a change performance on the performance display device 70. The display of the special and decorative symbols is stopped synchronously after the elapse of the time corresponding to the selected pattern. Here, the process of acquiring random numbers by lottery when the ball enters the first start hole 61 or the second start hole 62, and of playing the special symbol game by the special symbol display device when the acquired random numbers are reserved and the start condition is satisfied, which results in the execution of the special symbol game, is called the "start condition (is satisfied)."
[0083] When the first special symbol or the second special symbol is displayed in a fixed manner in which it stops to indicate a jackpot on the first special symbol display device 171 or the second special symbol display device 172, the game state transitions to a special game, which is more advantageous to the player than the normal game, and the opening and closing operation of the big prize winning port 64 starts in response to the operation of the special electric role device 642. On the other hand, the stopping manner of the decorative symbols indicating a jackpot on the performance display device 70 is, for example, a manner in which three types of symbols match. In this embodiment, the following special games are provided: a 10R special game in which the round game is set to 10 times (10 rounds), a 5R special game in which the round game is set to 5 times (5 rounds), and a 2R special game in which the round game is set to 2 times (2 rounds).
[0084] In this embodiment, whether the game is switched to a 10R special game, a 5R special game, or a 2R special game, the probability variation function of the special symbol (also called "probability change") is activated over the period (also called "ST period") from the end of the special game until the number of times the special symbol changes reaches a predetermined final number (also called "ST number"). That is, in this embodiment, the probability variation function of the special symbol does not continue until the next big win occurs, but is limited to the time when the ST number is reached. When the probability variation function of the special symbol is activated in this way, the big win probability of the special symbol lottery transitions from a low probability state to a high probability state, so that the probability of a new big win becomes higher relatively quickly.
[0085] On the other hand, after the special game ends, the main control CPU 101 may activate a special symbol fluctuation time shortening function (hereinafter also referred to as "time shortening") in conjunction with or separately from the special symbol probability fluctuation function. When the special symbol fluctuation time shortening function is activated, the average fluctuation time of the special symbols (and decorative symbols) tends to be shorter than usual, the number of special symbol lotteries per unit time increases, and it becomes easier to win the next jackpot in a shorter period of time than the end of the previous jackpot.
[0086] Furthermore, when the special symbol variation time shortening function is activated, the main control CPU 101 also activates the so-called electric chute support function (normal electric role support function). In the electric chute support function, any one or a combination of the following functions is activated: the normal symbol probability variation function, the normal symbol variation time shortening function, and the normal electric role 622 opening extension function. When the normal symbol probability variation function is activated, the normal symbol win probability is increased compared to the normal state. When the normal symbol variation time shortening function is activated, the normal symbol variation time is shortened, and the opening mode of the normal electric role 622 is changed to that in the normal game state (when the electric chute support function is not activated) (for example, the opening time of the normal electric role 622 is extended more than normal), resulting in a state in which it is easier for the game ball to enter the second starting hole 62 (also referred to as the "ball entry easy state"). When the normal electric role 622 opening time extension function is activated, the opening time of the normal electric role 622 is extended more than the normal state. In this easy-to-enter state, the operation of the normal symbol variation time shortening function increases the likelihood that the number of times the normal symbol will vary per certain time period will be greater than in the normal state, and the operation of the opening time extension function of the normal electric role device 622 also improves the ease of balls entering the second starting hole 62, increasing the likelihood that the number of balls entering the second starting hole 62 will increase. Therefore, due to the operation of the special symbol variation time shortening function and the electric chute support function, the chances of winning a prize ball by entering the second starting hole 62 during that period increase, and as a result, the player can continue playing in a state in which it is more difficult to reduce the number of balls he or she has compared to the normal playing state.
[0087] <Example of main functional configuration of gaming machine> The outline of the gaming operation of the gaming machine according to this embodiment has been described above, and next, the main functions of the gaming machine according to this embodiment will be described in detail. Figure 20 is a block diagram showing an example of the functions of the main control board 100 mounted on the gaming machine according to this embodiment.
[0088] The main control board 100 includes a ball entry determination means 110, a game lottery random number generation means 120, a hold control means 130, a pre-determination means 135, a special symbol lottery processing means 140, a normal symbol lottery processing means 145, a special game control means 150, a symbol display control means 155, an electric accessory control means 160, a game state control means 169, an error monitoring control means 170, a main information storage means 180, and a command transmission / reception means 190. Each of the above means in the main control board 100 is constituted by hardware such as a main control CPU 101, a main control ROM 102, a main control RAM 103, and an electronic circuit provided on the main control board 100, and software such as a main control program stored in the main control ROM 102, etc., but here it is expressed as a functional block.
[0089] Based on each detection signal from the first start port switch 161, the second start port switch 162, the operating gate switch 163, the big winning port switch 164, the general winning port switch 166, and the out ball detection switch 167, etc., the ball entry determination means 110 determines the entry of game balls into each winning port and the like.
[0090] The game lottery random number generation means 120 takes in the built-in random number generated in the aforementioned random number generation circuit, and by adding the soft random number per special symbol described later thereto, generates a random number per special symbol used for the winning / losing lottery of the special symbol. The game lottery random number generation means 120 is provided with a random number counter for generating various software random numbers by the program processing of the main control CPU 101. These random number counters function as random number generation means for generating random numbers software-wise.
[0091] As these software random numbers, there are soft random numbers per special symbol that are added to the aforementioned built-in random numbers to form random numbers per special symbol, soft initial value random numbers per special symbol for determining the initial value and end value of the soft random numbers per special symbol, symbol random numbers per special symbol used for determining winning symbols (combinations of symbols that activate the conditional device, combinations of losing symbols, etc.) as stop symbols of the special symbol, symbol initial value random numbers per special symbol for determining the initial value and end value of the symbol random numbers per special symbol, special symbol variation pattern random numbers used for selecting the variation pattern of the special symbol, random numbers per normal symbol used for the winning or losing lottery of the normal symbol, initial value random numbers per normal symbol for determining the initial value and end value of the random numbers per normal symbol, normal symbol variation pattern random numbers used for selecting the variation pattern of the normal symbol, and the like. Note that the winning symbol described above means the selected symbol.
[0092] As for the update timing of these software random numbers, they are updated once every time a timer interrupt process occurs, and the initial value random numbers are updated using the remaining time of the interrupt cycle even while the timer interrupt process is not being executed (during loop processing).
[0093] The hold control means 130 includes a special symbol hold control means 131 and a normal symbol hold control means 132. The special symbol hold control means 131 obtains a random number value per special symbol, a symbol random number value per special symbol, and a special symbol variation pattern random number value, which are lottery random number values related to the special symbol game, upon the entry of a game ball into the first start port 61 or the second start port 62, and manages the random number values as operation hold ball information for the first special symbol or the second special symbol. The special symbol hold control means 131 temporarily stores the operation hold ball information for the first special symbol or the second special symbol in the first special symbol hold storage area or the second special symbol hold storage area of the main information storage means 180 so as to combine it with the entry order of the hold balls up to a predetermined upper limit number (for example, 4).
[0094] The first special symbol reserved storage area and the second special symbol reserved storage area are provided with a reserved 1 memory area (first reserved memory area), a reserved 2 memory area (second reserved memory area), a reserved 3 memory area (third reserved memory area), and a reserved 4 memory area (fourth reserved memory area) in the order of balls entering each starting port 61, 62. Each reserved memory area can store a set of random numbers per special symbol, random numbers of symbols per special symbol, and random numbers of special symbol variation patterns as operating reserved ball information. The operating reserved ball information is stored in the reserved 1 memory area, the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area in that order, while it is consumed according to the so-called first-in first-out principle in the reserved 1 memory area, the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area in that order. When the reserved ball information in the reserved 1 memory area is consumed, the reserved ball information stored in the reserved 2 memory area, the reserved 3 memory area, and the reserved 4 memory area is shifted to the memory area with the lower number, and the contents of the reserved 4 memory area are cleared to zero.
[0095] The special symbol reserved control means 131 has a first special symbol reserved ball number counter for counting the number of activated reserved balls of the first special symbol, and a second special symbol reserved ball number counter for counting the number of activated reserved balls of the second special symbol. As an update process of the number of activated reserved balls of the special symbol, the special symbol reserved control means 131 adds 1 to the corresponding counter every time an activated reserved ball of the special symbol is acquired, and subtracts 1 from the corresponding counter every time an activated reserved ball of the special symbol is consumed.
[0096] When the special symbol reservation control means 131 updates (adds or subtracts) the number of activated reserved balls of the first special symbol or the second special symbol, it generates a performance control command (referred to as a "symbol memory number command") including the update information of the number of reserved balls, and temporarily stores this in the command storage area of the main information storage means 180. This one command includes information on both the number of activated reserved balls of the first special symbol and the number of activated reserved balls of the second special symbol. In principle, the activated reserved balls of each special symbol are consumed in the order in which they entered, but in this embodiment, a so-called priority consumption is adopted in which the variable display of the second special symbol is given priority over the first special symbol, so that while an activated reserved ball related to the second special symbol game exists, the activated reserved ball related to the second special symbol game is preferentially consumed regardless of the existence of an activated reserved ball related to the first special symbol game. In addition, under this priority consumption, if an activated ball with a second special pattern is present, the consumption of the activated ball with the first special pattern will be put on hold even if an activated ball with a first special pattern is also present.
[0097] The normal symbol reservation control means 132 acquires the random number values related to the normal symbol game, such as the normal symbol random number value, the normal symbol random number value, and the normal symbol variation pattern random number value, when the game ball rolling down the game area 20A passes through the gate 63, and manages the random number values as the normal symbol operation reserved ball information. The normal symbol reservation control means 132 temporarily stores the normal symbol operation reserved ball information up to a predetermined upper limit number (for example, 4) in the normal symbol reservation storage area of the main information storage means 180 so as to be combined with the ball entry order of the reserved balls. The normal symbol reservation control means 132 has a normal symbol reserved ball number counter for counting the number of normal symbol operation reserved balls. The normal pattern reservation control means 132, as a process of updating the number of reserved balls of an operating normal pattern, adds 1 to a corresponding counter each time an operating reserved ball of a normal pattern is obtained, and subtracts 1 from the corresponding counter each time an operating reserved ball is consumed.
[0098] When the pre-judgment means 135 acquires an activated reserved ball of a special pattern at a predetermined pre-judgment timing, it executes a pre-judgment for a pre-reading notice on the activated reserved ball. An example of the pre-judgment timing is when any of the following conditions is satisfied: (1) when an activated reserved ball of a first special pattern is acquired while waiting for a win and the electric chute support function is not in operation, (2) when an activated reserved ball of a second special pattern is acquired while waiting for a win and the electric chute support function is in operation, and (3) when an activated reserved ball of a second special pattern is acquired during a big win or a small win. In addition, the main control board 100 executes a pre-judgment and transmits information to the performance control board 200 regardless of the timing of acquiring an activated reserved ball, and it is also possible for the performance control board 200 to decide whether or not to execute the pre-reading notice.
[0099] Specifically, the pre-judgment means 135 reads out the random number value corresponding to the currently acquired operation reserved ball from the first special symbol reserved storage area or the second special symbol reserved storage area of the main information storage means 180, and sequentially executes a pre-judgment of the winning / losing lottery (winning / losing pre-judgment), a pre-judgment of the pattern lottery (pattern pre-judgment), and a pre-judgment of the variation pattern lottery (variation pattern pre-judgment). Although the pre-judgment table used in each pre-judgment is not shown, the area corresponding to the total number of random numbers is divided into a plurality of areas in the same manner as the lottery table (special symbol winning / losing lottery table, special symbol winning pattern table, variation pattern table) described later, and a lottery ID is assigned to each of these areas (judgment value number). Note that the pre-judgment by the pre-judgment means 135 may be a pre-judgment of data temporarily stored in the RAM or CPU register, not the data stored in the first special symbol reserved storage area or the second special symbol reserved storage area, as long as it corresponds to the random number value used in the lottery when the variation actually starts.
[0100] As this lottery ID, a number indicating the result of the pre-determination (also referred to as the "pre-determination number") is set. The pre-determination means 135 sequentially generates performance control commands (referred to as the "pre-determination commands") including information on the pre-determination result (pre-determination number), and stores these in a command storage area of the main information storage means 180. Note that, unlike the present embodiment, the pre-determination result is not necessarily transmitted as information (lottery ID) indicating which random number range it belongs to, but the result of a lottery drawn in advance using a win / lose lottery table or the like used when actually starting the fluctuation may be transmitted.
[0101] The special symbol lottery processing means 140 includes special symbol hit / miss judgment means 141, special symbol stop symbol judgment means 142, and special symbol change pattern judgment means 143. When the special symbol change start condition is established, the special symbol lottery processing means 140 reads out the special symbol random number value, special symbol random number value, and special symbol change pattern random number value stored in the most advanced memory area (reserved 1 memory area) of the special symbol reserved storage area in the main information storage means 180, and stores them in the special symbol hit / miss judgment area, special symbol judgment area, and special symbol change pattern judgment area of the main information storage means 180, respectively. Here, "the conditions for starting the variation of the special symbols are met" means that, for example, when priority control of the second special symbol is adopted as in this embodiment, all of the following conditions are met: (1) neither a big win nor a small win is occurring, (2) both the first special symbol and the second special symbol are waiting to vary, and (3) an operating reserve ball is present in at least one of the first special symbol and the second special symbol. When all of these conditions are met, it is determined that the special symbol is in a state in which it can start varying.
[0102] The special symbol hit / miss judgment means 141 reads out the special symbol hit random number value from the special symbol hit / miss judgment area of the main information storage means 180, executes hit / miss judgment, and determines whether the judgment result corresponds to a big hit, a small hit, or a miss. The result of this hit / miss judgment is temporarily stored in the special symbol judgment flag of the main information storage means 180 (for example, big hit data (for example, "55H"), small hit data (for example, "33H"), and miss data (for example, "00H")), and is used in subsequent processing, and is cleared when the special symbol stops fluctuating. The special symbol hit / miss judgment means 141 refers to the special symbol hit / miss lottery table when making this hit / miss judgment. Note that "H" shown after each of the above data is the initial letter of "Hexadecimal", meaning that the data is expressed in hexadecimal. For example, "55H" indicates that 1 byte of data is "01010101B ("B" is binary)." When expressing in decimal, the symbol should not be added or the letter "D" should be added.
[0103] Figure 22(A) is a diagram showing an example of a special pattern win / loss selection table that is referenced in a normal state, which is a so-called low probability state, and Figure 22(B) is a diagram showing an example of a special pattern win / loss selection table that is referenced in a special probability state, which is a so-called high probability state.
[0104] In this special symbol winning / losing lottery table, the random number value of the special symbol winning is associated with the judgment result of the big win, small win, and loss. The probability of winning the big win and small win is determined according to the corresponding random number range. As can be seen from Fig. 22(A) and Fig. 22(B), in the winning / losing lottery for the special symbol game, in the normal state (low probability state), the big win occurs only when the random number value falls within the range of "0 to 219". On the other hand, in the probability change state (high probability state), the range of the big win is expanded, and the big win occurs not only when the random number value falls within the range of "0 to 219", but also when it falls within the range of "220 to 2184". In other words, when the probability change function of the special symbol is activated, the lottery probability of the big win changes from the low probability state (about 1 / 300) to the high probability state (about 1 / 30).
[0105] The range corresponding to a big win changes according to the game state in this way, but the winning probability of a big win is the same in the winning or losing lottery of the first special symbol and the winning or losing lottery of the second special symbol. Here, even when the random number value per special symbol does not fall within the range of a big win, if it falls within a predetermined range, it becomes a small win. In the present embodiment, only the winning or losing lottery of the first special symbol is configured to have a small win. However, for example, a small win may also be prepared for the winning or losing lottery of the second special symbol, and the winning or losing lottery of the second special symbol may be configured to result in a small win with a higher probability than the winning or losing lottery of the first special symbol, or a small win may be prepared only for the winning or losing lottery of the second special symbol.
[0106] As described above, the pachinko machine 1 according to the present embodiment can be provided with a setting change function for changing the degree of advantage for the player of the game by a plurality of levels of setting values. When a setting change is made in such a pachinko machine 1, the range of random number values that result in a big win is changed according to the setting (setting value). Therefore, a special symbol winning or losing lottery table with different big win ranges according to the setting value is prepared. However, in the pachinko machine 1, the ratio between the big win lottery probability in the low probability state and the big win lottery probability in the high probability state is made constant regardless of the setting value. Specifically, for example, regarding the big win lottery probability when the setting value is "1", if the low probability state is 1 / 300 and the high probability state is 1 / 30 (10 times the low probability state), then when the setting value is "6", the big win lottery probability is such that when the low probability state is 1 / 250, the high probability state is 1 / 25 (10 times the low probability state).
[0107] The special symbol stop symbol determination means 142 determines the stop symbol of the first special symbol or the second special symbol and the symbol group to which the stop symbol belongs based on the result of the winning or losing lottery of the first special symbol or the second special symbol. The special symbol stop symbol determination means 142 has a first special symbol per symbol table and a second special symbol per symbol table that are referred to when determining the stop symbol and symbol group of the first special symbol and the second special symbol when the result of the winning or losing lottery is a big win.
[0108] As shown in FIG. 23(A), the first special symbol winning symbol table associates the stopping symbols, symbol groups, and the contents of the big win (the number of times the probability fluctuation function and the fluctuation time shortening function of the special symbol are activated, and the operation pattern of the big win port 64) with the random number value of the special symbol winning symbol. The number "100" in parentheses means the number of times the probability fluctuation function and the fluctuation time shortening function of the special symbol are activated, that is, the number of STs. In this table, the stopping symbols "1" to "8" of the first special symbol are classified into two types of symbol groups A and B according to the type of big win. In this embodiment, a winning pattern table is not shown in the case where the winning / losing lottery results in a loss or small win, but if the losses and small wins are all single actions, the losing pattern and small win pattern are determined uniquely without using the winning pattern table, and if it is desired to give types to losses and small wins and change the fluctuation pattern or the control mode of the special electric device, the winning pattern table may be used to determine the patterns even in the case of a loss or small win.
[0109] Specifically, the symbols "1", "2", "3", and "4" correspond to symbol group A (10R specific time-saving symbols), the symbols "5" and "6" correspond to symbol group B (5R specific time-saving symbols), and the symbols "7" and "8" correspond to symbol group C (2R specific time-saving symbols). In this embodiment, the "specific symbols" are symbols that activate the probability fluctuation function after the special game ends, while the "normal symbols" are symbols that do not activate the probability fluctuation function after the special game ends (the same applies to the second special symbols described later).
[0110] The symbol groups A and B are specific symbols that transition the game state after the special game ends to a high probability state (high probability state), and are given the probability variation function, variation time shortening function, and electric chute support function only during the period until the number of times the special symbol changes ends without generating a jackpot within the number of STs, or until the next jackpot occurs within the number of STs. For symbol group A, the specified number of rounds for the special game is 10 rounds, and the maximum opening time of the big prize opening 64 in one round game is about 30 seconds. On the other hand, for symbol group B, the specified number of rounds for the special game is 5 rounds, and the maximum opening time of the big prize opening 64 in one round game is about 30 seconds.
[0111] Although the number of times and the time for which the large prize opening 64 is opened are different from those of the "high probability winning" mentioned above, the symbol group C is a specific symbol that indicates a so-called "sudden high probability winning" that shifts the game state after the special game ends to a high probability state (high probability state) of the special symbol, and the probability variation function, the variation time shortening function, and the electric chute support function are given only until the number of times the special symbol changes ends without generating a jackpot within the number of STs, or until the next jackpot occurs within the number of STs. The specified number of rounds for the special game is two rounds, and the maximum opening time of the large prize opening 64 in one round game is about 1.8 seconds.
[0112] On the other hand, if the result of the lottery is a small win, the pattern determination using the special pattern win random number is omitted, and the pattern "9" is assigned univocally as the stopping pattern. This pattern "9" is associated with pattern group F (special electric activation pattern 1). Note that a small win does not trigger a change in the game state (probability fluctuation function, fluctuation time reduction function, electric chute support function) or the fluctuation pattern selection state, and the game state is maintained before and after the lottery. If the result of the lottery is a loss, the pattern "0" is assigned univocally as the stopping pattern.
[0113] On the other hand, in the above-mentioned second special symbol winning symbol table, as shown in FIG. 23(B), the stopping symbols, symbol groups, and the contents of the big win (the number of times the probability fluctuation function and the fluctuation time shortening function of the special symbol are activated, and the operation pattern of the special electric device 642) are respectively associated with the random number value of the special symbol winning symbol. In this second special symbol winning symbol table, the stopping symbols "11" to "18" of the second special symbol are classified into two types of symbol groups D and E according to the type of the big win. Specifically, the symbols "11", "12", "13", and "14" are associated with the symbol group D (symbols with 10R specific time shortening), and the symbols "15", "16", "17", and "18" are associated with the symbol group E (symbols with 5R specific time shortening).
[0114] The symbol groups D and E are specific symbols that transition the game state after the special game ends to a high probability state (high probability state), and the special symbol probability change function, change time shortening function, and electric chute support function can be granted only until the number of times the special symbol changes ends without generating a jackpot within the number of STs, or until the next jackpot occurs within the number of STs. For symbol group D, the specified number of rounds for the special game is 10 rounds, and the maximum opening time of the big prize opening 64 in one round game is about 30 seconds. For symbol group E, the specified number of rounds for the special game is 5 rounds, and the maximum opening time of the big prize opening 64 in one round game is about 30 seconds.
[0115] On the other hand, if the result of the winning / losing lottery is a small win, the pattern determination by the special pattern winning random number is omitted, and the pattern "19" is assigned univocally as the stopping pattern. This pattern "19" is associated with pattern group G (special electric operation pattern 2). In addition, in the case of a small win, it does not trigger a change in the game state (probability fluctuation function, fluctuation time reduction function, electric chute support function) and the fluctuation pattern selection state, and it is determined whether the game state termination conditions such as the probability fluctuation function are met, just as in the case where the winning result is a loss before and after the winning / losing lottery, and if the termination conditions are not met, the game state when it is determined to be a small win is maintained. If the result of the winning / losing lottery is a loss, the pattern "0" is assigned univocally as the stopping pattern.
[0116] As described above, in this embodiment, three types of jackpots are available: 10R jackpot (10R specific time-saving pattern), 5R jackpot (5R specific time-saving pattern), and 2R jackpot (2R specific time-saving pattern). The expected value of winning balls in special games (expected value of winning balls) is 10R jackpot > 5R jackpot > 2R jackpot. Therefore, hereinafter, the 10R jackpot is also referred to as the "high profit jackpot" with the highest expected value of winning balls, and the 2R jackpot is also referred to as the "low profit jackpot" with the lowest expected value of winning balls. In addition, even if the number of execution rounds is the same, when long opening round games (30 seconds) and short opening round games (1.8 seconds) are mixed, the jackpot with many long opening round games is the "high profit jackpot".
[0117] Specifically, the special games may have a common number of execution rounds, such as 10 rounds, but may include special games in which the mode of the round game changes in a predetermined round, and in that case, the special games may include a type of special game consisting only of a short opening round game in which the opening time of the large prize opening 64 is relatively short, and a type of special game in which the opening time of the large prize opening 64 is relatively long after a predetermined number of execution rounds, the latter of which constitutes a "high profit jackpot." Even for jackpots with the same number of execution rounds, the actual profit, i.e., the expected value of winning prize balls, may be different depending on the difference in the opening pattern of the large prize opening.
[0118] As can be seen from the above explanation, if the first special symbol is selected as a winning jackpot, the 10R jackpot is selected with a 50% probability, whereas if the second special symbol is selected as a winning jackpot, the 10R jackpot is selected with a 75% probability. This is advantageous for the player in that there is a higher probability of winning more balls by placing the game ball in the second starting hole 62 than in the first starting hole 61. The count number (prescribed count number) is the maximum number of game balls that can be placed in the big winning hole 64 in a round game.
[0119] The special symbol variation pattern determination means 143 shown in FIG. 20 determines the variation pattern of the special symbol based on the special symbol variation pattern random number value. Here, the special symbol variation pattern determination means 143 has a plurality of variation pattern tables to be referred to when selecting the variation pattern of the special symbol, as exemplified in FIG. 24 and FIG. 25 described later. The special symbol variation pattern determination means 143 selects one of the plurality of variation pattern tables based on the current variation pattern selection state and the result of the winning / losing lottery. The relationship between the variation pattern selection state and the variation pattern table will be described later. Each variation pattern table has a plurality of variation patterns. In each figure, the "selection rate" is written to make the explanation easier to understand, but in reality, a judgment value (range of random number value) for determining the variation pattern is set according to the special symbol variation pattern random number value, and the variation pattern is determined based on which judgment value the variation pattern random number value belongs to. Each type of variation pattern is defined on the premise that the variation time is determined for each variation pattern as the end condition of the pattern variation, and the pattern variation by the decorative pattern composed of multiple patterns is also executed during the variation time. Note that, in this embodiment, for the sake of convenience, only multiple types of variation patterns are described as examples, but in reality, many more variation patterns exist.
[0120] FIG. 24 is a diagram showing an example of a fluctuation pattern table for a big win and a small win. The upper row (A1) is a normal fluctuation pattern table, the middle row (A2) is a probability fluctuation pattern table, and the lower row (A3) is a special fluctuation pattern table. In this embodiment, the selected fluctuation pattern is set to be different depending on the fluctuation pattern selection state, or depending on the big win type even in the same fluctuation pattern selection state.
[0121] In the normal fluctuation pattern table (A1), when the jackpot type is a 10R jackpot, the fluctuation pattern PX2 (normal reach A) or the fluctuation pattern PX3 (super reach A) is selected, and when it is a 5R jackpot, the fluctuation pattern PY2 (normal reach A) or the fluctuation pattern PY3 (super reach A) is selected. On the other hand, when it is a 2R jackpot or a small jackpot, the fluctuation pattern PZ2 (normal reach A) or the fluctuation pattern PZ4 (super reach D) is selected. In this normal fluctuation pattern table for jackpots and small jackpots, a non-reach type fluctuation pattern is not selected, and when it becomes a jackpot or a small jackpot in a normal state, only the reach type fluctuation pattern can be selected.
[0122] In the probability variation pattern table (A2), when the jackpot type is a 10R jackpot or a 5R jackpot, only the variation pattern PX7 (Super Reach B) is selected. On the other hand, when it is a 2R jackpot or a small jackpot, either the variation pattern PZ6 (Normal Reach B) or the variation pattern PZ8 (Super Reach D) is selected. In this probability variation pattern table for jackpots and small jackpots, a non-reach variation pattern is not selected, and when a jackpot or a small jackpot occurs in a probability variation state of a special pattern, only the reach variation pattern can be selected.
[0123] In the special fluctuation pattern table (A3), when the jackpot type is a 10R jackpot, only the fluctuation pattern PX9 (non-reach C) is selected, and when it is a 5R jackpot, only the fluctuation pattern PY10 (super reach C) is selected. On the other hand, when it is a 2R jackpot or a small jackpot, only the fluctuation pattern PZ10 (super reach C) is selected. Here, the fluctuation pattern PX9 of the non-reach C mode is configured as a super-shortened fluctuation time (2 seconds), while the fluctuation patterns PY10 and PZ10 of the super reach C mode are configured as relatively long fluctuation times (120 seconds).
[0124] Figure 25 is a diagram showing an example of a variation pattern table for misses. The upper row (B1) is a normal variation pattern table, the middle row (B2) is a probability variation pattern table, and the lower row (B3) is a special variation pattern table. In this embodiment, the variation pattern selected is set to be different depending on the variation pattern selection state and the number of balls reserved for special symbols.
[0125] The normal fluctuation pattern table (B1) is intended to select the fluctuation pattern of the first special symbol (because the fluctuation of the first special symbol is the main one in normal gameplay). In the normal fluctuation pattern table (B1), one of the following fluctuation patterns is selected: fluctuation patterns PH1-1, PH1-2, PH1-3 corresponding to non-reach A, fluctuation patterns PH1-4, PH1-5 corresponding to non-reach B, PH2 corresponding to normal reach A (N reach A), PH3 corresponding to super reach A (SP reach A), or PH4 corresponding to super reach D (SP reach D). In the normal fluctuation pattern table (B1), fluctuations of non-reach A are not subject to pre-reading, and fluctuations other than non-reach A are subject to pre-reading.
[0126] In the normal fluctuation pattern table (B1), the selection rate of the fluctuation patterns PH1-4 and PH1-5 corresponding to non-reach B may be changed according to the number of reserved balls. Also, the selection rate of the fluctuation patterns corresponding to the reach areas (N reach A, SP reach A, SP reach D) is basically not changed according to the number of reserved balls. However, in the case of a reach type with low expectation, such as N reach A, the selection rate may be changed according to the number of reserved balls. For example, when the number of reserved balls is small, the selection rate of non-reach A and non-reach B is lowered and the selection rate of N reach A is increased, which extends the fluctuation time and has the effect of avoiding a situation where no fluctuation display is performed, thereby suppressing a decline in interest.
[0127] The probability change pattern table (B2) is intended to select the change pattern of the second special symbol (because in the probability change state, the change of the second special symbol is the main one). In the probability change pattern table (B2), one of the change patterns PH5-1, PH5-2 corresponding to non-reach B, PH6 corresponding to normal reach B (N reach B), PH7 corresponding to super reach B (SP reach B), or PH8 corresponding to super reach D (SP reach D) is selected. In the probability change pattern table (B2), non-reach B changes are not subject to pre-reading, and changes other than non-reach B are subject to pre-reading.
[0128] In the special fluctuation pattern table (B3), only the fluctuation pattern PH9 corresponding to non-reach C is selected. Here, the fluctuation pattern PH9 of the non-reach C mode is configured as a super-shortened fluctuation time (2 seconds). In the special fluctuation pattern table (B3), all are excluded from the pre-reading.
[0129] As shown in FIG. 25, when the result of the winning / losing lottery is a losing one, a different variation pattern table can be set to be selected according to the number of reserved balls (0 to 4) for the special symbol. In other words, by using a variation pattern table according to the number of reserved balls for the special symbol, the ratio of a relatively short variation time being selected can be increased as the number of reserved balls for the special symbol increases, and conversely, the ratio of a relatively long variation time being selected can be increased as the number of reserved balls for the special symbol decreases. In addition, the variation pattern table can be divided according to the type of special symbol. For example, when the electric chute support function such as the probability variation state is in operation, the second special symbol is easily displayed, and when the second special symbol is more advantageous to hit as shown in FIG. 23, the variation time of the first special symbol can be set to a long time, thereby creating time for accumulating the reserved second special symbol, which is to be preferentially controlled to vary.
[0130] For example, in the case of FIG. 25, in the sure-win variation pattern table (B2) assuming the selection of the variation pattern of the second special symbol, the selection rate of the entire non-reach B (variation patterns PH5-1 and PH5-2) is a constant 750 / 1000 regardless of the number of holds. However, looking at the distribution of the variation patterns PH5-1 and PH5-2 according to the number of holds, in a situation where holds are accumulating ("number of holds 2→1", "number of holds 3→2", "number of holds 4→3"), the variation pattern PH5-1 with a short variation time (5 seconds) is likely to be selected, while in a situation where no holds are accumulating ("number of holds 1→0"), the variation pattern PH5-2 with a long variation time (10 seconds) is likely to be selected. According to this distribution, when the number of holds of the second special symbol decreases in the sure-win state where the second special symbol is preferentially digested, a longer variation time is likely to be selected, making it easier to expect an additional hold of the second special symbol, and it is possible to suppress an unfavorable situation such as when all the holds of the second special symbol are digested and the digestion of the holds of the first special symbol starts.
[0131] After selecting the variation pattern of the special symbol, the special symbol variation pattern determination means 143 generates an effect control command (referred to as a "variation pattern specification command") including the variation pattern information of the special symbol, an effect control command (referred to as a "symbol specification command") including the information of the special symbol (symbol group) and the game state, an effect command (referred to as a "symbol storage number command") including the information of the number of holds after the start of variation, etc. (hereinafter, these effect control commands are collectively referred to as "variation start commands"), and stores them in the command storage area of the main information storage means 180.
[0132] The normal symbol lottery processing means 145 includes a normal symbol win / loss determination means 146, a normal symbol stop symbol determination means 147, and a normal symbol variation pattern determination means 148. When the variation start condition of the normal symbol is satisfied, the normal symbol lottery processing means 145 reads out the random number value per normal symbol and the normal symbol variation pattern random number value stored in the earliest storage area in the normal symbol hold storage area, and stores them in the normal symbol win / loss determination area and the normal symbol variation pattern determination area of the main information storage means 180, respectively.
[0133] The normal symbol hit / miss judgment means 146 reads out the normal symbol hit random number value from the normal symbol hit / miss judgment area of the main information storage means 180, executes hit / miss judgment, and determines whether the judgment result corresponds to hit or miss. The result of this hit / miss lottery is temporarily stored as a normal symbol judgment flag in the main information storage means 180, and is cleared when the normal symbol stops fluctuating after being used in the subsequent processing. The normal symbol hit / miss judgment means 146 holds a normal symbol hit / miss lottery table that is referred to when this hit / miss lottery is performed. In the normal state (low probability state), the normal symbol hit / miss judgment means 146 refers to a normal symbol hit / miss lottery table that has a hit probability of, for example, "160 / 283", while in the normal symbol high probability state (high probability state), it executes the hit / miss lottery for the normal symbol by referring to a normal symbol hit / miss lottery table that has a hit probability of, for example, "282 / 283".
[0134] In this embodiment, the normal symbol stop symbol determination means 147 refers to the symbol lottery table and selects a predetermined winning symbol when the result of the winning / losing lottery is a winning symbol, while selecting a predetermined losing symbol when the result is a losing symbol. If it is desired to have multiple control patterns for the normal electric role, it is sufficient to design it so that there are multiple lottery results for the normal symbol lottery table. Also, even if the winning normal symbol is the same, the control pattern of the normal electric role can be made different depending on whether the game state is in operation of the opening extension function of the normal electric role.
[0135] The normal symbol fluctuation pattern determination means 148 reads out the normal symbol fluctuation pattern random number value from the normal symbol fluctuation pattern determination area of the main information storage means 180, and refers to the normal symbol fluctuation pattern table to select a relatively long fluctuation time in the fluctuation display of the normal symbol in the normal state (for example, uniformly selects seven types of "4 seconds, 5 seconds, 6 seconds, 7 seconds, 8 seconds, 9 seconds, and 10 seconds"). On the other hand, in the time-saving state (easy-to-score state) of the normal symbol, a relatively short fluctuation time (for example, "0.5 seconds") is selected.
[0136] When the result of the winning / losing lottery is a jackpot, the special game control means 150 determines the demo presentation time for the start demo presentation and the end demo presentation to be displayed on the presentation display device 70 during the special game according to the type of the jackpot determined. The special game control means 150 generates a presentation control command (referred to as a "jackpot start demo command") that instructs the presentation control board 200 to execute the start demo presentation and a presentation control command (referred to as a "jackpot end demo command") that instructs the presentation control board 200 to execute the end demo presentation, and stores these in the command storage area of the main information storage means 180. The jackpot start demo command also serves as an opportunity to determine the contents of a series of jackpot presentations (start demo presentation, round presentation, end demo presentation) that are developed during the special game on the presentation control board 200 side. It should be noted that, not limited to this embodiment, the demo presentation time determined by the special game control means 150 can also be determined based on the game state at the time of the jackpot, in addition to the type of jackpot.
[0137] When the special game control means 150 generates a presentation control command (referred to as a "round presentation designation command") for instructing the start of a round presentation corresponding to each round game during a special game, it stores this in a command storage area of the main information storage means 180. This round presentation designation command includes a round start command including information on the current round number transmitted at the start of a round, and a big prize opening valid winning command for executing a winning presentation based on the detection of the big prize opening switch 164 during a round game.
[0138] When the result of the win / lose lottery is a small win, the special game control means 150 determines the demo performance time for the small win start demo performance and the small win end demo performance to be displayed on the performance display device 70 during the small win game. The special game control means 150 generates a performance control command ("small win start demo command") that instructs the execution of the small win start demo performance and a performance control command ("small win end demo command") that instructs the execution of the small win end demo performance, and stores them in the command storage area of the main information storage means 180.
[0139] The symbol display control means 155 includes a special symbol display control means 156 and a normal symbol display control means 157. The special symbol display control means 156 causes the first special symbol to be variably displayed on the first special symbol display device 171 according to the variation pattern (variation time) of the first special symbol, and causes the first special symbol to be definitively displayed after the variable display ends. The special symbol display control means 156 causes the second special symbol to be variably displayed on the second special symbol display device 172 according to the variation pattern (variation time) of the second special symbol, and causes the second special symbol to be definitively displayed after the variable display. The special symbol display control means 156 has a special symbol game timer for managing the time (variation time, definitive display time) related to the display of the first special symbol and the second special symbol. The operation status of the first special symbol display device 171 and the second special symbol display device 172 is monitored based on the special symbol game status of the main information storage means 180. The special pattern display control means 156 generates a presentation control command (referred to as a "variation stop command") to request the presentation control board 200 to confirm and display the decorative pattern when the variation of the special pattern stops (i.e., when the special pattern game timer is managing the variation time and its value becomes "0").
[0140] On the other hand, the normal symbol display control means 157 causes the normal symbol display device 175 to variably display the normal symbol according to the normal symbol variation pattern (variation time), and causes the normal symbol to be displayed in a definite manner after the variation display. The normal symbol display control means 157 has a normal symbol game timer for managing the time (variation time, definite display time) related to the display of the normal symbol. The operating state of the normal symbol display device 175 is monitored based on the normal symbol game status of the main information storage means 180.
[0141] When the result of the lottery for the special symbol is a jackpot, the electric device control means 160 outputs a control signal to the special electric device solenoid 124 as a special game process after the confirmation display of the special symbol, and opens the special electric device 642 according to a predetermined operation pattern. In the special game, one opening and closing operation of the special electric device 642 is regarded as one round game, and the round game is continuously executed for a specified number of rounds (10R, 5R, 2R in this embodiment). The electric device control means 160 holds a jackpot opening counter for storing the number of times the special electric device 642 is operated (i.e., the number of rounds being executed). Here, when the jackpot type is a so-called 10R jackpot (symbol group A, D) or 5R jackpot (symbol group B, E), the jackpot opening 64 is opened for a maximum of about 30 seconds in one round game. On the other hand, when the jackpot type is a so-called 2R jackpot (symbol group C), the jackpot opening 64 is opened for a maximum of about 1.8 seconds in one round of play. Here, the closing condition of the jackpot opening 64 in the special game (end condition of the round of play) is the entry of a specified number of game balls or the passage of a specified number of seconds of the openable period.
[0142] When the result of the lottery for the special symbol is a small win, the electric device control means 160 outputs a control signal to the special electric device solenoid 124 as a small win game process after the special symbol is confirmed and displayed, and opens the special electric device 642 for a short period of time. The small win game is a special game consisting of one round of play, and is distinguished from the big win game, which is a special game consisting of multiple rounds of play. In particular, both the small win game and the big win game are special games in which it is easy to win balls based on the operation of the special electric device 642, but they are distinguished by whether or not the device continuous operation device for enabling the continuous operation of the special electric device 642 is operating.
[0143] When the normal symbol wins the lottery, the electric device control means 160 outputs a control signal to the normal electric device solenoid 123 to open the normal electric device 622 for a predetermined opening time. Here, the electric device control means 160 opens the normal electric device 622 for an extremely short time (for example, 0.2 seconds) in the normal state, whereas in the ball-scoring easy state (electric chute support state), it opens the normal electric device 622 for a relatively long time (for example, 4 seconds) compared to the normal state.
[0144] When the result of the special symbol lottery is a jackpot, the game state control means 169 determines the game state after the special game ends based on the type of the symbol group related to the jackpot, and switches the game state after the special game ends. In the following, among the functions related to the special symbols and normal symbols described above, 1) a game state in which the probability variation function of the special symbols, the variation time shortening function of the special symbols, and the electric chute support function are activated is called a "probability variation state", 2) a game state in which only the variation time shortening function of the special symbols and the electric chute support function are activated is called a "time shortening state", 3) a game state in which only the probability variation function of the special symbols is activated is called a "latent probability variation state", and 4) a state in which all functions are not activated is called a "normal state". It should be noted that the "probability variation state", "time shortening state", and "latent probability variation state" are all game states that are more advantageous to the player than the "normal state".
[0145] Hereinafter, each gaming state is referred to by a combination of the operating state of the special symbol game (high probability / low probability) and the operating state of the normal symbol game (with electric chu support function activated / without electric chu support function activated), as follows: (1) the probability change state is called "high probability / high base", (2) the time shortening state is called "low probability / high base", (3) the latent probability change state is called "high probability / low base", and (4) the normal state is called "low probability / low base" (the "base" refers to the number of prize balls per launched ball, and during the activation of the electric chu support function, it is called "high base" where the possibility of obtaining prize balls is high due to the operation of normal electric accessory devices). In this embodiment, as an example, the gaming state after the end of the special game continues in the probability change state until the number of fluctuations of the special symbol reaches a predetermined end period number (i.e., the aforementioned ST number) counted from the end point of the special game (however, if the next big win occurs within the ST number, the probability change state ends at that fluctuation, and at the end of the big win game, it shifts to the corresponding gaming state based on the big win type and big win symbol again). Note that when a small win occurs during the ST period, the ST number is not reset to 0, and the ST number continues to be counted before and after the occurrence of the small win. In this embodiment, the ST number is set to 100 as an example, but it may be set to other numbers. When shifting to the probability change state, the probability variation function of the special symbol, the function of shortening the variation time of the special symbol, and the electric chu support function are activated simultaneously, and each function continues as long as the probability change state continues.
[0146] When the result of the winning or losing lottery of the special symbol is a big win, regardless of whether the gaming state before the big win is the normal state or the probability change state, it is in the normal state during the special game and uniformly in the probability change state with the ST number as the limit after the special game. On the other hand, when the result of the winning or losing lottery of the special symbol is a small win, if the gaming state before the small win is the normal state, the gaming state during and after the small win game is also the normal state. If the gaming state before the small win is the probability change state of the special symbol, the gaming state during and after the small win game is also the probability change state of the special symbol.
[0147] When the result of the winning / losing lottery is a jackpot, the game state control means 169 determines the variation pattern selection state after the special game based on the type of the jackpot (type of the pattern group A to E) and switches the variation pattern selection state after the special game. The variation pattern selection state is one of the conditions referred to when selecting the above-mentioned variation pattern table. The time when the variation pattern selection state is switched is when the special game ends or when the final number of times of the variation pattern selection state is completed. In this embodiment, there are three types of variation pattern selection states, such as "low probability normal variation state α", "high probability shortened variation state β", and "high probability special variation state γ". Here, the low probability normal variation state α is a state in which the variation pattern of the special pattern is determined by referring to the normal variation pattern table (A1 in FIG. 24 and B1 in FIG. 25) selected when the game state is a normal state (low probability state). The high probability shortened variation state β is a state in which the variation pattern of the special symbol is determined by referring to the probability variation pattern table (A2 in FIG. 24 and B2 in FIG. 25) selected when the game state is the probability variation state of the special symbol (excluding the limited period described later). The high probability special variation state γ is a state in which the variation pattern of the special symbol is determined by referring to the special variation pattern table (A3 in FIG. 24 and B3 in FIG. 25) that is allowed to be selected only for a certain period immediately after the end of the special game (a period covering the variation display of the number of pattern variations (4 times) corresponding to the maximum number of operation reserved balls (4) of the second special symbol: referred to as the "limited period") when the game state is the probability variation state of the special symbol. In this embodiment, no matter which of the pattern groups A to D is selected, the variation pattern selection state (1) stays in the high probability special variation state γ only for a limited period of four pattern variations immediately after the end of the special game, (2) stays in the high probability shortened variation state β after the end of the limited period and when the number of executions is within the ST number (100 times), and (3) stays in the low probability normal variation state α after the end of the ST number, that is, after the 101st execution number. Of course, the period until the first win occurs will stay in the low probability normal variation state α. In addition, the game state control means 169 generates a performance control command (referred to as a "game state designation command") including the current game state information and the variation pattern selection state information, and stores this in the command storage area of the main information storage means 180.In addition, without being limited to this embodiment, it is also possible to have multiple special fluctuation states γ and make it possible to refer to different special fluctuation states at different times during one fluctuation time shortened game state (for example, a special fluctuation state γ2 is provided in which the player stays in special fluctuation state γ1 four times after the end of a jackpot, and then stays in the shortened fluctuation state β 95 times and then stays in the state for one special pattern game).
[0148] The error monitoring control means 170 monitors the input information of the I / O port circuit 104, and checks the magnetic detection signal by the magnetic sensor, the disconnection / short circuit power supply abnormality signal, the radio wave detection signal by the radio wave sensor, the door / frame opening signal, etc. to determine whether the gaming machine is in an error state. If it is in an error state, it requests a performance control command ("error performance designation command") including the error information to instruct the performance control board 200 to perform an error state performance. Although not all are shown in FIG. 19, the door opening switch is a detection means for detecting whether the glass frame 3 is open, the frame opening switch (door opening sensor 2p) is a detection means for detecting whether the front frame 4 is open, and the back set opening switch is a detection means for detecting whether the back set board is open. The magnetic sensor and the radio wave sensor are detection means for detecting fraudulent acts (so-called cheating).
[0149] The main information storage means 180 is configured to temporarily store information necessary for controlling the progress of the game, such as random number value information obtained in special and normal symbol games, information on the reserved balls for special and normal symbol games, information on the game status (high probability state, time-saving state, easy ball entry state) related to special and normal symbol games, information on the state of the variable pattern selection, information on the result of the win / lose lottery (jackpot, small win, miss), information on the stop patterns and variable patterns related to special and normal symbols, information on the special game (number of rounds, opening time, opening mode (number of times opened per round of game), etc.), status information indicating the operating state of the special symbol display devices 171, 172, status information indicating the operating state of the special electric device 642, and information on performance control command data, and is provided with a specified memory area for storing each piece of information.
[0150] The command transmission / reception means 190 is configured to transmit various performance control command data stored in the command storage area of the main information storage means 180 to the performance control board 200 by a parallel transmission method when a command transmission request is received. Each performance control command is composed of two bytes including one byte of MODE data and one byte of EVENT data, and in order to distinguish between the MODE data and the EVENT data, the seventh bit of the MODE data is set to "1" and the seventh bit of the EVENT data is set to "0". When this information is to be transmitted as valid, a strobe signal is output for each of the MODE data and EVENT data.
[0151] The performance control board 200 can receive the MODE data and EVENT data by receiving the strobe signal output in this way. In principle, the performance control commands generated in each process are transmitted one command at a time for each interrupt period, in accordance with the order set in the command storage area of the main information storage means 180, as MODE data and EVENT data.
[0152] The setting change means 195 executes a "setting change process" for changing game settings. When the front frame 4 is in an open state (the door open sensor 2p detects the door open) and the setting key switch 100q is in an on state, the setting change means 195 transitions to the above-mentioned setting change state when the power switch 600q is turned on while pressing the RAM clear switch 400q.
[0153] When the setting change means 195 is shifted to the setting change state, it causes the setting display unit 197 to display the setting value stored in the setting memory (for example, a part of the RAM storage area provided by the main control RAM 103). The setting display unit 197 displays the setting value, for example, by a 7-segment display provided on the main control board 100. At this time, the setting change means 195 changes the setting value displayed on the setting display unit 197 in the order of "1" → "2" → "3" → "4" → "5" → "6" → "1" → ... in response to pressing of a predetermined setting change button, and updates the setting value stored in the setting memory to the same value as the display on the setting display unit 197. In this example, the RAM clear switch 400q is used as the setting change button, but other buttons may be used or a dedicated button may be provided. Then, when the setting key switch 100q is turned off, the setting change means 195 ends the setting change state and turns off the setting display unit 197.
[0154] The setting confirmation means 196 executes a "setting confirmation process" for confirming game settings. When the front frame 4 is in an open state (the door open sensor 2p detects the door open) and the setting key switch 100q is in an on state, if the RAM clear switch 400q is not pressed and the power switch 600q is turned on, the setting confirmation means 196 transitions to the above-mentioned setting confirmation state.
[0155] When the setting confirmation means 196 is shifted to the setting confirmation state, it displays the setting values stored in the setting memory on the setting display unit 197. However, unlike the setting change means 195 described above, the setting confirmation means 196 does not change the set values displayed on the setting display unit 197 even if a setting change button (e.g., RAM clear switch 400q) is pressed, and does not change the setting values stored in the setting memory. Then, when the setting key switch 100q is turned off, the setting confirmation means 196 ends the setting confirmation state and turns off the setting display unit 197.
[0156] The set value data managed by the setting memory may be numerical values from "0" to "5" instead of numerical values from "1" to "6". In this case, the set value "0" may correspond to setting 1, the set value "1" may correspond to setting 2, the set value "2" may correspond to setting 3, the set value "3" may correspond to setting 4, the set value "4" may correspond to setting 5, and the set value "5" may correspond to setting 6. By using "0" as the normal value of the set value data, when the RAM is cleared and the set value data is set to the initial value "0" in the event of a RAM abnormality, an abnormality is not judged, so that the RAM clear process in the event of an abnormality can be simplified. In addition, when performing some kind of lottery using the set value data, for example, when selecting a different table or data for each set value in the look-ahead process, there is an advantage that the offset process for the selection can be simplified. For example, when "1" to "6" are used as the set value data, additional processing such as decrementing the start address by 1 is required when using these values as offset data for table or data selection as they are. On the other hand, when "0" to "5" are used as the setting value data, the numerical value of the setting value data can be used as it is as the offset data. When the numerical values of "0" to "5" are used as the setting value data, the setting change means 195 and the setting confirmation means 196 may display the numerical value of the setting value data as it is on the setting display unit 197, or may display a numerical value obtained by adding +1 to the numerical value of the setting value data on the setting display unit 197. In the latter case, the numerical data of "0" to "5" is converted to the numerical values of settings 1 to 6 in the game settings and displayed, so that the display can be easily understood by the manager of the gaming machine.
[0157] 21 is a functional block diagram showing an example of the functions of the performance control board 200 in the gaming machine according to this embodiment. The performance control board 200 includes a performance lottery random number generating means 210, a performance generalizing means 220, a lamp performance control means 230, a role performance control means 240, an error performance control means 250, a performance control information storage means 260, and a command transmission / reception means 270. Each of the above-mentioned means in the performance control board 200 is a functional representation of hardware such as a performance control CPU 201, a performance control ROM 202, a performance control RAM 203, and electronic circuits arranged on the performance control board 200, and software such as a control program stored in the performance control ROM 202.
[0158] The performance selection random number generating means 210 is provided with a random number counter for generating various software random numbers (performance selection random numbers) by the program processing of the performance control CPU 201. These random number counters play a role as random number generating means for generating random numbers in a software manner. The software random numbers include pre-reading notice selection random numbers used for selection of whether or not a pre-reading notice performance can be executed, pre-reading notice pattern random numbers used for selection of a pre-reading notice pattern, decorative pattern random numbers used for selection of a stop pattern of a decorative pattern, variable performance pattern random numbers used for selection of a variable performance pattern of a decorative pattern, pre-reading performance pattern random numbers used for selection of a pre-reading performance pattern, big win performance pattern random numbers used for selection of a big win performance pattern, consecutive winning performance selection random numbers used for selection of whether or not a reserved consecutive winning performance can be executed, consecutive winning performance pattern random numbers used for selection of a consecutive winning performance pattern of a reserved consecutive winning performance, etc. The update timing of these random numbers is to update them by utilizing the remaining time when command analysis is not performed in the performance control side main processing described later. For the sake of convenience, the random numbers used in each lottery are given names, but it is also possible to have a common random number.
[0159] The performance control means 220 includes a performance mode control means 221, a pending information display control means 222, a look-ahead notice control means 223, a decorative pattern determination means 224, a variable performance determination means 225, a notice notice performance determination means 226, and a jackpot performance determination means 227.
[0160] The reserved information display control means 222 has a first reserved ball number counter for counting the number of activated reserved balls of the first special pattern, and a second reserved ball number counter for counting the number of activated reserved balls of the second special pattern. When the reserved information display control means 222 receives a symbol memory number command from the main control board 100, it updates the values of the first reserved ball number counter and the second reserved ball number counter based on the information on the number of activated reserved balls included in the symbol memory number command. Then, the reserved information display control means 222 performs control to display reserved images of a number corresponding to the number of activated reserved balls of the first special pattern and reserved images of a number corresponding to the number of activated reserved balls of the second special pattern on the reserved display unit of the performance display device 70 based on the values of the first reserved ball number counter and the second reserved ball number counter. In the normal display mode, when a special patterned activation reserved ball occurs, a reserved image is displayed in white, whereas when the reserved change pre-reading notice performance described below is executed, the reserved image that is the subject of the pre-reading notice can take any of the special display modes (display colors) of "blue", "green", "red" and "rainbow" from the normal display mode (display color) of "white". The above four types of special display modes are related to the reliability of the lottery result being a jackpot (referred to as "jackpot reliability"), and are set so that the jackpot reliability increases by one step in the order of "blue", "green", "red" and "rainbow". In this embodiment, when the reserved image changes to "rainbow", the jackpot is confirmed for the activation reserved ball that is the pre-reading target. In the reserved change pre-reading notice performance, the change in the display mode of the reserved image may be expressed by a shape or pattern instead of a display color.
[0161] The pre-reading notice control means 223 determines whether or not to execute the pre-reading notice by lottery when it receives a pre-judgment command from the main control board 100. The pre-reading notice control means 223 distinguishes between information on the pre-judgment result of the first special pattern and information on the pre-judgment result of the second special pattern, and temporarily stores up to a predetermined upper limit number (4 pieces) of each in the pre-reading information storage area of the performance control information storage means 260 so as to be combined with the ball entry order of the activated reserved ball. This pre-reading information storage area has the same configuration as the reserved memory area of the main control board 100, and a reserved 1 memory area (first reserved memory area), a reserved 2 memory area (second reserved memory area), a reserved 3 memory area (third reserved memory area), and a reserved 4 memory area (fourth reserved memory area) are provided in the order of ball entry into each starting port 61, 62. Each reserved memory area can store information on the pre-judgment result of the hit / miss, information on the pattern pre-judgment result, and information on the variation pattern pre-judgment result as a set.
[0162] When judging whether or not the pre-reading notice can be executed, the pre-reading notice control means 223 executes a pre-reading judgment (also referred to as "pre-reading judgment") for the operating reserved ball that is the target of this pre-reading notice, based on the result of the pre-judgment by the main control board 100. In this embodiment, in addition to the above-mentioned reserved change pre-reading notice, the pre-reading notice has a so-called continuous notice performance that predicts the possibility of winning a jackpot or the occurrence of a reach performance over multiple consecutive variable displays of the decorative pattern. When it is judged that the pre-reading notice performance (continuous notice performance) can be executed, the information of the pre-judgment command from the main control board 100 (the result of the pre-judgment) and the information of the pattern memory number command (the number of existing operating reserved balls) are analyzed, and a pre-reading notice performance pattern over multiple consecutive variable displays is determined by lottery for the operating reserved ball (called "trigger reservation") that is the trigger for the occurrence of this pre-reading notice performance. There are various variations of the pre-reading notice, such as reserved change pre-reading notice performance, chance eye pre-reading notice performance, and background change pre-reading notice performance. As another type of pre-reading, there is a consecutive win display in the reserve that suggests or notifies the player of the possibility that there is a working reserved ball that will result in a jackpot during jackpot play or when a change that will result in a jackpot is being executed.
[0163] Fig. 26 is a diagram showing an example of a fluctuation pattern pre-reading judgment table. The fluctuation pattern pre-reading judgment table shown in Fig. 26 is a judgment table used in the pre-reading judgment by the pre-reading notice control means 223, and the type of pre-reading (A to D) is selected based on the fluctuation pattern of each fluctuation determined using the special symbol fluctuation pattern table shown in Fig. 25 etc.
[0164] According to Fig. 26, the look-ahead type A (non-look-ahead) is selected from the fluctuation patterns not subject to look-ahead (fluctuation patterns PH1-1, PH1-2, PH1-3, PH5-1, and PH5-2 according to Fig. 25). When the look-ahead type A is selected, the look-ahead performance for the fluctuation is not executed.
[0165] Here, the selection rate of non-reach A, which is not subject to pre-reading in the normal variation pattern table (B1) of FIG. 25, is 750 / 1000 regardless of the number of reserved symbols, when the variation patterns PH1-1, PH1-2, and PH1-3 are added together, which coincides with the selection rate of pre-reading type A in FIG. 26. That is, in this example, when the variation pattern of non-reach A is determined in normal time (first special pattern), the pre-reading performance for the variation is not always executed, and all pre-reading judgment results are ID=0. Also, in the normal variation pattern table (B1) of FIG. 25, only non-reach A is set so that the selection rate of the variation pattern varies depending on the number of reserved symbols. From this, in this example, it can be said that all pre-reading judgment results are ID=0 in the range of random number values in which a variation pattern whose selection rate depends on the number of reserved symbols is selected.
[0166] The pre-reading type B (weak pre-reading) is selected from the non-reach (fluctuation pattern PH1-4, PH1-5) of the pre-reading target during normal times, or the fluctuation pattern determined for the N-reach (fluctuation pattern PH6) during a probability change. When the pre-reading type B is selected, a predetermined (or any) pre-reading performance with a low expectation is executed for the fluctuation.
[0167] The look-ahead type C (medium look-ahead) is selected from the variation pattern determined for N reach (variation pattern PH2) during normal play, or N reach B or SP reach B (variation patterns PH6, PH7) during probability play. When the look-ahead type C is selected, a predetermined (or any) look-ahead performance with a medium expectation is executed for the variation.
[0168] The pre-reading type D (strong pre-reading) is selected from the variation patterns determined for SP reach or higher during normal times (variation patterns PH3, PH4), or SP reach D during a special probability period (variation pattern PH8). When the pre-reading type D is selected, a predetermined (or any) pre-reading performance with a high expectation is executed for the corresponding variation. Note that a configuration in which pre-reading performances with different expectations are executed according to the pre-reading types B, C, and D can be executed by changing the lottery table for the pre-reading performance according to the ID of the pre-reading judgment result in the main control board 100, or by changing the pre-reading performance to a higher-ranked pre-reading performance than the pre-reading performance that was won for the result using the same table.
[0169] In the above example, the variable pattern pre-reading judgment table in FIG. 26 is shown as a common table for normal time and probability variation, but this embodiment is not limited to this, and different tables may be prepared for normal time and probability variation, and different tables may be prepared for the first special symbol and the second special symbol. Furthermore, a table for pre-reading the variable addition pattern described later may be prepared.
[0170] The presentation mode control means 221 executes transition control of the presentation mode so as to be consistent with the game state and the variation pattern selection state managed by the main control board 100 based on the game state designation command from the main control board 100. In this embodiment, three types of presentation modes are included: a normal presentation mode α, a certain probability variation presentation mode β, and a special presentation mode γ, and even if the variation pattern of the special symbol instructed by the main control board 100 is the same, the variation presentation pattern (described in detail later) that specifies the specific content of the symbol variation presentation is set to be different for each presentation mode. The presentation display device 70 displays a presentation mode notification image (in this embodiment, a background image that is the back display of the decorative symbol) corresponding to the currently staying presentation mode, and this background image is set to be different for each presentation mode, so that the player can recognize which presentation mode is currently staying from the type of background image.
[0171] Each presentation mode will be outlined. First, the normal presentation mode α is set when the low probability normal variation state α is selected as the variation pattern selection state on the main control board 100 side, and the "normal background" is displayed as its background image. The probability variation presentation mode β is set when the high probability shortened variation state β is selected as the variation pattern selection state on the main control board 100 side, and the "probability variation background" is displayed as its background image. The special presentation mode γ is set when the high probability special variation state γ is selected as the variation pattern selection state on the main control board 100 side. This special presentation mode stays for a period (limited period) spanning four times immediately after the end of the special game, and when this limited period is exceeded, it transitions to the probability variation presentation mode β. If a consecutive winning performance in the reserved state occurs during the special game, the "special background" is displayed as the background image. On the other hand, if a consecutive winning performance in the reserved state does not occur during the special game, that is, if a consecutive winning performance is not executed, the "probability variation background" common to the probability variation presentation mode is displayed as the background image.
[0172] The decorative symbol determination means 224 determines the final combination of decorative symbols (left symbol, center symbol, right symbol) by lottery based on information (variation pattern information, character performance number information) included in the variation start command from the main control board 100. In this embodiment, three pattern rows including multiple types of decorative symbols are configured. The decorative symbols are formed by identification elements consisting of numbers or letters, for example. In this embodiment, a total of 10 types are set as identification elements, such as numbers "1" to "9" and the letter "S". Each decorative symbol is displayed in a cyclical manner in the left display area, center display area, and right display area in the order of "1" → "2" → "3" → ··· → "8" → "9" → "S" according to the arrangement of the pattern rows.
[0173] The decorative symbol determination means 224 holds a plurality of types of stop symbol pattern tables that are referred to when determining the combination of stop symbols (also called "stop symbol patterns") of the decorative symbols by lottery. The plurality of types of tables include a stop symbol pattern table for a big win, a stop symbol pattern table for a small win, a stop symbol pattern table for a close miss, and a stop symbol pattern table for a non-close miss. The stop symbols of the decorative symbols are formed as a combination of three symbols, and include a "stop symbol indicating a big win (a big win symbol)" and a "stop symbol indicating a miss (a miss symbol)". The jackpot symbol indicating a specific jackpot (a sure-win jackpot) is a combination of stop patterns in which three symbols of the same odd numbers are lined up (for example, "7·7·7"). The jackpot symbol indicating a normal jackpot (a non-sure-win jackpot) is a combination of stop patterns in which three symbols of the same even numbers are lined up (for example, "2·2·2"). The losing symbols are combinations of stop patterns where at least one of the three symbols is a number different from the other numbers (for example, "1·3·8"). Here, the reach losing symbols among the losing symbols are combinations of stop patterns where the left and right symbols match and only the center symbol is shifted forward or backward by several frames (for example, "3·1·3"). In addition, in the case of "stop symbols indicating a small win (small win symbol)" and even if it is a big win symbol, such as a 2R big win symbol, it may be a combination of predetermined stop patterns such as "3·5·7". In addition, in this embodiment, "S·S·S" is provided as a special big win symbol to definitely notify consecutive wins in the reserved lottery. When it is decided to execute the consecutive wins presentation within the reserved ball, if the consecutive wins presentation pattern PA2 is selected, the decorative symbol determination means 224 replaces the normal big win symbols (such as "3·3·3") with the special big win symbols ("S·S·S").
[0174] The variable performance determination means 225 determines a variable performance pattern that specifies the variable process (performance process) from the start of the variable display of the decorative pattern to the stop of the variable display, based on information (variation pattern information) included in the variable start command from the main control board 100. In this embodiment, the pattern variable performance (reach performance) performed after the reach display includes a reach performance (normal reach performance) whose performance content is simple and a reach performance (super reach performance) whose performance content develops midway. The variable performance determination means 225 holds a plurality of types of variable performance pattern tables that are referred to when selecting a variable performance pattern, and selects a variable performance pattern table corresponding to the variable pattern (variation time) of the special pattern from among these plurality of variable performance pattern tables. In the variable performance pattern table, the variable performance pattern random number value and the variable performance pattern are associated with each other according to the result of the lottery for the variable pattern of the special pattern (i.e., the reach type). Here, the main control board 100 determines a basic pattern of the pattern change (for example, "Normal Reach A", "Super Reach A", etc.) as a change pattern, while the performance control board 200 determines a detailed pattern of the pattern change (for example, "Normal Reach A1, A2, A3...", "Super Reach A1, A2, A3...") that specifies the scenario of the performance display process in detail based on the basic pattern as a change performance pattern. In this way, the decorative pattern change performance pattern defines the change display mode of the decorative pattern, that is, the scenario of a series of performance display processes from the start of the decorative pattern change to the end of the change, and the timing of generating the advance notice performance at each stage in the display process is also specified as a time schedule. The stopping order for stopping the decorative pattern is predetermined for each change performance pattern, and in this embodiment, the order is left pattern → right pattern → center pattern as a rule. However, in the case of a short-time fluctuation pattern, the left, middle, and right symbols can be stopped almost simultaneously, and in the case of a specific fluctuation pattern, the left, middle, and right symbols can be stopped in this order. In this case, if the stopping order is not in accordance with the above principle (left, right, and middle symbols), the probability of winning tends to be relatively high.
[0175] The notice performance determination means 226 determines a notice performance pattern that specifies the contents of the notice performance executed at each stage of the decorative pattern fluctuation process according to the above-mentioned fluctuation performance pattern scenario. The notice performance pattern includes a performance pattern that temporarily or gradually displays an image of a specific character, an animation, etc., a performance pattern that outputs a specific sound, and a performance pattern that operates a movable role. The notice performance is executed in parallel with the display of the decorative pattern fluctuation, and indicates in advance that the pattern fluctuation stops in a jackpot state and has a high probability of winning. There are notice performances that are executed before a reach state occurs (including when the reach occurs) in the decorative pattern fluctuation process, and notice performances that are executed after the reach state occurs. Each notice performance has a different probability of winning, and basically, the notice performance displayed after the reach occurs has a relatively higher probability of winning than the notice performance displayed before the reach occurs. The preview performance determination means 226 holds a preview performance pattern table for each type of preview performance, which is referred to when selecting a preview performance pattern, and selects a preview performance pattern table according to the type of preview performance that occurs according to the scenario of the variable performance pattern. The preview performance determination means 226 refers to the preview performance pattern table selected above, and selects one of multiple preview performance patterns by lottery based on the preview performance pattern random number value acquired from the performance lottery random number generation means 210. Specific types of preview performance patterns include a comment preview performance pattern, a background preview performance pattern, a SU (step-up) preview performance pattern, a group preview performance pattern, a cut-in preview performance pattern, and a role-moving preview performance pattern. This preview performance is basically performed by executing one or more preview performances in accordance with the variable display of the decorative pattern on the performance display device 70. Therefore, even if the decorative pattern is variable displayed by the same variable performance pattern, it is possible to generate a variety of performance modes by combining one or more preview performances.
[0176] The jackpot performance determination means 227 determines the contents of the jackpot performance (jackpot performance pattern) that notifies the user that a special game is being played. The jackpot performance includes a start demo performance that notifies the user that a special game is being played, a round performance that notifies the user that a round game is being played, and an end demo performance that notifies the user that a special game is being played. When the jackpot performance determination means 227 receives a jackpot start demo command from the main control board 100, the jackpot performance determination means 227 determines the jackpot performance pattern (start demo performance pattern, round performance pattern, end demo performance pattern) based on the information on the jackpot type stored in the performance control information storage means 260. In this jackpot performance pattern, a jackpot start demo performance time, a round performance time (performance time according to the opening pattern of the big prize opening 64), and a jackpot end demo performance time are set according to the jackpot type, and a series of performance contents are set along the time axis. The jackpot performance determination means 227 executes a start demo performance in response to receiving a jackpot start demo command from the main control board 100 according to the jackpot performance pattern, executes each round performance in response to receiving a round performance designation command, and executes an end demo performance in response to receiving a jackpot end demo command.
[0177] Here, in the normal jackpot start demo performance, for example, the words "jackpot start" are displayed on the screen to announce the start of the special game. In the normal round performance, for example, the number of currently running rounds and the number of winning balls are displayed on the screen, and various images (such as animation images) that liven up the special game are displayed. In the normal jackpot end demo performance, for example, the words "jackpot end" are displayed on the screen to announce the end of the special game.
[0178] As described above, the performance control means 220 generates image control commands related to images and sounds based on the determined performance content (pre-reading performance pattern, consecutive performance pattern, variable performance pattern, advance notice performance pattern, stopping pattern pattern, jackpot performance pattern, etc.) and stores this in the command storage area of the performance control information storage means 260.
[0179] The lamp performance control means 230 controls the lighting and light color of the performance lamps according to the performance contents set by the performance integration means 220. The lamp performance control means 230 holds multiple types of lamp data (lamp pattern data) for controlling the lighting of the performance lamps 10, 25 (frame lamp 10, panel lamp 25), reads out the lamp data corresponding to the determined performance pattern, and transmits this lamp control signal (lamp data) to the lamp connection board 91.
[0180] The role performance control means 240 controls the driving of each movable role according to the performance content set by the performance integration means 220. The role performance control means 240 holds a plurality of types of driving data for driving and controlling the movable role, and transmits a driving control signal (driving data) according to the determined performance pattern to the motor driver 92.
[0181] The error presentation control means 250 is configured to determine an error presentation pattern when it receives an error presentation designation command from the main control board 100, and to notify the occurrence of an error state in the gaming machine in accordance with the error presentation pattern.
[0182] The performance control information storage means 260 is configured to temporarily store information on decorative patterns, information on variable performance patterns, information on preview performance patterns, information on control commands, and the like, and is provided with a predetermined storage area for storing each piece of information. For example, the command storage area includes a performance control command buffer for storing performance control commands from the main control board 100, an image control command buffer for storing image control commands to the image control board 300, and an ACK command buffer for storing ACK commands from the image control board 300. Each command buffer is composed of a ring buffer, and can store a predetermined number of performance control commands, image control commands, and ACK commands.
[0183] The command transmission / reception means 270 is configured to receive the performance control command transmitted from the main control board 100 upon receipt of the strobe signal output together with the command, and to store the performance control command in a performance control command buffer. Specifically, the command transmission / reception means 270 executes a reception interrupt process for the performance control command in response to an interrupt that occurs upon input of a strobe signal from the main control board 100, and acquires various performance control commands in this reception interrupt process. Details of this reception interrupt process for the performance control command will be described later. Note that when the command transmission / reception means 270 receives a strobe signal, it executes the reception interrupt process for the performance control command with priority over other interrupt processes.
[0184] The command transmission / reception means 270 transmits image control commands stored in the performance control information storage means 260 to the image control board 300 using, for example, a serial communication method in order to instruct the execution of the performance contents (variable performance pattern information, advance notice performance pattern information, decorative pattern information, etc.) set by the performance supervision means 220. The image control commands are transmitted, in principle, at predetermined intervals (500 μs in this embodiment) in accordance with the order set in the command storage area of the performance control information storage means 260.
[0185] As a result, the image control board 300 analyzes various image control commands transmitted from the performance control board 200, and causes the performance display device 70 to variably display performance images including decorative patterns according to the scenario of the variable performance pattern, and also causes the preview performance to be displayed by superimposing it on the performance of the pattern variation at each stage of the variable display process. Furthermore, the command transmission / reception means 270 receives the ACK command transmitted from the image control board 300, and stores this ACK command in the ACK command buffer.
[0186] <Processing on the main control board> 27 to 48 are flow charts showing an example of the procedure of the operation processing in the main control board 100. The operation processing on the main control board 100 side mainly includes main control side main processing and main control side timer interrupt processing.
[0187] <Main control side main processing> 27, 28, and 29 are each a flowchart showing an example of a main control side main process executed in the main control board 100. In this main control side main process, a security check of the main control CPU 101 is performed by resetting when the power is turned on, and then a main control program is started, and processing is executed by this main control program. In the following description, the subject of each process may be omitted as appropriate.
[0188] First, as the initial settings required when powering on, the top address is set in the stack pointer as the initial value of the stack area (step S1), and access to the main control RAM 103 is permitted (step S2). Next, a vector table is set in which the top address of the main control program to be processed when a timer interrupt occurs is stored (step S3), and initial values are set in the built-in registers of the main control CPU 101 (step S4).
[0189] Next, the main control CPU 101 checks the operation state of the setting key switch 100q (step S5), and if the setting key switch 100q is in the ON state (YES in step S5), checks the operation state of the RAM clear switch 400q (step S6). If the RAM clear switch 400q is in the ON state in step S6 (YES in step S6), a setting change process is executed (step S7). The details of the setting change process will be described later with reference to FIG. 30, but after the setting change process is completed, the process proceeds to step S13. On the other hand, if the RAM clear switch 400q is in the OFF state in step S6 (NO in step S6), a setting confirmation process is executed (step S8). The details of the setting confirmation process will be described later with reference to FIG. 31, but after the setting confirmation process is completed, the process proceeds to step S10.
[0190] If the setting key switch 100q is in the OFF state in step S5 (NO in step S5), the main control CPU 101 checks the operation state of the RAM clear switch 400q (step S9). If the RAM clear switch 400q is in the ON state in step S9 (YES in step S9), since a normal RAM clear process without setting changes is to be performed, the process proceeds to step S13. On the other hand, if the RAM clear switch 400q is in the OFF state in step S9 (NO in step S6), the process proceeds to step S10 without performing any special processing.
[0191] In step S10, the main control CPU 101 reads the value of the power-off information flag and determines whether the information of normal power-off is stored (step S10).
[0192] Here, when the information of normal power-off is stored, a checksum is calculated for a predetermined area of the main control RAM 103 (step S11). It is determined whether this checksum is 0, that is, whether the checksum is normal (step S12). Note that the checksum at power-on calculated here includes the complement of the checksum calculated in the power-off process described later. Therefore, if the backup is normal, the checksum at power-on will be "0". In this way, it is determined at power-on whether the information stored in the main control RAM 103 before power-off has been correctly backed up.
[0193] If the checksum is normal in step S12 (YES in step S12), the process proceeds to step S16 described later to return to the state before power-off. On the other hand, if the checksum is abnormal in step S12 (NO in step S12), or after the completion of the setting change process in step S7, the entire area of the main control RAM 103 to be subject to the initialization process is cleared to zero (step S13). Note that in the initialization process of step S13, a specific RAM storage area is not cleared to zero. For example, the set values stored in the setting memory are not cleared, and the set values set in the setting change process of step S7 are retained as they are.
[0194] Next, the initialization data for when the power is turned on is set in the main control RAM 103 (step S14). Next, in order to initialize the performance display device 70, the performance lamps 10 and 25, etc., a performance control command ("performance initial command") is requested to the performance control board 200 (step S15).
[0195] Next, in the power failure recovery setting process, the main control RAM 103 sequentially sets the power-on normal information, initializes various errors, and initializes communication with the payout control board 400 (step S16). Here, the power-on normal information is set by storing normal power-on data in the power failure information flag to save that the power was turned on correctly, and turning off the power failure confirmation flag to initialize the information on the occurrence of a power failure. Next, the data transfer source address, data transfer destination address, and number of transfer bytes are set, and data for the number of transfer bytes is transferred (step S17). The value of the special symbol game status at the time of power failure is read, and the power failure recovery process for the special symbol game is executed (step S18).
[0196] Next, a request is made to send a performance control command ("power interruption recovery command") for when the main control board 100 and the performance control board 200 are restored from the power interruption (step S19). This power interruption recovery command includes information regarding the inspection of the communication line, the operation status of the special symbol, the number of probability changes, the number of time-saving times, the number of times of easy-to-score states, the change pattern selection status, and the error status. Any command requests that have not been sent before the power interruption are cleared. Next, in the symbol memory number command request process, information on the number of activated balls reserved for the first special symbol and the second special symbol at the time of the power interruption is read, and a performance control command including this information on the number of activated balls reserved is requested (step S20).
[0197] Next, a return setting is performed to return the normal electric role 622 to the state before the power is cut off (for example, the second start port 62 is open) (step S21). Furthermore, a return setting is performed to return the special electric role 642 to the state before the power is cut off (for example, the big prize port 64 is open) (step S22). Next, the value of the special symbol mode flag is read, and the operation state of the probability variation function of the special symbol at the time of power cut is set (step S23). The special symbol mode flag is a flag for setting the operation probability (high probability or low probability) of the special symbol game. Next, in order to start the timer interrupt, a predetermined count value is set as the initial setting of the CTC circuit, and a timer interrupt is generated every 4 ms (step S24). Next, interrupt prohibition is set to prohibit the occurrence of the timer interrupt process (step S25). Clear word 1 ("55H") is set in preparation for restarting the watchdog timer (step S26).
[0198] Next, to determine whether a power outage has occurred, the value of the power outage confirmation flag is read to determine whether a power outage has occurred (step S27). If a power outage has not occurred, an initial value random number update process is executed (step S28). In this initial value random number update process, the initial value random number for a normal symbol, the soft initial value random number for a special symbol, and the symbol initial value random number for a special symbol are updated. Specifically, the value of each counter is incremented by 1, and if the value exceeds the maximum value set for each random number, it is reset to the minimum value of "0."
[0199] Next, the interrupt permission is set to permit the occurrence of the timer interrupt process (step S29), and the process returns to the above-mentioned interrupt prohibition process (step S25), and the loop process from steps S25 to S29 is repeatedly executed. Here, the timer interrupt process is executed periodically at a predetermined cycle, and the process from steps S25 to S29 is repeated using the remaining time between the completion of the previous interrupt process and the occurrence of the next interrupt process. If an interrupt request occurs in the interrupt prohibited state, the timer interrupt process is started when the interrupt is permitted in step S29. On the other hand, if the power cut confirmation flag is on in step S27, that is, if a power cut has occurred, the process proceeds to step S30, and the power cut process described below is executed.
[0200] Next, as the power-off process (steps S30 to S36), first, clear word 2 ("AAH") is set to restart the watchdog timer (step S30). Next, it is determined whether the content of the power-off information flag is normal power-on data (step S31). If the content is normal power-on information, normal power-off data is set to the power-off information flag (step S32). On the other hand, if the content is not normal power-on information, abnormal power-off data is set to the power-off information flag (step S33), and the process proceeds to step S36.
[0201] Next, a checksum is calculated for a predetermined area (excluding the checksum area) of main control RAM 103 (step S34). A complement of the checksum data is calculated, and the resulting value of this complement is set in the checksum area of main control RAM 103 (step S35). Next, access to main control RAM 103 is prohibited (step S36), and the process is repeated until the power is cut off.
[0202] <Settings change process> Fig. 30 is a flowchart showing an example of the setting change process. The series of processes shown in Fig. 30 shows details of the setting change process of step S107 in Fig. 27, and is executed by the main control CPU 101 (main control program).
[0203] According to FIG. 30, first, the main control CPU 101 checks whether the value of the setting memory in which the set value of the game setting should be stored is normal (step S101). If the set memory value is not normal in step S101 (NO in S101), the set value is initialized to the initial value (S102). Specifically, for example, when "1" to "6" are used as the set value data, "1" is set as the initial value, and when "0" to "5" are used as the set value data, "0" is set as the initial value. After the process of step S102, the process proceeds to step S103. On the other hand, if the set memory value is normal in step S101 (YES in S101), the process of step S102 is skipped and the process proceeds to step S103.
[0204] In step S103, the process transitions to a setting change state, and the setting values stored in the setting memory are displayed on the setting display unit 197 (step S104).
[0205] Next, it is confirmed whether or not a change operation has been performed using a setting change button (e.g., RAM clear switch 400q) (step S105). If a change operation has been performed using the setting change button (YES in step S105), the setting value displayed on the setting display unit 197 is updated, and the setting value stored in the setting memory is updated (step S106). If no change operation has been performed using the setting change button (NO in step S105), the process of step S106 is skipped.
[0206] Next, it is confirmed whether the operation state of the setting key switch 100q is in the OFF state (step S107). If the determination in step S5 of FIG. 27 is NO and the setting key switch 100q remains in the ON state (NO in step S107), the process returns to step S104 and is repeated. On the other hand, if the setting key is returned to its original position and the setting key switch 100q is in the OFF state (YES in step S107), the setting display unit 197 is turned off to make the setting value invisible (non-display) (step S108), and the process returns. As described above, after the return, the process in step S13 of FIG. 27 is performed.
[0207] <Settings confirmation process> Fig. 31 is a flowchart showing an example of the setting confirmation process. The series of processes shown in Fig. 31 is a detailed diagram of the setting confirmation process in step S108 in Fig. 27, and is executed by the main control CPU 101 (main control program).
[0208] According to FIG. 31, first, the main control CPU 101 causes the setting display unit 197 to display the setting values stored in the setting memory (step S111).
[0209] Thereafter, the main control CPU 101 checks whether the operation state of the setting key switch 100q is in the OFF state (step S112). If the setting key switch 100q remains ON after the determination in step S5 of FIG. 27 is NO (NO in step S112), the process returns to step S111 and repeats, continuing to display the setting value. On the other hand, if the setting key is returned to its original position and the setting key switch 100q is in the OFF state (YES in step S112), the setting display unit 197 is turned off to make the setting value invisible (non-display) (step S113), and then the process returns. As described above, after the return, the process of step S10 in FIG. 27 is performed.
[0210] In the gaming machine of this embodiment, the first procedure, frame opening, is included as a condition for transition to the above-mentioned setting change processing and setting confirmation processing in order to enhance security. Therefore, although not shown in FIG. 27, when the operation state of the setting key switch 100q is determined to be on (YES in step S5) in the determination of step S5, the state of the frame opening switch (door open sensor 2p) is also confirmed, and only when the frame is in an open state (door open), transition is made to step S6. Even if the setting key switch 100q is on when the setting key switch 100q is determined to be not in an open state (door closed), this is a state in which fraud or abnormality is suspected, so the process does not transition to step S6, which proceeds to the setting change processing (step S7) or setting confirmation processing (step S8), but waits until the setting key switch 100q is in an off state, and transitions to step S9 when the setting key switch 100q is switched to the off state.
[0211] <Main control side timer interrupt processing> Next, the relationship between the figures for explaining the main control timer interruption process will be described. First, Fig. 32 and Fig. 33 are flowcharts showing an example of the timer interruption process executed in the main control board 100. Fig. 34 and Fig. 35 are flowcharts showing the details of the start port monitoring control process shown in Fig. 32. Fig. 36 is a flowchart showing the details of the special symbol variation start monitoring control process shown in Fig. 33, and Fig. 37 and Fig. 38 are flowcharts showing the details of the special symbol variation start monitoring process shown in Fig. 36. Fig. 39 is a flowchart showing the details of the special symbol control process shown in Fig. 33. Fig. 40 is a flowchart showing the details of the special symbol control general-purpose process shown in Fig. 39. Figs. 41 to 45 are flowcharts showing the details of the special symbol variation start process, the special symbol variation process, and the special symbol stop symbol display process shown in Fig. 40. Figs. 46 to 48 are flowcharts showing the details of the special electric role control process shown in Fig. 33.
[0212] First, the timer interrupt process shown in Fig. 32 is executed by interrupting the main process on the main control side when a timer interrupt occurs in response to a clock pulse at a fixed time interval (for example, 4 ms) from the CTC circuit described above. Note that the terms "condition device" and "continuous device for operating special features" used below refer to conceptual control devices. The "condition device" operates when a jackpot occurs in a special symbol game, and the "continuous device for operating special features" can operate the "special electric special features" multiple times in succession.
[0213] First, when this timer interrupt occurs, the contents of the register in the main control CPU 101 (data used during the main processing on the main control side) are saved in the stack area of the main control RAM 103, and then the interrupt operation conditions are set (step S51). Next, the interrupt operation condition setting value is set in the interrupt control register (step S52). Next, the clear word 2 is set (step S53).
[0214] Next, clear word 2 ("AAH") is set to restart the watchdog timer (step S54). At this time, clear word 1 and clear word 2 are written in sequence to the WDT clear register of the main control CPU 101 within a preset timeout period, thereby clearing and restarting the watchdog timer. In other words, when the main control CPU 101 is executing the main control program normally, clear words 1 and 2 are set periodically, so that the watchdog timer is cleared and restarted before it times out. On the other hand, when the watchdog timer times out, a user reset occurs.
[0215] Next, input processing is executed (step S55). In this input processing, information on the various switches connected to the main control board 100, other than the RAM clear switch, is read. That is, input information on the first start port switch 161, the second start port switch 162, the operation gate switch 163, the big winning port switch 164, and the out ball detection switch 167, as well as the door opening switch, frame opening switch, back set opening switch, magnetic sensor, and radio wave sensor (not shown) is read, their states are determined, and then the detection information is stored.
[0216] Next, various random number update processes are executed (step S56). In the various random number update processes, the normal pattern variation pattern random numbers and the special pattern variation pattern random numbers that do not use the initial value random numbers are updated. For the normal pattern variation pattern random numbers, the value of the random number counter is incremented by 1, and if the value exceeds the maximum value, it is reset to the minimum value of "0". On the other hand, for the special pattern variation pattern random numbers, a predetermined value (e.g., 3511) is subtracted from the previous random number. If the result of the subtraction is less than 0, a predetermined value (e.g., 50000) is added to the result of the subtraction.
[0217] Next, an initial value update type random number update process is executed (step S57). In this initial value update type random number update process, the random number per normal symbol, the soft random number per special symbol, and the symbol random number per special symbol are updated. Specifically, the value of each random number counter is incremented by 1, and if the value exceeds the maximum value, it is reset to the minimum value of "0". When the counter value has gone through one revolution (becomes the value set as the initial value), the value of the initial value random number corresponding to the random number value at which the counter value has gone through one revolution at that timing is set as a new initial value.
[0218] Next, an initial value random number update process is executed (step S58). In this initial value random number update process, the initial value random number for normal symbols, the soft initial value random number for special symbols, and the symbol initial value random number for special symbols are updated. Specifically, the value of each random number counter is incremented by 1, and when the value exceeds the maximum value predefined for each random number, it is reset to the minimum value "0".
[0219] Next, a timer subtraction process is executed (step S59). In this timer subtraction process, the values of various timers used for controlling the game operation of the gaming machine are subtracted and updated. The various timers include a special symbol game timer for managing the time (variable time, fixed display time) related to the special symbol display devices 171, 172, a timer for controlling the operation pattern of the special electric role 642, and a timer used for various controls such as normal symbols and normal electric roles.
[0220] Next, a second start port valid period setting process is executed (step S60). In this second start port valid period setting process, the winning valid period and winning invalid period of the second start port 62 are determined, and the valid period data or invalid period data of the second start port 62 is set as the result of this determination.
[0221] Next, a winning monitoring process is executed (step S61). In this winning monitoring process, a switch passing inspection of the game ball is performed based on the detection information of the first start port switch 161, the second start port switch 162, the operation gate switch 163, the big winning port switch 164, the general winning port switch 166, and the out ball detection switch 167 in the above-mentioned input process (step S55). If it is determined that the game ball has passed through each switch as a result, a transmission request for a performance control command including information indicating that the game ball has passed each switch is performed.
[0222] Next, the prize ball control process is executed (step S62). In this prize ball control process, it is determined whether the winning is valid or invalid, and a payout control command is sent to the payout control board 400 to instruct the number of prize balls corresponding to the type of winning, and the communication with the payout control board 400 is inspected by monitoring the data received from the payout control board 400.
[0223] Next, a normal symbol activation gate monitoring process is executed (step S63). In this normal symbol activation gate monitoring process, the passage of the game ball to the gate 63 is monitored, and if it is determined that the game ball has passed through the gate 63, a random number related to the normal symbol lottery is obtained as activation reserved ball information, the number of activation reserved balls is updated up to a maximum of four, and the random number related to the normal symbol lottery is stored.
[0224] Next, a normal symbol control process is executed (step S64). In this normal symbol control process, in order to execute a series of processes related to the normal symbol display device 175 or the normal electric role 622, a normal symbol changing process, a normal symbol stop pattern display process, a normal electric role operation process, a normal electric role operation end demo process, etc. are executed according to the value of the normal symbol game status. In addition, in the normal symbol changing process, display pattern number data of the normal symbol is created (updated) in order to display the normal symbol changing or fixed.
[0225] Next, a normal symbol variation start monitoring process is executed (step S65). In this normal symbol variation start monitoring process, the operation state of the normal symbol is monitored, and when it is determined that the normal symbol variation start condition is satisfied, one normal symbol operation reserved ball is consumed, and the normal symbol hit / fail judgment, pattern judgment, variation pattern judgment, variation time setting, etc. are performed in this order.
[0226] Next, a start port monitoring control process is executed (step S66). In this start port monitoring control process, the entry of the game ball into the first start port 61 and the second start port 62 is monitored, and when the game ball is detected to have entered, command requests are sequentially made for commands including information required for the performance control board 200, such as updating the number of reserved balls, storing random numbers related to the special symbol lottery, pre-judgment for advance notice and the number of symbols stored, etc.
[0227] Next, a special symbol control process is executed (step S67). In this special symbol control process, as a series of processes related to the special symbol display devices 171 and 172, for example, a special symbol change start process (see step S420 in FIG. 40 described later), a special symbol change process (see step S430 in FIG. 40 described later), and a special symbol stop symbol display process (see step S440 in FIG. 40 described later) are executed according to the value of the special symbol game status.
[0228] Next, a special electric device control process is executed (step S68). In this process, when the lottery result of the special symbol is a "big win" or a "small win", operation processes related to the special electric device 642 are executed in order, such as setting the operation start and end of the special electric device 642, updating the opening time and the number of openings of the big prize opening 64, setting the operation start of the probability fluctuation function, setting the operation start of the fluctuation time reduction function, setting the fluctuation pattern selection state, and the like.
[0229] Next, a special prize opening valid period setting process is executed (step S69). In this special prize opening valid period setting process, the special prize opening 64's prize valid period and prize invalid period are determined, and the special prize opening 64's valid period data or invalid period data is set as the result of this determination.
[0230] Next, a special symbol variation start monitoring and control process is executed (step S70). In this special symbol variation start monitoring and control process, if there is a first special symbol or a second special symbol activation reserved ball, one reserved ball is consumed, and a command request for the number of symbols stored, a hit or miss judgment for the special symbol, a symbol judgment for the special symbol, a probability variation function judgment, a time reduction function judgment, a setting of the activation pattern of the special electric role, a setting of the demo performance time, and the like are performed in this order.
[0231] Next, an abnormality detection process is executed (step S71). In this abnormality detection process, based on the input information in the above-mentioned input process (step S55), the magnetic detection signal from the magnetic sensor, the disconnection / short circuit power supply abnormality signal, the radio wave detection signal from the radio wave sensor, the door / frame opening signal, etc. are successively inspected to determine whether the gaming machine is in an error state. If an error state exists, a performance control command including the error information ("error performance designation command") is generated to request the performance control board 200 to display an error.
[0232] Next, a ball passing time abnormality detection process is executed (step S72). In this ball passing time abnormality detection process, when the on signal of the winning detection switch is continuously detected for a predetermined time or more, a ball passing time abnormality is set, and a request is made for a performance control command including the error information ("error performance designation command"), and a request is made for a security signal to be output to an external terminal.
[0233] Next, a game status display process is executed (step S73). In this game status display process, display data such as the number of times the special electric device 642 operates consecutively (prescribed number of rounds), the number of balls reserved for operation of normal symbols and special symbols, etc. are created. Display data is created to display information on the error state detected in the abnormality detection process described above on the status indicator lamp of the main control board 100.
[0234] Next, a steering wheel state signal inspection process is executed (step S74). In this steering wheel state signal inspection process, the steering wheel state signal is inspected.
[0235] Next, LED output processing is executed (step S75). In this LED output processing, in order to display special and normal symbols, the number of reserved balls, the number of times the special electric role is continuously operated, and errors, the display data created in the above-mentioned special symbol control processing (step S85), abnormality detection processing (step S89), and game status display processing (step S73) are output to the special symbol display devices 171 and 172, the normal symbol display device 175, the special symbol reserved lamps 173 and 174, the normal symbol reserved lamp 176, and the status indicator lamp of the main control board 100, and the display in these various display devices is initialized.
[0236] Next, a launch control signal output process is executed (step S76). In this launch control signal output process, if no communication abnormality or disconnection / short circuit power supply abnormality with the payout control board 400 is detected, a launch permission signal is output to the payout control board 400 to permit the launch of game balls, whereas if a communication abnormality or disconnection / short circuit power supply abnormality with the payout control board 400 is detected, a launch prohibition signal is output to the payout control board 400 to prohibit the launch of game balls.
[0237] Next, a test signal output process is executed (step S77). In this test signal output process, various test data are generated and then an error check process is performed. If an error is detected as a result, the various test data are output to each test signal output port.
[0238] Next, a solenoid output process is executed (step S78). In this solenoid output process, in order to operate the normal electric role 622 and the special electric role 642, an excitation signal is output to each electric role solenoid 123, 124 based on the control data acquired in the normal symbol control process (step S82) and the special electric role control process (step S86).
[0239] Next, a performance control command transmission process is executed (step S79). In this performance control command transmission process, as described above, the performance control commands stored in the ring buffer designated by the pointer are read out for each MODE data and EVENT data from among the performance control commands stored in the command storage area of the main information storage means 180, and are transmitted to the performance control board 200 as described below.
[0240] Next, an external information output process is executed (step S80). In this external information output process, operation status information of the gaming machine is output as external information to an external device such as a hall computer or a data counter via an external terminal board.
[0241] Next, the contents of the saved register are restored, and the main control CPU 101 is set to an interrupt-enabled state (step S81). This ends the main control side timer interrupt process, and returns to the main control side main process, where the main control side main process is executed until the next timer interrupt occurs.
[0242] If the main control board 100 detects a power cut (a drop in supply voltage based on a predetermined threshold) during the main processing or interrupt processing on the main control side, it generates a non-maskable interrupt and turns on the power cut confirmation flag. After returning to the original processing, the above-mentioned power cut processing (steps S27 to S33) is executed.
[0243] <Special symbol game processing> Next, a series of processes related to the special symbol game in the main control side timer interruption process will be described. The processes related to the special symbol game include the above-mentioned start gate monitoring control process (step S84), special symbol control process (step S85), special electric role control process (step S86), and special symbol variation start monitoring control process (step S88).
[0244] <Start port monitoring and control processing> First, as shown in Fig. 34, it is determined whether or not a game ball has entered the first start hole 61 (step S201). If a game ball has entered the first start hole 61, it is determined whether or not the number of balls reserved for operation of the first special symbol is less than the upper limit of 4 (step S202).
[0245] If the number of activated reserved balls for the first special symbol is less than 4, the random number value for the special symbol, the random number value for the symbol for the special symbol, and the random number value for the special symbol variation pattern are obtained as the lottery random numbers for the first special symbol game, and each random number value is stored in the first special symbol reserved storage area (reserved n storage area) of the main information storage means 180 according to the ball entry order (step S203). The value of the first special symbol reserved ball count counter is incremented by 1 to update the number of activated reserved balls for the first special symbol (step S204), and the winning check for the first starting hole 61 is completed.
[0246] Next, it is determined whether or not a game ball has entered the second start hole 62 (step S205). If a game ball has entered the second start hole 62, it is determined whether or not the number of activated reserved balls of the second special symbol is less than the upper limit of 4 (step S206). If the number of activated reserved balls of the second special symbol is less than 4, a random number value for a special symbol, a random number value for a pattern for a special symbol, and a random number value for a special symbol variation pattern are obtained as lottery random numbers related to the second special symbol game, and each random number value is stored in the second special symbol reserved storage area (reserved n storage area) of the main information storage means 180 according to the ball entry order (step S207). To update the number of activated reserved balls of the second special symbol, the value of the second special symbol reserved ball count counter is incremented by 1 (step S208), and the winning check of the second start hole 62 is completed.
[0247] Next, it is determined whether the number of activated reserved balls of the first special pattern or the second special pattern has been updated, that is, whether the number of activated reserved balls of the first special pattern or the second special pattern has been added in step S204 or step S208 (step S209). If the number of activated reserved balls has been updated (step S209), a symbol memory number command including information on the number of activated reserved balls of the first special pattern and the second special pattern is generated and stored in the command storage area of the main information storage means 180 (step S210).
[0248] Next, the state of the gaming machine is checked to determine whether it is time for a pre-determination (step S211). If it is time for a pre-determination (step S211), a random number value for a special symbol win is read from the win random number buffer in the reserved n storage area, and a win / loss pre-determination is performed (step S212). A win / loss pre-determination command including information on the pre-determination result (win / loss pre-determination number) is generated, and this is stored in the command storage area of the main information storage means 180 (step S213).
[0249] A random number value of a special symbol winning pattern is read from the winning symbol random number buffer of the reserved n storage area, and a symbol pre-determination is performed (step S214). A symbol pre-determination command including information of the pre-determination result (symbol pre-determination number) is generated, and this is stored in the command storage area of the main information storage means 180 (step S215). Furthermore, a random number value of a special symbol fluctuation pattern is read from the fluctuation pattern random number buffer of the reserved n storage area, and a fluctuation pattern pre-determination is performed (step S216). A fluctuation pattern pre-determination command including information of the pre-determination result (fluctuation pattern pre-determination number) is generated, and this is stored in the command storage area of the main information storage means 180 (step S217).
[0250] <Special pattern variation start monitoring control process> In the special symbol variation start monitoring control process (step S88) shown in Fig. 36, the special symbol variation start monitoring process (step S310) described later is executed for the special symbol side that satisfies the variation start condition between the first special symbol and the second special symbol. Note that, when both the first special symbol and the second special symbol satisfy the variation start condition, as described above, as an example, the process on the second special symbol side is executed preferentially.
[0251] First, it is determined whether or not a big win or a small win is occurring (step S301). Next, it is determined whether or not both the first special symbol and the second special symbol are waiting to change, that is, whether or not both the first special symbol game status and the second special symbol game status are "00H (waiting to change)" (step S302).
[0252] Next, it is determined whether the number of reserved balls for the second special symbol is "0" (step S303). If the number of reserved balls is not "0", it is assumed that the condition for starting the change of the second special symbol is satisfied, and after setting the address of the second special symbol change start monitoring table (the address of various tables used in the following process and the address of the RAM storage area) (step S304), it proceeds to the special symbol change start monitoring process (step S310) on the second special symbol side. That is, in this embodiment, when the reserved ball for the second special symbol is present, the reserved ball for the second special symbol is consumed preferentially regardless of the presence or absence of the reserved ball for the first special symbol. Details of this special symbol change start monitoring process will be described later with reference to Figures 37 and 38.
[0253] On the other hand, if the number of reserved balls for the second special symbol is "0", it is determined whether the number of reserved balls for the first special symbol is "0" (step S305). If the number of reserved balls is not "0", it is assumed that the first special symbol variation start condition is met, and after setting the address of the first special symbol variation start monitoring table (the address of various tables used in the following processing and the address of the RAM storage area) (step S306), it proceeds to the special symbol variation start monitoring processing for the first special symbol (step S310).
[0254] In addition, when neither the first special symbol nor the second special symbol variation start condition is satisfied (steps S301, S302, S305), the execution of the special symbol variation start monitoring process (step S310) is omitted.
[0255] <Special symbol variation start monitoring process> In the special symbol variation start monitoring process (step S310), the first special symbol variation start monitoring table or the second special symbol variation start monitoring table set in the above-mentioned step S304 or step S306 is referenced to execute the process of the special symbol side that is the target of this variation start. Note that the process contents are almost the same for the first special symbol side and the second special symbol side, so that unless otherwise specified, the process will be described collectively without distinguishing between the process of the first special symbol side and the process of the second special symbol side.
[0256] First, as shown in FIG. 37, the number of reserved balls on the special symbol side that is the target of this change is subtracted by 1 (step S311). A symbol memory number command including the information on the number of reserved balls on the first special symbol and the second special symbol after subtraction is generated and stored in the command storage area of the main information storage means 180 (step S312). Next, the special symbol reserved storage area on the special symbol side that is the target of this change is accessed, and the random number value for the special symbol, the pattern random number value for the special symbol, and the random number value for the special symbol change pattern stored in the most recent reserved storage area (reserved 1 storage area) are read in order, and these random number values are transferred to the special symbol hit / miss judgment area, the special symbol judgment area, and the special symbol change pattern judgment area of the main information storage means 180 for use in the special symbol hit / miss judgment process (step S320), the pattern judgment process (step S330), and the change pattern selection process (step S423 in FIG. 41 to be described later) (step S313). To update the reserved memory area, the reserved ball information stored in the reserved 2 memory area to the reserved 4 memory area is shifted in sequence to the reserved 1 memory area to the reserved 3 memory area, and the reserved 4 memory area is cleared to zero (step S314).
[0257] Next, a special symbol hit / miss judgment process is executed (step S320). In the special symbol hit / miss judgment process, first, a special symbol hit / miss lottery table is acquired. At this time, if the game state is a special symbol variable state, a high probability hit / miss lottery table is acquired, and if the game state is a normal state, a low probability hit / miss lottery table is acquired. Next, a special symbol hit random number value is read from the special symbol hit / miss judgment area of the main information storage means 180. By referring to the special symbol hit / miss lottery table, a hit / miss judgment of the special symbol is executed based on the hit random number value. A value corresponding to this hit / miss judgment result (big hit data "55H", small hit data "33H", miss data "00H") is stored as a special symbol judgment flag in the main information storage means 180.
[0258] Next, a pattern determination process is executed (step S330). In the pattern determination process, the stopping pattern of the special pattern, the type of the pattern group, and the character performance number (variable additional pattern information) are determined according to the result of the hit / miss determination. The stopping pattern of the special pattern, the type of the pattern group, and the character performance number determined this time are stored in the pattern storage area of the main information storage means 180. The character performance number is determined to be one of a total of 28 patterns based on the combination of the type of the determined pattern group (seven patterns of pattern groups A to G) and the operating state of the probability fluctuation function of the special pattern and the normal pattern (four patterns of special pattern probability variable on / special pattern probability variable off / normal pattern probability variable on / normal pattern probability variable off). If the result of the hit / miss determination is a miss, the character performance number "0" is determined.
[0259] Next, it is determined whether the result of the hit / miss determination corresponds to a small hit (step S341), and it is also determined whether the result of the hit / miss determination corresponds to a big hit (step S342). If the result of the hit / miss determination corresponds to a small hit, the process proceeds to step S346, whereas if the result of the hit / miss determination corresponds to a miss, the process proceeds to step S349.
[0260] On the other hand, if the result of the hit / miss judgment is a jackpot, it is judged whether or not to activate the probability fluctuation function of the special symbol as the game state after the special game based on the type of the symbol group (jackpot type) determined in step S330 (step S343). That is, if the type of the symbol group (jackpot type) indicates a specific symbol, it is decided to impart the probability fluctuation function, and the probability fluctuation activation data (ST count) "64H" is stored in the probability fluctuation count counter of the main information storage means 180, while if the type of the symbol group indicates a normal symbol, it is decided not to impart the probability fluctuation function, and the probability fluctuation non-activation data "00H" is stored in the probability fluctuation count counter (step S344). This judgment result is stored in the probability fluctuation judgment flag of the main information storage means 180.
[0261] Based on the type of the symbol group (jackpot type) determined in step S330, the number of times the variable time shortening function is operated is determined as the game state after the special game (step S345), and the number of times the electric chute support function is operated is determined (step S346). This determination result (information on the number of times the variable time shortening function is operated (hereinafter referred to as "variable time shortening number of times information"), and information on the number of times the electric chute support function is operated (hereinafter referred to as "easy ball score state number of times information")) is stored in the corresponding time shortening number of times storage area and easy ball score state number of times storage area of the main information storage means 180, respectively.
[0262] Next, based on the type of the symbol group (big win type, small win type) determined in step S330, the operation pattern of the special electric device 642 is set (step S347). Specifically, as the operation pattern of the special electric device 642, the specified number of rounds of the round game (in this embodiment, 10 rounds, 5 rounds, 2 rounds), the maximum opening time of the big prize opening 64 (in this embodiment, 30 seconds, 1.8 seconds), etc. are set.
[0263] Next, based on the type of the symbol group determined in step S330 and the current game state, the variation pattern selection state after the special game is set (step S348). In the above explanation, the special variation state is determined according to the big win symbol, but even in the case of a small win, the variation pattern selection state may be changed to a special one in step S348. Next, returning to the flow, the demo performance time of the special game (the winning start demo time and the winning end demo time) is set based on the type of the symbol group determined in step S330 (step S349). Next, the special symbol winning / losing judgment area and the special symbol judgment area of the main information storage means 180 used in the above-mentioned special symbol winning / losing judgment process (step S320) and the symbol judgment process (step S330) are cleared (step S351). The special symbol game status on the special symbol side that is the subject of this variation is transitioned from "00H (waiting)" to "01H (variation start)" (step S351).
[0264] <Special symbol control processing> Next, the special symbol control process (step S85) shown in Fig. 39 will be described. First, it is determined whether the special electric role 642 is not in operation, that is, whether the special electric role play status is "00H (waiting for win)" (step S401). Next, if the special electric role 642 is not in operation (step S401), it is determined whether the second special symbol play status is not "00H (waiting)" (step S402).
[0265] If the second special symbol game status is not "00H (waiting)", a second special symbol control table (addresses of various tables used in subsequent processes and addresses of RAM storage area) is set (step S403) to execute processing related to the second special symbol, and the process proceeds to general special symbol control processing (step S410). On the other hand, if the second special symbol game status is "00H (waiting)", a first special symbol control table (addresses of various tables used in subsequent processes and addresses of RAM storage area) is set (step S404) to execute processing related to the first special symbol, and the process proceeds to general special symbol control processing (step S410).
[0266] In the special symbol control general-purpose process described below, the first special symbol control table or the second special symbol control table set in step S403 or step S404 described above is used to execute the processing of the special symbol side that is the subject of this change, but since the processing method is the same for the first special symbol side and the second special symbol side, unless otherwise specified, the processing will be described together without distinguishing whether it is the processing of the first special symbol side or the processing of the second special symbol side. Details of this special symbol control general-purpose process will be described later.
[0267] <Special symbol control general-purpose processing> In the special symbol control general-purpose process (step S410) shown in FIG. 40, a branch process (steps S411 to S414) is executed to move to a process according to the value of the special symbol game status ("01H", "02H", "03H"). First, it is determined whether the special symbol game status on the special symbol side that is the target of this change is not 0 (step S411). If the special symbol game status is not "00H" (step S411), it is determined whether the special symbol game status is "01H (change start)" (step S412). If the special symbol game status is "01H", it is shifted to the special symbol change start process (step S420). Details of this special symbol change start process will be explained using FIG. 41 described later. On the other hand, if the special symbol game status is not "01H" in step S412, it is determined whether the special symbol game status is "02H (changing)" (step S413). If the special symbol game status is "02H", the process proceeds to special symbol changing process (step S430). Details of this special symbol changing process will be described later with reference to FIG. 42. If the special symbol game status is not "02H" in step S413, it is determined whether the special symbol game status is "03H (stopped symbol is being displayed)" (step S414). If the special symbol game status is "03H", the process proceeds to special symbol stopped symbol display process (step S440). Details of this special symbol stopped symbol display process will be described later with reference to FIG. 43.
[0268] <Special pattern variation start process> First, as shown in Fig. 41, a special symbol variation pattern table is obtained based on the result of the winning / losing lottery, the winning symbol, the number of reserved symbols, the type of special symbol, and the variation pattern selection state (step S421). Next, a special symbol variation pattern random number value is read from the special symbol variation pattern determination area of the main information storage means 180 (step S422). With reference to the special symbol variation pattern table, one of a plurality of variation patterns is selected based on the special symbol variation pattern random number value (step S423).
[0269] Next, a change time corresponding to the change pattern selected this time is set (step S424). As a setting for starting the change of the special symbol, the change time is stored in the special symbol game timer of the symbol display control means 155 (step S425), and a change start command is generated to the performance control board 200 (step S426). As a change start command, a change pattern designation command and a symbol designation command are generated in order to start the symbol change performance in the performance display device 70, and these are stored in the command storage area of the main information storage means 180.
[0270] Next, the contents of the special symbol fluctuation pattern determination area of the main information storage means 180 used to determine the fluctuation pattern are cleared (step S427). The special symbol game status is transitioned from "01H (fluctuation start)" to "02H (fluctuation in progress)" (step S428).
[0271] <Special pattern change processing> First, as shown in Fig. 42, in order to perform a variable display of the special symbol, a display pattern number switching process of the special symbol is executed (step S431). In this display pattern number switching process, the display pattern number data of the special symbol is updated at every predetermined switching time. This display pattern number data is output to the first special symbol display device 171 or the second special symbol display device 172 in the LED output process (step S76) in order to display the special symbol variably or to display it as fixed, and a display indicating that the special symbol is being changed is executed by causing a specific display section of the special symbol display device during the variable display to flash at every predetermined switching time, or by causing individual LEDs of the display section to light up in sequence.
[0272] Next, it is determined whether the special symbol game timer has reached "0 (timeout)", that is, whether the special symbol variation time has ended (step S432). If the special symbol variation time has ended, a stop symbol of the special symbol to be confirmed and displayed is set on the first special symbol display device 171 or the second special symbol display device 172 (step S433). Next, a variation stop command is generated to instruct the performance control board 200 to confirm and display the decorative symbol, and this is stored in the command storage area of the main information storage means 180 (step S434).
[0273] Next, the special symbol game timer is stored with "125", which is data corresponding to 500 ms as the confirmed display time (step S435). The "confirmed display time" is the time required for the stopped symbol to be displayed definitively when the special symbol stops changing. The special symbol game status is transitioned from "02H (changing)" to "03H (displaying stopped symbol)" (step S436).
[0274] <Special pattern stop pattern display processing> First, as shown in Fig. 43, it is determined whether the special symbol game timer has reached "0 (timeout)", that is, whether the fixed display time of the special symbol (stopped symbol) has ended (step S441). If the fixed display time of the special symbol has ended, the special symbol game status is transitioned from "03H (displaying stopped symbol)" to "00H (standby)" (step S442).
[0275] Next, it is determined whether the hit / lose determination data stored in the special symbol determination flag of the main information storage means 180 is the big win data "55H" (step S443). If the hit / lose determination data is big win data, the operation of the probability variation function of the special symbol is stopped (step S444), the operation of the variation time reduction function of the special symbol is stopped (step S445), and the operation of the electric chute support function is stopped (step S446) in that order.
[0276] Next, as a special game start demo setting process, the start demo display time is set and a performance control command (big win start demo command) that instructs the start of the start demo performance is generated (step S447). Next, the number of executions of the variable pattern selection state (variation pattern selection state number counter) is cleared to zero (step S448). The special electric role play status is transitioned from "00H (waiting for win)" to "01H (special game)" (step S449). In order to clear the contents of the win / loss determination flag, "00H" is set (step S450).
[0277] On the other hand, if the hit / miss judgment data is not big hit data (step S443), it is judged whether the probability fluctuation function of the special symbol is operating (step S451). As shown in FIG. 44, if the probability fluctuation function of the special symbol is operating (step S451), the probability fluctuation counter of the main information storage means 180 is decremented by 1 as the consumption of the number of times the special symbol has changed this time (step S452). Next, it is judged whether the probability fluctuation counter is zero (step S453). If the probability fluctuation counter is zero, the operation of the probability fluctuation function of the special symbol is stopped (step S454). On the other hand, if the probability fluctuation counter after the subtraction is not zero, step S454 is skipped and the process proceeds to step S455.
[0278] Next, it is determined whether or not the special symbol fluctuation time shortening function is in operation (step S455). If the special symbol fluctuation time shortening function is in operation, the time shortening counter in the main information storage means 180 is decremented by 1 to represent the number of times the special symbol has fluctuated this time (step S456). Next, it is determined whether or not the time shortening counter is zero (step S457). If the time shortening counter is zero, it is determined that the number of times the special symbol time shortening state has ended has been reached, and the operation of the special symbol fluctuation time shortening function is stopped (step S458). On the other hand, if the time shortening counter after the decrement is not zero, step S458 is skipped and the process proceeds to step S459.
[0279] Next, it is determined whether or not the electric chute support function is operating (step S459). If the electric chute support function is operating, the easy ball scoring state count counter in the main information storage means 180 is decremented by 1 to represent the number of times the special symbol has changed this time (step S460). Next, it is determined whether or not the easy ball scoring state count counter is zero (step S461). If the easy ball scoring state count counter is zero, it is determined that the end count of the easy ball scoring state has been reached, and the operation of the electric chute support function is stopped (step S462). On the other hand, if the easy ball scoring state count counter after the decrement is not zero, step S462 is skipped and the process proceeds to step S463.
[0280] Next, the variation pattern selection state count counter of the main information storage means 180 is decremented by 1 (step S463). The variation pattern selection state is updated (step S464). Specifically, the variation pattern selection state count counter of the main information storage means 180 is referenced to determine whether the number of executions of the current variation pattern selection state has reached a preset end count, and if the end count has been reached, the state is switched to the next defined variation pattern selection state. On the other hand, if the end count has not been reached, the current variation pattern selection state is maintained.
[0281] Next, a performance control command (game state designation command) including the current game state information and the variable pattern selection state information updated in the above-mentioned steps S451 to S464 is generated and stored in the command storage area of the main information storage means 180 (step S465). In addition, the performance control board 200 side executes the setting and update of the performance mode based on the information of this game state designation command.
[0282] Next, it is determined whether or not the small win data "33H" is stored in the special symbol determination flag (step S466). If the small win data is stored, the start demo display time is set as a start demo setting process for the small win game, and a performance control command (small win start demo command) that instructs the start of the start demo performance is generated (step S467). Next, the special electric role play status is transitioned from "00H (waiting for win)" to "02H (small win game)" (step S468). In order to clear the contents of the win / loss determination flag, "00H" is set (step S469).
[0283] On the other hand, if the small win data "33H" is not stored in the special symbol determination flag, that is, if the loss data "00H" is stored in the special symbol determination flag, the execution of steps S467 to S469 is omitted. Note that, when the special symbol determination flag is loss data, the process of clearing the contents of the flag is not performed because "00H" is originally stored as loss data.
[0284] <Special electric device control processing> First, as shown in FIG. 46, it is determined whether the special electric role play status is "01H (special play: jackpot)" or not (step S501). If the special electric role play status is "01H", the special game process is executed in the following process. In this special game process, it is determined whether the special electric role 642 is in operation (step S502). If the special electric role 642 is not in operation, it is determined whether it is the operation start time of the special electric role 642 or not (step S503). The operation start time of the special electric role 642 is the timing at which the operation of the special electric role 642 starts in each round of play.
[0285] When it is time to start the operation of the special electric device 642, a performance control command (round performance designation command) is generated to start the round performance, and this is stored in the command storage area of the main information storage means 180 (step S504). The performance control board 200 executes a round performance corresponding to each round game during the special game based on the information of this round performance designation command (information such as the current round number). The operation of the special electric device 642 is started (step S505), and the processing of steps S506 to S510 is executed as the processing during the operation of the special electric device 642.
[0286] As a process during the operation of the special electric device 642, it is determined whether or not the maximum number of game balls have entered the big winning opening 64 (step S506), and it is determined whether or not the operation time (opening time) of the special electric device 642 has elapsed (step S507). At this time, when the maximum number of game balls have entered the big winning opening 64 or the operation time of the special electric device 642 has elapsed, the operation of the special electric device 642 is stopped (step S508). It is determined whether or not the number of consecutive operations of the special electric device 642 has reached a predetermined specified number of rounds (step S509). If the number of consecutive operations has not reached the specified number of rounds, the number of consecutive operations of the special electric device 642 is incremented by 1 (step S510).
[0287] On the other hand, if the number of consecutive operations of the special electric device 642 has reached the specified number of rounds, the process proceeds to step S511 shown in FIG. 47, and as a special game winning end demo setting process, the end demo display time is set and a presentation control command (jackpot end demo command) that instructs the start of the end demo presentation is generated (step S511).
[0288] Next, the probability change count counter stores the probability change count information set in step S344 (step S512). The time-saving count counter stores the time-saving count information set in step S345 (step S513). The easy-to-score state count counter stores the easy-to-score state count information set in step S346 (step S514).
[0289] Next, by referring to the contents of the probability change determination flag set in the above step S343, it is determined whether the probability change count information stored in the probability change count counter is probability change function data ("64H") (step S515). If the probability change count information is probability change function data, the operation of the probability change function of the special symbol is started (step S516). On the other hand, if the probability change count information is not probability change function data (if step S515 is NO), the execution of step S516 is omitted.
[0290] Next, it is determined whether the variable time reduction count information stored in the time reduction count counter is variable time reduction function activation data (data other than "00H") (step S517). If it is variable time reduction function activation data, the operation of the variable time reduction function of the special pattern is started (step S518). On the other hand, if it is not variable time reduction function activation data, the execution of step S518 is omitted.
[0291] Next, it is determined whether the easy-to-score-in state count information stored in the easy-to-score-in state count counter is electric chute support function activation data (data other than "00H") (step S519). If it is electric chute support function activation data, the operation of the electric chute support function is started (steps S520 to S522). That is, the operation of the probability variation function of the normal symbol is started (step S520), the variation time reduction function of the normal symbol is started (step S521), and the opening extension function of the normal electric role device 622 is started (step S522) are executed in this order. On the other hand, if it is not electric chute support function activation data, the execution of steps S520 to S522 is omitted.
[0292] Next, the state is switched to the variation pattern selection state determined in the above step S347 (step S523). Next, a presentation control command (game state designation command) including the game state information after the special game and the variation pattern selection state information set in the above steps S512 to S523 is generated and stored in the command storage area of the main information storage means 180 (step S524). Note that, on the presentation control board 200 side, the presentation mode after the special game is set based on the information of this game state designation command. The special electric role game status is transitioned from "01H (special game)" to "00H (waiting for win state)" (step S525).
[0293] On the other hand, if the special electric role play status is not "01H" (step S501), the process proceeds to step S530, and it is determined whether the special electric role play status is "02H (special play: small win play)" (step S530). If the special electric role play status is "02H", the small win play process is executed in the following process.
[0294] In the small win game process, first, it is determined whether the special electric device 642 is in operation (step S531). If the special electric device 642 is not in operation, the operation of the special electric device 642 is started (step S532). On the other hand, if the special electric device 642 is in operation, the execution of step S532 is omitted.
[0295] Next, as a process during operation of the special electric device 642, it is determined whether or not the maximum number of game balls have entered the big prize opening 64 (step S533), and it is determined whether or not the operation time (opening time) of the special electric device 642 has elapsed (step S534). At this time, when the maximum number of game balls have entered the big prize opening 64 or the operation time of the special electric device 642 has elapsed, the operation of the special electric device 642 is stopped (step S535).
[0296] Next, as a small win game end demo setting process, an end demo display time is set and a performance control command (small win end demo command) that instructs the start of the end demo performance is generated (step S536). Next, the state is switched to the variation pattern selection state determined in the above step S347 (step S537). Next, a performance control command (game state designation command) including the variation pattern selection state information after the special game set in this step S537 is generated and stored in the command storage area of the main information storage means 180 (step S538). This game state designation command is used, for example, on the performance control board 200 side to determine the transition trigger of the performance mode and to specify the transition destination performance mode. The special electric role play status is transitioned from "01H (special game)" to "00H (waiting for win state)" (step S539).
[0297] <Processing on the performance control board> Next, the processing procedure on the performance control board 200 side will be described with reference to Fig. 49 to Fig. 57. Note that, although the main focus below is the performance control program, the main focus will be omitted as appropriate. The processing on the performance control board 200 side includes reset start processing (including performance control side main processing) that is executed when the performance control CPU 201 is reset, such as after power is turned on, performance control side timer interrupt processing that is started at regular intervals, reception interrupt processing of performance control commands that is executed upon receipt of a strobe signal from the main control board 100, lamp performance interrupt processing that is started upon the arrival of a specified occurrence time specified in the time schedule of the variable performance pattern, and transmission interrupt processing of image control commands that is started at regular intervals.
[0298] Each interrupt process (exception process) is set with a priority level indicating the priority when multiple interrupt processes occur simultaneously. In this embodiment, the priority levels are ranked in the following order: "Reset start process by power reset (Fig. 49): highest priority", "Reset start process by various abnormalities (Fig. 49): highest priority" → "Reception interrupt process for performance control command (Fig. 57): level 7" → "Reset start process by WDT (when runaway is detected) (Fig. 49): level 3" → "Transmission interrupt process for image control command (Fig. 50): level 2" → "Performance control side timer interrupt process (Fig. 56): level 1". Note that the "reset start process by various abnormalities" is started, for example, when the performance control CPU 201 executes an illegal command, when the performance control CPU 201 attempts to access an illegal area or by an illegal method, when an error occurs during DMA (Direct Memory Access) transfer, etc. In this embodiment, the above multiple types of interrupt processes are exemplified, but in reality, other interrupt processes also exist.
[0299] In the main processing on the performance control side, processing is basically performed after setting either all interrupts prohibited or interrupts other than the performance control command reception interrupt to prohibited. Then, when the main processing on the performance control side is in an interrupt permitted state, the main processing is suspended and each interrupt processing is executed. In each interrupt processing, when a request for another interrupt processing is made during the execution of the interrupt processing (multiple interrupts have occurred), the interrupt request is permitted in principle if it is an interrupt processing with a higher priority level than the interrupt processing being executed, while the interrupt request is prohibited if it is an interrupt processing with a lower priority level than the interrupt processing being executed or with the same priority level. In other words, each interrupt processing is performed in a state in which other interrupts with the same priority level or a lower priority level are prohibited. Each interrupt processing returns to the main processing on the performance control side in a state in which all interrupts are permitted. The priority level (priority level) of such interrupt causes is determined by the register setting of the interrupt controller described above.
[0300] <Reset start process> Fig. 49 is a flow chart showing an example of the reset start process of the performance control board 200. In this reset start process, the process is started by any of the resets at power-on, resets caused by various abnormalities, and resets caused by WDT (when a runaway is detected), and after a security check of the performance control CPU 201 is performed, the program starts and the process from step S801 onwards begins.
[0301] First, as an initial setting required when powering on, the top address is set in the stack pointer as the initial value of the stack area (step S801). All interrupt processing is prohibited until various initial settings are completed (step S802).
[0302] Next, as basic settings related to the hardware, initial values are set in the built-in registers provided in performance control CPU 201, and I / O port circuit 204 is initialized (step S803). Furthermore, memory areas in performance control RAM 203 are initialized (step S804). Here, initial values are set for variables with initial values, and variables without initial values are initialized by clearing them to 0. Performance control CPU 201 appropriately expands the control program stored in performance control ROM 202 into performance control RAM 203.
[0303] Next, interrupts other than interrupt processing for receiving performance control commands are prohibited (step S805). Next, a process is executed to set the type of error that should be enabled for the relevant model from among various errors that have been set in advance for each model (step S806). Furthermore, a turn-off request is made to turn off all of the performance lamps 10 and 25 (frame lamp 10, board lamp 25) (step S807). A watchdog timer is started to monitor runaway of the performance control CPU 201 (step S808).
[0304] Next, the performance control side main processing is executed (step S809). Details of this performance control side main processing are explained using Fig. 50. Note that when the performance control side main processing is started in the above-mentioned step S809, it is not usually possible to return to the reset start processing. However, in the unlikely event that the reset start processing is returned to due to the occurrence of a program bug or the like, the system will transition to a low power consumption mode (sleep mode) in which power consumption is reduced compared to normal operation.
[0305] <Main processing on the performance control side> FIG. 50 is a flowchart showing details of the performance control side main process (step S809) shown in FIG.
[0306] First, in the main processing on the performance control side, an address (the top address where the performance control program is loaded) is obtained to start checking whether the performance control program is loaded correctly in the performance control RAM 203 (step S811). Next, all interrupts are permitted, that is, the start of various interrupt processes is permitted (step S812).
[0307] Next, the device initialization operation is performed (step S813). This initialization operation is an operation mode that is performed only once when the power of the gaming machine is turned on (when the reset starts), and is performed for the purpose of confirming the position information required to control the operation of the movable role by devices such as motors and solenoids. At the end of the initialization operation, the movable role returns to the initial position (reference position) that was set in advance.
[0308] Next, the watchdog timer is cleared to restart it (step S814). At this time, if the performance control CPU 201 is executing the performance program normally, a predetermined clear word is written to the WDT clear register of the performance control CPU 201 within a preset timeout period, and the watchdog timer is cleared and restarted. On the other hand, if the watchdog timer times out, a user reset occurs.
[0309] Next, input port check processing is executed (step S815). In this input port check processing, the reading of the I / O port circuit 204 (input port) is monitored every time an interrupt occurs in the port input / output processing (step S1112) in the performance control side timer interrupt processing (see FIG. 56) described later, and if the input port status is all "1" after multiple monitoring (for example, four times), the signal level is changed to "1 (H level)", if the input port status is all "0", the signal level is changed to "0 (L level)", and if the input port status is other than that, the signal level is not changed (this determines the input signal).
[0310] Next, an error performance management process is executed (step S816). In this error performance management process, error performance is started by various devices based on the error performance pattern set in the subsequent command analysis process (step S820). Furthermore, in the error performance management process, an initial value (error performance time) is set in the error management timer to manage the progress of the error performance. This error management timer is updated by subtracting it at 16 ms intervals in the error management timer update process (step S1120) of the performance control side timer interrupt process. If the error management timer times out, the error performance is ended.
[0311] Next, the effect button monitoring and control process is executed (step S817). In this effect button monitoring and control process, when a button advance notice effect is incorporated during the pattern change, the input state of the effect button 15 during the operation valid time is monitored, and the content of the effect corresponding to the input state of the effect button 15 is determined from among a plurality of effect contents preset according to the button advance notice effect. The button input operation itself by the player is monitored in the port input process (step S1112) in the effect control side timer interrupt process described later, and the effect button monitoring and control process determines whether a flag that is regarded as a valid button operation or a flag for effect switching is established, and controls the execution of the effect based on the button press.
[0312] Next, a notice lottery management process is executed (step S818). In this notice lottery management process, a notice performance pattern (notice performance number) that defines the contents of the notice performance that occurs at each stage of the change process of the decorative pattern is determined by lottery according to the scenario of the change performance pattern selected in the subsequent command analysis process (step S820). The notice performance number determined here is temporarily stored in the notice performance number storage area of the performance control information storage means 260. An image control command for specifying this notice performance number to the image control board 300 side is generated, and this is set in the image control command buffer of the performance control information storage means 260. At this time, if a role notice performance pattern (role notice performance number) is selected as the notice performance pattern, a role request is generated, and the driving pattern of the movable role is specified in the subsequent device management process (step S819). In this embodiment, all of the multiple types of preview performances (preview performance patterns) that occur within one change of the decorative pattern are not drawn within one main loop process, but rather, in order to improve the efficiency of the main loop process, they are drawn across multiple main loop processes, divided according to the time when the preview performance occurs (for example, the change start stage, the reach occurrence stage, the change stop stage, and the effective operation of the performance button 15). At that time, for the preview performance that occurs at the change start stage of the decorative pattern, it is necessary to synchronize with the start of the change of the decorative pattern (the image control command must be sent immediately), so the drawing is performed within the main loop process described above.
[0313] Next, device management processing is executed (step S819). In this device management processing, when there are operation requests (lamp requests, accessory requests) for various devices in the command analysis processing (step S820) described later, among the plurality of types of pattern data (lamp patterns, drive patterns) stored in the effect control ROM 202, the pattern data corresponding to the effect number (lamp effect number, accessory preview effect number) is specified, and control of the target device is started. In the lamp pattern data of the effect lamps 10 and 25, lamp data associated with each frame time (the time required to update the image frame once: 16 ms) is stored as schedule data. In this embodiment, the one-frame time corresponds to the time required for the rendering process of one frame when the effect display device 70 performs rendering at about 60 frames per second (= about 60 fps). Similarly, in the drive pattern data of the movable accessory, drive data associated with each interrupt period (1 ms) is stored as schedule data. As a result, in the effect control side timer interrupt processing described later, each control data (lamp data, drive data, etc.) is output to the target device at a fixed period, and the operation of the target device is started. On the other hand, in the effect control side timer interrupt processing described later, when the output of a series of control data (lamp data, drive data) is all completed, the effect lamps 10 and 25 are turned off, or the operation of the movable accessory is stopped, and the control of the target device is terminated.
[0314] Next, command analysis processing (step S820) is executed. In this command analysis processing, it is monitored whether an effect control command is stored in the command storage area of the effect control information storage means 260. When the effect control command is stored, this effect control command is read out and effect control processing corresponding to the type of this effect control command is executed. The details of this command analysis processing will be described with reference to FIG. 51 described later.
[0315] During the loop processing of the main performance processing of the current cycle, it is determined whether or not analysis of the performance control command (hereinafter referred to as "command analysis") has been performed (step S821). If command analysis has been performed, the process returns to step S814, and steps S814 to S821 are repeatedly executed. On the other hand, if command analysis has not been performed, a performance selection random number update process is executed (step S822). In this performance selection random number update process, performance selection random numbers such as pre-reading notice selection random numbers, decorative pattern random numbers, variable performance pattern random numbers, and notice performance pattern random numbers are updated. Specifically, the value of each random number counter is incremented by 1, and if the value exceeds the maximum value, it is reset to the minimum value.
[0316] <Command analysis process> Fig. 51 is a flow chart showing details of the command analysis process (step S820) shown in Fig. 50. In this command analysis process, it is monitored whether or not the performance control command held in the output port of the main control board 100 has been loaded into the command storage area of the performance control information storage means 260 as shown below, and if the performance control command has been loaded and stored, the performance control process corresponding to the type of this performance control command is executed.
[0317] First, it is determined whether or not a game state designation command is stored in the command storage area of the performance control information storage means 260 (step S831). If a game state designation command is stored, the process proceeds to a performance state transition process (step S832). In this performance state transition process, a process of transitioning the performance mode is executed based on the variation pattern selection state information included in the game state designation command. Details of this performance state transition process will be described later with reference to FIG. 52.
[0318] Next, it is determined whether a hold-related command is stored in the command storage area of the production control information storage means 260 (step S833). Here, the hold-related commands include a symbol storage number command and a pre-determination command. If this hold-related command is stored, the process proceeds to hold information management processing (step S834). In this hold information management processing, the symbol storage number command or the pre-determination command is read from the production control information storage means 260, and a pre-reading determination is executed based on the pre-determination result information, and a process for updating the number of display and the display mode (display color, etc.) of the hold image displayed on the hold display section (not shown) of the production display device 70 is executed.
[0319] Next, it is determined whether a symbol variation-related command is stored in the command storage area of the production control information storage means 260 (step S835). Here, the symbol variation-related commands include a variation start command and a variation stop command. If the symbol variation-related command is stored, the process proceeds to variation production content determination processing (step S836). In this variation production content determination processing, when the received symbol variation-related command is a variation start command, a process for starting the symbol variation production is executed, and when the received symbol variation-related command is a variation stop command, a process for ending the ongoing symbol variation production is executed. The details of this variation production content determination processing will be described with reference to FIG. 53 described later.
[0320] Next, it is determined whether a jackpot production-related command is stored in the command storage area of the production control information storage means 260 (step S837). Here, the jackpot production-related commands include a jackpot start demo production command, a round production designation command, and a jackpot end demo production command. If the jackpot production-related command is stored, the process proceeds to jackpot production content determination processing (step S838). In this jackpot production content determination processing, a process for executing the start demo production, the round production, and the end demo production is executed. The details of this jackpot production content determination processing will be described with reference to FIGS. 54 and 55 described later.
[0321] Next, it is determined whether or not a small win performance-related command is stored in the command storage area of the performance control information storage means 260 (step S839). Here, the small win performance-related command includes a small win start demo performance command and a small win end demo performance command. If a small win performance-related command is stored, the process proceeds to a small win performance content determination process (step S840). In this small win performance content determination process, a process is executed to execute a small win start demo performance and a small win end demo performance.
[0322] Next, it is determined whether or not an error performance designation command is stored in the command storage area of the performance control information storage means 260 (step S841). If this error performance designation command is stored, the process proceeds to an error performance content determination process (step S842). In this error performance content determination process, the error performance designation command is read from the performance control information storage means 260, and an error performance pattern for notifying an error state is determined by the image display of the performance display device 70 and the light emission mode of the performance lamps 10 and 25.
[0323] Note that the command analysis process is terminated if no performance control command is stored in the command storage area of performance control information storage means 260 in steps S831, S833, S835, S837, S839, and S841. Note that since the loop process (steps S814 to S822) of the main process on the performance control side is synchronized with the image display cycle (1 frame=16 ms) of image control CPU 301, the command analysis process in step S821 and the performance lottery random number update process in step S822 are repeatedly executed, and if 16 ms is exceeded, the process is returned to step S814.
[0324] <Performance state transition processing> FIG. 52 is a flowchart showing details of the presentation state transition process (step S832) shown in FIG.
[0325] First, the contents of the game state designation command from the main control board 100 are analyzed, and information on the variation pattern selection state included in the contents of this command is obtained (step S901). Next, based on the information on the variation pattern selection state obtained in the above step S901, it is determined whether or not a transition trigger for the presentation mode has arrived (step S902). If a transition trigger for the presentation mode has arrived, a transition setting to a predetermined presentation mode is performed in step S903 and thereafter. In principle, the transition trigger for the presentation mode is linked to the operation of the probability variation function, the variation time reduction function, and the electric chute support function after the end of the special game, and the transition trigger for the variation pattern selection state, for example, when the special game ends or the number of times the variation pattern selection state is completed. In addition, the number of times the variation pattern selection state ends is the number of times related to the number of times the special pattern varies.
[0326] First, it is determined whether the destination of the variation pattern selection state managed by the main control board 100 side is the low probability normal variation state α (step S903). If the destination is the low probability normal variation state α, the normal performance mode Mα is set as the destination of the performance mode (step S904). When the normal performance mode Mα is entered, a normal background data number is set in the background data storage area of the performance control information storage means 260 (step S905). In the normal performance mode Mα, a normal background image representing, for example, a "wild lands" is displayed on the performance display device 70 from the next pattern variation. On the other hand, if the destination is not the low probability normal variation state α (step S903), it is determined whether the destination of the variation pattern selection state is the high probability time-saving variation state β (step S906). If the destination is the high probability time-saving variation state β, the sure-variation performance mode Mβ is set as the destination of the performance mode (step S907). When the game moves to this probability variation performance mode A, a probability variation background data number is set in the background data storage area of the performance control information storage means 260 (step S908). In the probability variation performance mode Mβ, a probability variation background image representing, for example, a "fortress" is displayed on the performance display device 70 from the next pattern change.
[0327] When the destination of the change pattern selection state is not the high probability time-saving change state β (step S906), it is determined whether the destination of the change pattern selection state is the high probability special change state γ (step S909). When the destination of the change is the high probability special change state γ, the special effect mode Mγ is set as the destination of the change of the performance mode (step S910). Next, it is determined whether the special continuous performance flag of the performance control information storage means 260 is on (step S911). The special continuous performance flag is a flag that is turned on when a special continuous performance is executed. When the special continuous performance flag is on, a special background data number is set in the background data storage area of the performance control information storage means 260 (step S912). In the special performance mode Mγ, a special background image representing, for example, a "starry sky" is displayed on the performance display device 70 from the next pattern change. On the other hand, when the special continuous performance flag is off, a certain variable background data number is set in the background data storage area of the performance control information storage means 260 (step S913). In the special performance mode Mγ, a background image of a probability change representing, for example, a "fortress" (substantially the same background image as in the probability change performance mode Mβ) is displayed on the performance display device 70 from the next pattern change. Next, an image control command for instructing the display of the performance content (background image) determined in the process is generated, and this is stored in the command storage area of the performance control information storage means 260 (step S921). In addition, there are also changes in the performance mode that are determined on the performance control board 200 side, not based on the game state of the main control board 100. For example, when the normal game state (low probability / low base) is performed continuously a predetermined number of times on the main control board 100 side, when a pre-reading lottery for executing a special performance mode is won, when a timer value or an RTC circuit measuring the elapsed time since power-on is determined to be a predetermined time, and a special performance is executed.
[0328] <Variable performance content determination process> FIG. 53 is a flowchart showing the details of the variable performance content determination process (step S836) shown in FIG.
[0329] First, it is determined whether or not a change start command is stored in the performance control information storage means 260 (step S931). If a change start command is stored, the contents of this change start command (change pattern designation command, change additional symbol information designation command, character performance number designation command) are analyzed, and information indicating the result of the winning / losing lottery, the symbol group, the change pattern (change time), the game state, etc., contained in the contents of this command are obtained (step S932). This obtained information is stored in the change performance content determination area of the performance control information storage means 260.
[0330] Next, a variable performance pattern selection process is executed (step S933). In this variable performance pattern selection process, a variable performance pattern table is acquired based on the variable pattern information acquired in the above step S932 and the performance mode set in the performance state transition process in the above step S832, and a variable performance pattern random number is acquired from the performance lottery random number generating means 210, and one of the variable performance patterns is determined by lottery from among a plurality of types of variable performance patterns. The variable performance pattern constitutes a scenario of a performance display process in which the variation mode of the decorative pattern, the type and occurrence time of the reach performance, the type and occurrence time of the notice performance, etc. are specified. The variable performance pattern number determined here is temporarily stored in the variable performance pattern storage area of the performance control information storage means 260. A lamp performance number corresponding to the selected variable performance pattern number is requested, and this requested lamp performance number is set in the lamp request storage area of the performance control information storage means 260.
[0331] Next, a decorative symbol stop symbol selection process is executed (step S934). In this decorative symbol stop symbol selection process, the combination of decorative symbols to be finally stopped (left symbol, center symbol, right symbol) is determined by lottery based on the symbol group information and the variable pattern information acquired in the above step S932. The decorative symbol combination number determined here is temporarily stored in the decorative symbol storage area of the performance control information storage means 260.
[0332] Next, to update the look-ahead information storage area of the performance control information storage means 260, the reserved ball information stored in the reserved 2 memory area to the reserved 4 memory area is shifted to a lower reserved memory area, and the reserved 4 memory area is cleared to zero (step S935).
[0333] Based on the performance information acquired in steps S933 to S935, an image control command (variable performance start command) required to start varying the decorative pattern is generated, and this image control command is set in the command storage area of the performance control information storage means 260 (step S939).
[0334] On the other hand, if the fluctuation start command is not stored (step S931), it is determined whether or not a fluctuation stop command is stored in the performance control information storage means 260 (step S940). If a fluctuation stop command is stored (step S940), the content of the fluctuation stop command is analyzed, and the pattern stop information included in the content of this command is obtained (step S941). An image control command (variable performance stop command) required to stop the fluctuation of the decorative pattern is generated, and this image control command is set in the command storage area of the performance control information storage means 260 (step S942).
[0335] <Big hit performance content determination process> 54 and 55 are flow charts showing the details of the big win effect content determination process (step S836) shown in FIG.
[0336] First, it is determined whether or not a start demo command is stored in the performance control information storage means 260 (step S1001). If a start demo command is stored, the contents of the start demo command are analyzed, and information indicating the type of jackpot, etc., contained in the contents of this command is obtained (step S1002). This obtained information is stored in a jackpot performance content determination area of the performance control information storage means 260. Next, a consecutive win counter for counting the number of consecutive wins is updated (step S1003). Specifically, if the current jackpot is a normal jackpot (referred to as a "first win"), the consecutive win counter is set to "1", and if it is a consecutive win, the consecutive win counter is incremented by "1".
[0337] Next, a jackpot performance pattern selection process is executed to determine the contents of the jackpot performance pattern (start demo performance pattern, round performance pattern, end demo performance pattern) (step S1004). In this jackpot performance pattern selection process, a jackpot performance pattern table (not shown) is obtained, and a jackpot performance pattern random number is obtained from the performance lottery random number generating means 210, and one of the jackpot performance patterns is determined by lottery from among a plurality of jackpot performance patterns. The jackpot performance pattern number determined here is temporarily stored in the jackpot performance pattern storage area of the performance control information storage means 260. This jackpot performance pattern number includes, for example, a start demo pattern number, a round performance pattern number, and an end demo pattern number.
[0338] Next, execute the reserved consecutive wins performance judgment process (step S1005). In this reserved consecutive wins performance judgment process, when there is a reserved that will be a jackpot in the game state after the jackpot is finished (especially the probability change game state) in the reserved that exists when the jackpot game is executed, judge whether the reserved consecutive wins performance can be executed, and when it is decided to execute the reserved consecutive wins performance, turn on the special consecutive wins performance flag and select the consecutive wins performance pattern.
[0339] Next, a jackpot performance replacement process is executed (step S1006). In this jackpot performance replacement process, when a consecutive win performance (special consecutive performance) in the reserved state is executed, the normal start demo performance pattern and the normal end demo performance pattern are replaced with a special start demo performance pattern and a special end demo performance pattern. In this embodiment, the object of the pre-reading judgment in the consecutive win performance in the reserved state is the subsequent operating reserved ball that exists at the start time of the special game (at the end of the variation) when the preceding operating reserved ball becomes a jackpot. Therefore, even if the operating reserved ball generated during the special game is a specific reserved, the consecutive win performance judgment process in the reserved state (step S1005) and the replacement process (step S1006) are not executed, but when a specific reserved ball occurs during the special game, the consecutive win performance judgment process in the reserved state and the replacement process are executed during the special game, and the jackpot performance data set at the start of the special game may be replaced.
[0340] The start demo performance pattern number temporarily stored in the jackpot performance pattern storage area of the performance control information storage means 260 in the above steps S1004 and S1006 is transferred to the start demo performance storage area of the performance control information storage means 260, and the start of the start demo performance is set (step S1007).
[0341] Next, it is determined whether or not a round performance designation command is stored in the performance control information storage means 260 (step S1011). If a round performance designation command is stored (step S1007), the content of the round performance designation command is analyzed, and information indicating the number of rounds and the number of winnings into the big prize opening 64 included in the content of this command is obtained (step S1012). This obtained information is stored in a big win performance content determination area of the performance control information storage means 260. Next, based on the information obtained in the above step S1012, the round number counter of the performance control information storage means 260 is updated (step S1013), and the big prize number counter of the performance control information storage means 260 is updated (step S1014). In this embodiment, since "14" prize balls are paid out each time a game ball enters the big prize opening 64, the number of winning prize balls is calculated by multiplying the number of winnings into the big prize opening 64 by "14".
[0342] Next, it is determined whether the pseudo count flag of the performance control information storage means 260 is on (step S1015). The pseudo count flag is a flag that is turned on when a pseudo count performance is executed in which the number of rounds and the number of winning balls in the previous special game are added to the number of rounds and the number of winning balls in the subsequent special game and notified. When the pseudo count flag is on, that is, when a round performance (pseudo count performance) in the subsequent big win is scheduled to be executed, a round number pseudo addition process is executed (step S1016). In this round number pseudo addition process, the number of round games executed in the previous special game (round number: 10R) is added to the number of round games executed (round number: 1R to 10R) stored in the round number counter. As a result, in the special continuous performance, the first round of the subsequent special game is notified as the 11th round of the round game.
[0343] Next, a pseudo-addition process for the number of winning balls is executed (step S1017). In this pseudo-addition process, the number of winning balls in the big winning slot in the previous special game is added to the number of winning balls stored in the big winning number counter. As a result, in the special consecutive performance, the number of winning balls in the later special game is announced as the total number of winning balls in the previous special game and the later special game.
[0344] The round performance pattern number temporarily stored in the jackpot performance pattern storage area of the performance control information storage means 260 in the above steps S1004 and S1006 is transferred to the round performance storage area of the performance control information storage means 260 together with the values of the round number counter and the jackpot number counter, thereby setting the start of the round performance (step S1018).
[0345] Next, it is determined whether or not an end demo command is stored in the performance control information storage means 260 (step S1021). If an end demo command is stored, the contents of the end demo command are analyzed, and information contained in the contents of this command is acquired (step S1022). This acquired information is stored in the big win performance content judgment area of the performance control information storage means 260. Next, it is determined whether or not the special consecutive performance flag of the performance control information storage means 260 is on (step S1023), and it is determined whether or not to execute the consecutive win performance in the reserved state. If the special consecutive performance flag is on, the value of the round number counter (number of rounds) and the value of the big win number counter (number of big wins) are temporarily stored in the big win storage area ahead of the performance control information storage means 260 (step S1024). This is because, if the current jackpot corresponds to the previous jackpot in the special consecutive performance, the final number of rounds and the number of big wins in the previous jackpot are to be used in the pseudo-addition process (steps S1016, S1017) in the subsequent jackpot performance, and are therefore stored as record information for the previous special game. Therefore, in the pseudo-addition process in steps S1016 and S1017, the numerical values (number of rounds and number of big wins) stored in the future jackpot memory area are added. Next, the round number counter and the big win number counter in the performance control information storage means 260 are cleared (steps S1025, S1026).
[0346] Next, it is determined whether or not the pseudo count flag in the performance control information storage means 260 is on (step S1027). If the pseudo count flag is on, the pseudo count flag is turned off (step S1028). Next, it is determined whether or not the reserved consecutive win performance flag in the performance control information storage means 260 is on (step S1035). If the reserved consecutive win performance flag is on, the reserved consecutive win performance flag in the performance control information storage means 260 is turned off (step S1036).
[0347] Next, the end demo performance pattern number temporarily stored in the big win performance pattern storage area of the performance control information storage means 260 in the above steps S1004 and S1006 is transferred to the end demo performance storage area of the performance control information storage means 260 to set the start of the end demo performance (step S1037). Based on the performance information acquired in the above steps S1005, S1007, S1018, and S1037, an image control command required for the big win performance is generated, and this image control command is set in the command storage area of the performance control information storage means 260 (step S1038).
[0348] <Timer interrupt processing on the production control side> 56 is a flowchart showing an example of the timer interrupt process on the performance control side. This timer interrupt process is started by a clock pulse at regular intervals and is executed to interrupt the main process on the performance control side described above.
[0349] When a timer interrupt occurs, the contents of the registers in the performance control CPU 201 are saved to the stack area of the performance control RAM 203, and then the processes from step S1111 onwards are executed in sequence. During this timer interrupt process, interrupts with priority level 2 or higher, such as a performance control command reception interrupt from the main control board 100 and a watchdog timer interrupt, are permitted (step S1111).
[0350] Next, port input / output processing is executed (step S1112). In this port input / output processing, input processing of input data and output processing of output data are executed using the I / O port circuit 204. In the input processing, various signals input to the I / O port circuit 204 are read and stored as input information. Meanwhile, in the output processing, various control signals (motor control signals) temporarily stored in the performance control information storage means 260 are read and output from the I / O port circuit 204.
[0351] Next, device control data output processing is executed (step S1113). In this device control data output processing, drive data for a predetermined time is read from the drive pattern data identified in the above-mentioned device management processing (step S819) and set in the drive data storage area of the performance control information storage means 260. The drive data set in this processing is data indicating control for 1 ms corresponding to the interrupt period. When the drive data is set in this processing, the drive data is output from the I / O port circuit 204 to the motor driver 92 in the next timer interrupt processing. Therefore, in this device control data output processing, the drive data is switched every interrupt period (1 ms) according to the drive pattern data.
[0352] Next, a performance timer update process is executed (step S1114). In this performance timer update process, the values of various performance timers used for performance operation control are updated by subtracting them at an interrupt period (for example, 1 ms). The performance timers include a timer for managing the variable time of the decorative pattern and a timer for managing the occurrence timing of the preview performance. The performance timers manage the time schedule in the variable performance pattern, and manage the time such as the drive timing of the movable role objects and the lighting timing of the performance lamps 10 and 25 on the time axis. The performance timers are also used in the device control data output process (step S1113) and lamp data update process (step S1118) in this performance control timer interrupt process.
[0353] Next, a button control timer update process is executed (step S1115). The value of the valid time management timer for managing the effective operation time of the performance button 15 is updated by subtracting the interrupt period (1 ms in this embodiment). The effective operation time is the time during which the operation input of the performance button 15 is valid. Then, if there is performance information obtained according to the timer value updated in the above steps S1114 and S1115, an image control command required for the target performance is generated, and this image control command is set in the command storage area of the performance control information storage means 260 (step S1116).
[0354] Next, a task control counter update process is executed (step S1117). In this task control counter update process, the task counter value ("0" to "15") is updated at each timer interrupt. Specifically, if the task counter value is "0" to "14", 1 is added, and if the task counter value is "15", it is reset to "0". In other words, this task counter can have a cyclic period of 16 ms. Various tasks (task processes) are assigned corresponding to the currently updated task counter value, and each process such as a lamp control task (lamp data update process in step S1118), a runaway monitoring task (image CPU runaway monitoring process in step S1119), and an error management task (error management timer update process in step S1120) is executed according to the task counter value. In this embodiment, one of the task counter values ("0" to "15") is assigned to a lamp control task, the other two values (values spaced 8 ms apart from each other) are assigned to a runaway monitoring task, and the remaining value is assigned to an error management task (description of the other tasks is omitted). As mentioned above, the task counter circulation period is set to 16 ms to match the minimum unit of 16 ms for switching control of the performance lamps 10 and 25. This minimum unit of switching control of the performance lamps 10 and 25 corresponds to one frame time of an image frame, achieving synchronization between the image performance and the lamp performance.
[0355] Next, a lamp data update process is executed (step S1118). In this lamp data update process, lamp data for a predetermined time is read and set from the lamp pattern data identified by the above-mentioned device management process (step S819) or the like. The lamp data set in this process is data indicating lighting control for 16 ms, which is the minimum unit of switching control of the performance lamps 10 and 25. When the lamp data is set, the lamp data is automatically output to the lamp connection board 91 by serial transfer from the output port (serial port). This lamp data output process is configured as a serial communication interrupt process, and is realized by sequentially writing the lamp data to the transmission buffer of the serial communication circuit. The serial communication circuit serially converts the lamp data in the transmission buffer in units of 1 byte, and outputs it to the lamp connection board 91 for each bit in a manner synchronized with the serial clock. This process is repeated until the transmission buffer is empty, and all the lamp data (all bytes) stored in the transmission buffer are output. Therefore, in this lamp data update process, the lamp data is switched every one frame time (16 ms) in accordance with the lamp pattern, and this lamp data is output by serial transfer to the lamp connection board 91. Note that this lamp data update process is a process (that is, a process executed at a cycle of 16 ms) that is executed when the task counter value reaches a predetermined value (a value indicating the lamp control task) in the above-mentioned task control counter update process (step S1117).
[0356] Next, an image CPU runaway monitoring process is executed (step S1119). In this image CPU runaway monitoring process, the toggle signal input from the image control board 300 is monitored, and if the toggle signal does not change continuously for 800 to 1600 ms (about 50 to 100 frames), it is determined that the image control CPU 301 of the image control board 300 is running away, and a reset signal is sent from the performance control board 200 to the image control board 300. As a result, the image control board 300 side executes a predetermined reset process due to the occurrence of a reset state of the image control CPU 301. Note that the toggle signal is a signal with a waveform in which H level / L level are alternately repeated every one frame time. Note that this image CPU runaway monitoring process is executed when the value of the task counter becomes a predetermined value (a value indicating the image monitoring task) in the above-mentioned task control counter update process (step S1117).
[0357] Next, error management timer processing is executed (step S1120). In this error management timer processing, the value of the error presentation timer for managing the error presentation time set in the above-mentioned error presentation management processing (step S817) is subtracted and updated. Note that this error management timer processing is executed when the value of the task counter becomes a predetermined value (a value indicating the error management task) in the above-mentioned task control counter update processing (step S1117). After enabling all interrupts and restoring the contents of the saved register, the presentation control side timer interrupt processing is terminated and the process returns to the original process before the interrupt occurred.
[0358] <Image control command transmission interrupt processing> 57 is a flow chart showing an example of an interrupt process for transmitting an image control command. This interrupt process for transmitting an image control command occurs at a constant interval (500 μs) that is set in advance.
[0359] In this image control command transmission interrupt process, first, the image control command buffer of the performance control information storage means 260 is checked (step S1131). Next, a read pointer is acquired in the image control command buffer (step S1132), and it is determined whether or not an image control command is stored in the image control command buffer (step S1133). Whether or not an image control command is stored can be confirmed, for example, by the read pointer and the write pointer. If the read pointer and the write pointer match, it means that the image control command is not stored. If the image control command is stored (step S1133), the image control command is read from the area pointed to by the read pointer (step S1134). This read image control command is set in the output buffer of the serial communication circuit (not shown) specified as the output destination (step S1135). As a result, the image control command is serially transmitted from the serial port to the image control board 300. Next, the command data (the command data stored in the above-mentioned step S1135) is cleared (step S1136). Next, the read pointer is updated by incrementing it by 1 (step S1137).The transmission interrupt process for the image command is terminated, and the process returns to the original process before the interrupt.
[0360] <Production display> As described above, in the pachinko machine 1 according to this embodiment, the performance display device 70 mainly displays decorative patterns which are displayed in a variable manner in conjunction with the first special pattern or the second special pattern, and images of various performances including preview performances, as well as providing a hold display of the first special pattern and the second special pattern.
[0361] In the pachinko machine 1, decorative symbols are prepared as symbols that display the game result indicated by the special symbol to the player in an easy-to-understand manner. The decorative symbols are displayed on the performance display device 70 (image display area 700) by the decorative symbol control of the performance control board 200 while the special symbol is being displayed by the special symbol control of the main control board 100. The decorative symbols include at least the normal decorative symbol (main decorative symbol) that is displayed as the main symbol on the performance display device 70 when the special symbol is stopped, and at least the simple decorative symbol (sub decorative symbol) that is displayed in a display form that is simpler than the normal decorative symbol when the normal decorative symbol is difficult for the player to see. In this description, as an example, the main decorative symbol is composed of three symbols, a left symbol, a center symbol, and a right symbol, which are stopped one by one in principle after the variable display, and the game result is indicated by the display mode when the three symbols stop varying. For example, when the three symbols stop varying with the same symbol, it indicates that the game result is a jackpot. On the other hand, the sub-decorative symbols are also composed of three symbols, and the game result is shown by the display state of the three symbols when they stop varying, but they differ from the main decorative symbols in that the three symbols stop simultaneously after the display changes. The combination of the stopped symbols of the sub-decorative symbols is the same as the combination of the stopped symbols of the main decorative symbols.
[0362] In addition, with regard to the display of decorative patterns on the performance display device 70 (image display area 700), the performance control board 200 may be configured to display the main decorative pattern small (or display an alternative pattern) for at least a portion of the period during which a predetermined performance (for example, a predetermined preview performance that may occur before the reach state is established, or a predetermined reach performance that may occur after the reach state is established) is being executed, or the main decorative pattern may be hidden (and the alternative pattern may not be displayed either), but even in such a situation, the sub decorative pattern is always displayed in a variable manner.
[0363] Fig. 58 is a diagram for explaining the display of decorative patterns and the like in the performance display device. Fig. 58 shows a specific display area of the decorative patterns and the variable hold icon in the image display area 700 of the performance display device 70.
[0364] In the case of Fig. 58, three display columns are provided near the center of the image display area 700 of the performance display device 70, which are the variable display areas of the main decorative pattern 710, and from the left, a left pattern 711, a middle pattern 712, and a right pattern 713 are displayed. In the following explanation, the main decorative pattern 710 may be abbreviated to the decorative pattern 710. When a pattern is indicated by an arrow, such as the middle pattern 712 in Fig. 58, it means that the target pattern is variable.
[0365] Also, according to FIG. 58, a display area for the sub-decorative pattern 720 is provided in the upper right corner of the image display area 700, which is smaller than the display area for the main decorative pattern 710. The sub-decorative pattern performs a variable display while the special pattern is fluctuating, and performs a stationary display while the special pattern is stopped, and like the main decorative pattern 710, three patterns are displayed variable and stationary. By providing this sub-decorative pattern 720, even in a situation where the main decorative pattern 710 is desired to be made smaller or hidden, it is possible to notify that the pattern is fluctuating (in other words, that the winning or losing result has not been determined). For example, in the SP reach performance (described in detail later), when a performance image is displayed in front of the main decorative pattern 710, the performance control board 200 can turn off the display of the main decorative pattern 710, while maintaining the display of the sub-decorative pattern 720. In other words, it can be said that the sub-decorative pattern 720 is a pattern for display guarantee (to compensate for the display state of the main decorative pattern 710).
[0366] It is preferable that the sub-decorative pattern 720 continues to change from the start of the special pattern to the stop display. That is, even if the main decorative pattern 710 is temporarily stopped in the middle (for example, when the special main decorative pattern 710 that displays characters such as "NEXT" in the pattern pseudo-stop performance described later is temporarily stopped), it is preferable that the sub-decorative pattern 720 is configured not to temporarily stop in the middle, and therefore, in this embodiment, the sub-decorative pattern 720 does not have a special pattern such as the "NEXT" pattern, and the sub-decorative pattern 720 only stops in a definite state. Furthermore, in order to prevent the player from mistaking the non-changing pattern for a jackpot, and to prevent the player from noticing the jackpot in advance in the case of a jackpot changing, it is preferable that the sub-decorative pattern 720 changes while maintaining the pattern combination that indicates a non-changing pattern, whether it is a non-changing pattern or a jackpot changing pattern. Specifically, for example, when the type of the sub-decorative pattern 720 is "1-7", the pattern combination of the sub-decorative pattern 720 changes and is displayed as follows: "123" → "234" → ··· → "567" → "671" → "712" → "123" → ···. Note that "definite stop" refers to a definite stop of the decorative pattern when one special pattern change ends and the special pattern stops (in other words, a stop mode in which there is no further change and the pattern combination of the decorative pattern does not change any more), and "provisional stop" and "provisional stop" refer to one or more decorative patterns provisionally stopping with minute shaking changes at a timing prior to "definite stop" during one special pattern change.
[0367] Furthermore, when the main decorative pattern 710 and the sub decorative pattern 720 start to vary from a fixed state, the starting pattern combination (the first pattern combination immediately after the start of variation) for the main decorative pattern 710 is a pattern combination that progresses by "1" from the pattern combination at the fixed state, but the starting pattern combination for the sub decorative pattern 720 is a predetermined pattern combination, regardless of the pattern combination at the fixed state. Specifically, for example, when the main decorative pattern 710 and the sub decorative pattern 720 start to vary from a fixed state with the pattern combination of "243", the starting pattern combination for the main decorative pattern 710 is "354", but the starting pattern combination for the sub decorative pattern 720 is fixed to "123" (an example of a default value). For example, when the main decorative pattern 710 and the sub decorative pattern 720 both stop at the pattern combination "333" and then start to change, the pattern combination that serves as the starting point for the main decorative pattern 710 becomes "444," but the pattern combination that serves as the starting point for the sub decorative pattern 720 is fixed at "123" (an example of a default value), as in the example described above.
[0368] The decorative patterns (main decorative pattern 710 and sub-decorative pattern 720) have been described in detail above, but the decorative patterns in this embodiment may be configured to have the following features (1) to (9) in addition to those described above. By configuring them in this manner, the roles of the main decorative pattern 710 and the sub-decorative pattern can be clearly differentiated.
[0369] (1) The display area of the main decorative pattern 710, which is easy for a player to recognize, is larger than the display area of the sub decorative pattern 720 for display guarantee. This is not limited to a situation where the main decorative pattern 710 and the sub decorative pattern 720 are fixed and stopped, or a situation where the sub decorative pattern 720 is being variably displayed immediately after the main decorative pattern 710 forms a reach state (a reach state that has not developed into an SP reach performance, for example, during a normal reach), but is preferably configured similarly even in a situation where the main decorative pattern 710 is displayed as a small pattern and the sub decorative pattern 720 is being variably displayed during an SP reach performance, etc.
[0370] (2) The display position of the main decorative pattern 710 can be set to a different display position depending on whether it is the first presentation mode (for example, normal mode or stage A in normal mode) or the second presentation mode (for example, rush mode or stage B in normal mode), thereby realizing diversity of presentations by the main decorative pattern 710 depending on the presentation mode. On the other hand, since the sub decorative pattern 720 only needs to fulfill the role of compensating for the display state of the main decorative pattern 710, it is preferable to set the same display position regardless of whether it is the first presentation mode or the second presentation mode, thereby avoiding unnecessary development and design burden. Note that the "presentation mode" here is a mode in which multiple types are prepared in advance so that the combination of presentations that can be executed is different, and may be selectable by the player by a predetermined operation, or may be configured to automatically switch (transition) under predetermined conditions. When multiple types of presentation modes are prepared in the pachinko machine 1, it is determined which type of presentation can be executed for each presentation mode. In addition, a predetermined game presentation may be produced with different presentation contents depending on the presentation mode.
[0371] (3) The display mode of the main decorative pattern 710 can be different depending on whether it is the first presentation mode (e.g., normal mode, or stage A in normal mode) or the second presentation mode (e.g., rush mode, or stage B in normal mode), thereby realizing durability of the presentation by the main decorative pattern 710 depending on the presentation mode. For example, in the first presentation mode, the main decorative pattern 710 is composed only of numerical patterns (main decorative pattern 710 such as "1", "2", ... "7"), and in the second presentation mode, the main ...
Claims
[Claim 1] In a double buffer configuration, two frame buffers are used to store one frame's worth of display data, and a continuous screen display is realized by repeatedly switching, on a frame-by-frame basis, between a drawing frame buffer that draws a display image and a display frame buffer that displays the drawn display image, A first storage device in which a plurality of image data are stored; a second storage device capable of caching the plurality of image data stored in the first storage device; a drawing means for drawing an image for display using one or more image data among the plurality of image data stored in the first or second storage device based on reception of a drawing command stored in a command buffer; a read cache unit that reads at least one of the plurality of image data from the first storage device and transfers a copy of the image data to the second storage device; Equipped with Regarding a predetermined performance image displayed on the screen in accordance with the variation of the pattern, if the drawing means has received a specific command other than the drawing command before receiving a drawing command instructing the drawing of the predetermined performance image, the read cache means executes a process of reading original image data that is the source of the predetermined effect image from the first storage device and transferring a copy of the original image data to the second storage device, so that the original image data transferred to the second storage device can be read when the drawing means draws the predetermined effect image; While the process is being executed by the read cache means, any process that does not access the first storage device can be executed in parallel. A gaming machine characterized by:
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