Gaming machine
By incorporating areas with varying transmittances on the game ball, the gaming machine addresses the issue of reduced visibility, enhancing player engagement through clearer ball movement and interaction.
Patent Information
- Application Number
- JP2024002189
- Authority / Receiving Office
- JP · JP
- Patent Type
- Applications
- Current Assignee / Owner
- Filing Date
- 2024-01-10
- Publication Date
- 2025-07-23
AI Technical Summary
Existing gaming machines, such as pachinko and slot machines, lack sufficient visibility of rolling game balls, limiting player engagement and enjoyment.
The gaming machine is designed with specific areas on the game ball that have varying transmittances: a first area with no printing, a second area with printing that the ball hardly passes through, and a third area with higher transmittance than the second, ensuring the ball's visibility is maintained with a total transmittance of less than 50%.
This design enhances the visibility of the rolling game ball, improving player engagement and enjoyment by ensuring clear visibility of the ball's movement and interactions with the game board.
Smart Images

Figure 2025108320000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as ball-type gaming machines (also referred to as "pachinko machines" or "pachinko devices") or rotary drum-type gaming machines (also referred to as "pachislot machines" or "slot machines").
Background Art
[0002] Conventionally, in a pachinko machine, a plurality of obstacle pins are implanted on a game board, and a game ball launched into a game area formed on the game board flows down along various paths while hitting the obstacle pins, allowing the player to enjoy the movement of the game ball. Further, in conventional pachinko machines, designs are printed on various parts visible to the player, including the game board surface, to visually entertain the player (for example, Patent Document 1).
Prior Art Documents
Patent Documents
[0003]
Patent Document 1
Summary of the Invention
Problems to be Solved by the Invention
[0004] However, in gaming machines, there is room for further improvement in allowing players to enjoy the movement of the game ball.
[0005] Therefore, in view of the above problems, an object of the present invention is to provide a gaming machine capable of ensuring the visibility of a rolling game ball.
Means for Solving the Problems
[0006] In order to solve such problems, in the present invention, in a predetermined area where the game ball can roll, when the game ball overlaps at least partially with the printing on the front side, the game ball viewed from the player side has at least one of: a first area having no printing on the front side and having a first transmittance; a second area having printing on the front side and having a second transmittance through which the game ball hardly passes; and a third area having printing on the front side and having a third transmittance higher than the second transmittance. In the whole game ball including the first to third areas of the game ball, the decreasing transmittance is less than 50%. A gaming machine is provided, which is characterized by this.
Effect of the Invention
[0007] According to the present invention, it is possible to provide a gaming machine capable of ensuring the visibility of a rolling game ball.
Brief Description of the Drawings
[0008]
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Embodiments for Carrying Out the Invention
[0009] Hereinafter, a pachinko machine according to an embodiment of the present invention will be described with reference to the drawings.
[0010] <1. First Embodiment> <Structure of Pachinko Machine> FIG. 1 is a front view of a pachinko machine according to the first embodiment of the present invention. Further, in FIGS. 2 and later, views of the pachinko machine 1 shown in FIG. 1 as seen from other directions, exploded views, etc. are shown. FIG. 2 is a right side view of the pachinko machine, FIG. 3 is a perspective view of the pachinko machine as seen from the front, and FIG. 4 is a perspective view of the pachinko machine as seen from the rear. Further, FIG. 5 is a perspective view of the pachinko machine with the glass frame opened from the front frame and the front frame opened from the outer frame as seen from the front, FIG. 6 is an exploded perspective view of the pachinko machine disassembled into the glass frame, the game board, the front frame, and the outer frame as seen from the front, and FIG. 7 is an exploded perspective view of the pachinko machine disassembled into the glass frame, the game board, the front frame, and the outer frame as seen from the rear.
[0011] The pachinko machine 1 shown in FIG. 1 and the like includes a frame-shaped outer frame 2 installed in the island equipment of the game hall, a glass frame (door frame) 3 that closes the front surface of the outer frame 2 in an openable and closable manner, a front frame 4 that 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 that is detachably attached to the front frame 4 from the front, has a game area 5a that is visible through the glass frame 3 and into which game balls are driven.
[0012] The outer frame 2 is formed in a rectangular shape by combining frames 2a and 2b that extend horizontally from top to bottom and frames 2c and 2d that extend vertically from left to right, and is provided with hinge members 2e and 2f on the upper and lower parts of the left edge from the front. The hinge members support the front frame 4 and the glass frame 3 in a horizontally opening / closing and detachable manner.
[0013] On the front side of the front frame 4, the glass frame 3 is attached in a horizontally opening / closing and detachable manner by hinge mechanisms 3a and 3b on the left edge portion facing the front. The glass frame 3 is held in a closed state by a glass plate that covers its front surface using a locking device 3c. On the upper half of the front frame 4 located behind the glass frame 3, the game board 5 is detachably attached from the front side of the front frame 4, and the game area 5a on the front of the game board 5 is visible through the multilayer glass of the glass frame 3 that is held in a closed state as described above.
[0014] The glass frame 3 includes a base unit 3e having a through-hole 3d that penetrates from front to back in a rectangular shape, a dish unit 3f that stores game balls below its front surface, and an area 3g that houses a handle 4a that can be operated by a player to drive the game balls stored in the dish unit 3f into the game area of the game board 5. On the front side of the glass frame 3, 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. In the center of the front surface of the dish unit 3f, an effect button 3j that is pressed by the player is provided. Also, the base of the effect button 3j has a lever structure that can be tilted forward (towards the player) by a predetermined angle and functions as a second effect button 3k that is pulled by the player. Note that the second effect button 3k may have a structure that allows a pulling operation at all times, but considering the operability of the effect button 3j, etc., it is usually fixed to the OFF side by a locking mechanism or the like and is preferably unlocked during specific effect execution to enable a pulling operation (ON operation).
[0015] The front frame 4 is insertable within the frame of the outer frame 2 and includes a frame body 4b that supports the outer periphery of the game board 5, hinges 4c and 4d that are rotatably attached to the upper and lower left sides of the outer frame 2 and the hinges of the door frame 3 when viewed from the front of the frame body 4b, a launching device 4e that is attached to the lower front part of the frame body 4b and is for driving game balls into the game area 5a of the game board 5, a locking unit 4f that is attached to the right side surface of the frame body 4b when viewed from the front and locks between the outer frame 2, the front frame 4, and the glass frame 3, a substrate unit 4g that is attached to the lower rear 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 substrate 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 the present embodiment, when the player rotates the launching device 4e of the game ball, the game ball is driven into the game area 5a of the game board 5 with a strength corresponding to the angle. Then, when the game ball driven into the game area 5a is received by a winning port (a ball entry port), a predetermined number of game balls are paid out according to the received winning port. The payout of the game balls can enhance the player's interest.
[0017] <Game board> Next, the game board 5 will be described with reference to FIGS. 8 to 14. FIG. 8 is a front view of the game board, FIG. 9 is a perspective view of the game board seen from the right front, FIG. 10 is a rear view of the game board, FIG. 11 is a perspective view of the rear of the game board seen from the left rear, FIG. 12 is a perspective view of the rear of the game board seen from the right rear, FIG. 13 is an exploded perspective view of the game board disassembled by main components and seen from the front, and FIG. 14 is an exploded perspective view of the game board disassembled by main components and seen from the rear.
[0018] The game board 5 has a game area 5a into which game balls are thrown. The game board 5 is configured by combining a front unit 100m, a back unit 200m, a liquid crystal base 300m, and a liquid crystal display device (effect 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 substantially rectangular shape in front view, and a plate-shaped game panel 100b attached to the rear side of the front member 100a that defines the rear end of the game area 5a. A plurality of obstacle pins are implanted in a predetermined arrangement in the game area 5a on the front surface of the game panel 100b.
[0019] The front member 100a includes a function display unit 100c that makes the game situation visible to the player based on a control signal from the main control unit 5b (main control board 100 for overall game control) at the lower right corner. The effect display device 70 is disposed at the center of the game area 5a and displays a predetermined effect image. A peripheral control unit 5c (effect control board 200 for overall effect control) is attached to the back surface of the effect display device 70. The liquid crystal base 300m has an open side on the back unit 200m side, houses the back unit 200m, and the effect display device 70 is attached to the back surface of the liquid crystal base 300m.
[0020] The game panel 100b has an outer shape that is almost the same as that of the front member 100a, and is composed of a transparent flat panel. It is attached to the rear side of the front member 100a and further includes a holder to which the back unit 200m is attached on the rear surface. The front member 100a includes a plurality of general winning openings 66 that are always open to receive game balls driven into the game area 5a, a first starting opening 61 that is always open to receive game balls at a different position within the game area 5a from the general winning openings, a gate 63 (integrally formed with the attacker unit 500 described later) that is attached to a predetermined position within the game area 5a and detects the passage of game balls, a second starting opening 62 (integrally formed with the attacker unit 500 described later) that enables the reception of game balls according to the normal symbol lottery result selected when the game balls pass through the gate, and a big winning opening 64 (integrally formed with the attacker unit 500 described later) that enables the reception of game balls in either case according to the first special lottery result selected by the reception of game balls into the first starting opening 61 or the second special lottery result selected by the reception of game balls into the second starting opening. Note that since the gate 63, the second starting opening 62, and the big winning opening 64 are within the attacker unit 500, they are not shown here.
[0021] The second starting opening is provided with a normal electric accessory composed of a movable piece and a normal electric accessory solenoid for driving the opening and closing of this normal electric accessory. The normal electric accessory can be alternately changed between a closed state where it is difficult for game balls to enter the second starting opening and an open state where game balls are more likely to enter according to the energization state of this normal electric accessory solenoid. The second starting opening is configured such that game balls are difficult to enter unless the normal electric accessory is in the open state, while game balls are likely to enter when the normal electric accessory is in the open state. The front member 100a includes a first out opening 29 directly below the first starting opening 61 at the center in the left - right direction. The attacker unit 500 is located at the lower right of the front member 100a. The attacker unit 500 mainly includes a movable piece as a special electric accessory 642 for opening and closing the big winning opening 64, and is a unit in which a plurality of parts are integrated.
[0022] The back unit 200m has an opening 200a for viewing the rear liquid crystal display screen. The back unit 200m includes a sensor for detecting game balls received at the general winning opening 66, the first start opening 61, etc., a locking mechanism for detachably attaching the liquid crystal base 300m, and a passage for discharging game balls.
[0023] The front member 100a has an outer shape that is substantially square when viewed from the front, and an inner shape that penetrates in the front-rear direction in a substantially circular shape. The outer periphery of the game area 5a is defined by the inner circumference of the inner shape. This front member 100a includes an outer rail 100f that extends in an arc shape along the circumferential direction clockwise from the lower end on the left side from the center in the left-right direction when viewed from the front and passes through the upper end in the center in the left-right direction when viewed from the front and extends to the upper right diagonal part, and an inner rail 100d that is arranged inside the front member 100a substantially along the outer rail 100f and extends in an arc shape from the lower part in the center in the left-right direction when viewed from the front to the upper left diagonal part when viewed from the front, and an out guide path 100e that is formed at the right side when viewed from the front at the lower end of the inner rail 100d at the lowest position of the game area 5a and is inclined so as to become lower toward the rear.
[0024] The game panel 100b includes a center decoration 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 decoration 22 fits into the opening so as to match the shape of the opening of the front member 100a and decorates around the opening 100h of the front unit 100m. The player can recognize the effect screen and the behavior of the effect device through the opening 100h. The center decoration 22 is a kind of decorative body and exhibits a decorative function of assisting the screen of the effect display device 70, etc. at the center of the game board 5. The center decoration 22 may be provided with a movable accessory (movable effect device) that executes an effect operation according to the progress of the game. The movable accessory is operated by a drive source such as a stepping motor or a solenoid. The center decoration 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 to the back of the effect display device 70, below the peripheral control unit 5c. The main control unit 5b includes a main control board 100 that controls game content, payout of game balls, etc., and a main control board case 100n that houses the main control board 100 (see FIG. 16). The main control unit 5b controls game content, bonus balls of game balls, etc.
[0026] The function display unit 100c includes a status indicator composed of one LED that displays the game state, a normal symbol display that variably displays the normal symbol by controlling the blinking of two LEDs based on the normal symbol lottery result selected by the passage of the game ball through the gate 63, and then displays these two LEDs in a lighting pattern corresponding to the normal symbol lottery result, a normal hold display composed of two LEDs that display the number of holds, which is the number of variable displays for which the start condition for variable display has not yet been satisfied, among the variable displays of the normal symbol related to the passage of the game ball through the gate 63, a first special symbol display that variably displays the first special symbol by controlling the blinking of eight LEDs based on the first special lottery result selected by the acceptance of the game ball into the first start port 61 (occurrence of a start win), and then displays these eight LEDs in a lighting pattern corresponding to the first special lottery result, a first special hold number display composed of two LEDs that display the number of holds, which is the number of variable displays for which the start condition for variable display has not yet been satisfied, among the variable displays of the first special symbol related to the acceptance of the game ball into the first start port 61, a second special symbol display that variably displays the second special symbol by controlling the blinking of eight LEDs based on the second special lottery result selected by the acceptance of the game ball into the second start port (occurrence of a start win), and then displays these eight LEDs in a lighting pattern corresponding to the second special lottery result, a second special hold number display composed of two LEDs that display the number of holds, which is the number of variable displays for which the start condition for variable display has not yet been satisfied, among the variable displays of the second special symbol related to the acceptance of the game ball into the second start port, and a round display composed of four LEDs that display the number of repetitions (number of rounds) of the opening and closing pattern of the big winning port when the first special lottery result or the second special lottery result is a "big win", etc. The function display unit 100c can display the number of holds, symbols, etc. by appropriately turning on, turning off, and blinking the LEDs.
[0027] The peripheral control unit 5c is attached to the rear surface of the effect display device 70, and includes an effect control board 200 that controls effects (such as light emission effects, sound effects, and movable effects, 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 progress (see FIG. 19). The effect display device 70 is located at the center of the game area 5a and is detachably attached to the rear surface of the substantially center of the liquid crystal base 300m that houses the back unit 200m. The effect display device 70 can be visually recognized from the front through the frame of the frame-shaped center decoration 22 when the game board 5 is assembled. The effect display device 70 is a full-color display device using white LEDs as backlights and displays still images and moving images. In this embodiment, the effect control board 200 and the image control board 300 are configured as two separate boards. However, the functional configurations of the CPUs of the respective boards are not limited to those described above and can be appropriately changed (for example, sound control is performed by the CPU of the effect control board), or all effects may be controlled by the CPU on a single board.
[0028] The effect display device 70 mainly displays effect images including decorative symbols and preview effects that variably display and stop in conjunction with the first special symbol or the second special symbol, and also performs hold display of the first special symbol and the second special symbol. Specifically, on the screen of the effect display device 70, there are provided a decorative symbol display unit where variable display of decorative symbols and preview effect display, etc. are executed, a first special symbol hold display unit where hold display of the first special symbol is executed in synchronization with the first special symbol hold lamp, and a second special symbol hold display unit where hold display of the second special symbol is executed in synchronization with the second special symbol hold lamp.
[0029] In the decorative symbol display section of the liquid crystal display screen, three columns of display areas (left display area, middle display area, right display area) that serve as variable display areas for decorative symbols are provided on a predetermined active line. The left symbol of the decorative symbol is stopped and displayed corresponding to the left display area, the middle symbol of the decorative symbol is stopped and displayed corresponding to the middle display area, and the right symbol of the decorative symbol is stopped and displayed corresponding to the right display area. In the special figure hold display section, in the normal display mode, when an operation hold ball of a special symbol occurs, a hold image with a white circle mark is displayed, while when the operation hold ball is cleared, the corresponding hold image disappears. This hold image is displayed in a predetermined order such as the type and generation order (entry ball order) of the operation hold balls of the special symbol, and up to 4 hold images can be displayed in each special figure hold display section.
[0030] <Setting change> It is assumed that the pachinko machine 1 according to this 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. Here, the setting value is a value for specifying the degree of advantage for the player of the game and is managed by the main control board 100 (see FIG. 19). In this example, it is assumed that six levels of setting values of "Setting 1", "Setting 2", ···, "Setting 5", "Setting 6" are prepared in ascending order of the degree of advantage. In order to make the degree of advantage for the player of the game different for each setting value, for example, it is conceivable to provide a difference in the jackpot probability of 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, it controls the progress of the game based on the changed setting value.
[0031] Therefore, hereinafter, the features of the pachinko machine 1 according to this embodiment when provided with the setting change function will be described in detail. In the following description, changing / setting the setting value is referred to as "setting change", and a series of operations related to setting change is referred to as "setting change operation".
[0032] In the setting change operation of the pachinko machine 1, first, an operation is performed to shift the internal state controlled by the main control board 100 (main control CPU 101) to a "setting change state" in which the set value can be changed. Then, when controlled in the setting change state, an operation of selecting and setting a desired set value (a known operation method in a conventional gaming machine can be used, and detailed description is omitted) is performed, whereby the set value can be changed.
[0033] And the operation for shifting to the above-described setting change state includes a first step (frame opening) of opening the front frame 4, a second step (setting key switch on) of turning on the setting key switch, a third step (RAM clear switch on) of performing an initialization operation on the initialization switch, and a fourth step (power switch on) of performing a power-on operation on the power switch. However, the third step and the fourth step must be operated in parallel.
[0034] While referring to the characteristic structure of the pachinko machine 1 according to the present embodiment, these first to fourth steps will be described in detail.
[0035] In the first step (frame opening), an operation of opening the front frame 4 from the outer frame 2 using the door key is performed. The door key is also called a common key, and generally, it is not unique to each gaming machine manufacturer or model, and a key that can be shared with other models of gaming machines is used so that it can be easily operated in a game parlor.
[0036] Explaining the frame opening step in more detail, for example, the front frame 4 can be opened from the outer frame 2 by inserting the door key into the keyhole (not shown) of the locking device that holds the closed state of the front frame 4 with respect to the outer frame 2 and turning it in a predetermined direction while pulling the front frame 4 forward. Note that the keyhole into which the door key is inserted to open the front frame 4 from the outer frame 2 may have a structure that shares the keyhole of the locking device 3c that holds the closed state of the glass frame 3 with respect to the front frame 4.
[0037] In the pachinko machine 1, in order to detect the open / closed state of the front frame 4 with respect to the outer frame 2, a door open sensor 2p is provided on the curtain plate portion of the outer frame 2, and further, a door open detection member 4p is provided at a position corresponding to the door open sensor 2p of the front frame 4. For example, when the front frame 4 is closed with respect to the outer frame 2, the door open detection member 4p fits into the door open sensor 2p, whereby the door open sensor 2p detects the closed state (door closed) of the front frame 4. On the other hand, when the front frame 4 is open with respect to the outer frame 2, the door open detection member 4p moves away from the door open sensor 2p, whereby the door open sensor 2p detects the open state (door open) of the front frame 4. The detection information by the door open sensor 2p is output to a predetermined substrate or the like and processed as an error as necessary. Note that the above structure is an example of a mechanism for detecting the open / closed state of the front frame 4 with respect to the outer frame 2, and it may be realized by other known mechanisms.
[0038] FIG. 15 is a rear view (part 1) of the pachinko machine. FIG. 15 is a rear view of the pachinko machine 1 before the frame is opened. However, when 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) with respect to the outer frame 2. According to FIG. 15, on the rear side of the front frame 4, a back cover 4h that covers 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 (effect control board 200). Therefore, even when the first procedure of opening the front frame 4 is performed, as long as the back cover 4h is in the closed state, it is impossible to touch these covered units.
[0039] Note that FIG. 15 shows a RAM clear switch cover 400p that covers the RAM clear switch 400q provided on the payout control board 400 (payout control unit) and a power switch cover 600p that covers the power switch 600q provided on the power supply board 600 (power supply unit). Details of these will be described later.
[0040] Next, in the second step (setting key switch on), an operation is performed to turn on the setting key switch 100q using the setting key. Different from the door key described above, the setting key is a unique key for each manufacturer (or model) of the gaming machine from the perspective of security in order to prevent fraud related to "settings" that have a great impact on the performance of the gaming machine. Here, in the pachinko machine 1 of the present embodiment, the setting key switch 100q is provided in the main control unit 5b (for example, the main control board 100). As described above with reference to FIG. 15, just opening the front frame 4 from the outer frame 2 in the first step does not allow the setting key to be inserted into the setting key switch 100q because the main control unit 5b is covered by the back cover 4h. Therefore, it is necessary to open the back cover 4h when executing the second step.
[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 back cover 4h removed from FIG. 15. When the outer frame 2 is removed from FIG. 16, it corresponds to a rear view of the front frame 4 when the second step is executed (that is, in a state where the front frame 4 is frame-opened and the back cover 4h is opened). According to FIG. 16, the main control unit 5b (main control board 100) and the peripheral control unit 5c (effect control board 200) that were covered by the back cover 4h are exposed. However, the setting key switch 100q has not yet appeared in a visible position.
[0042] In this embodiment, the back surface of the main control unit 5b is covered by the main control board case 100n, and the portion 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 doubly covered by the back cover 4h and the harness cover 100p. When executing 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, while the back cover 4h has a structure that opens and closes in the left-right direction, the harness cover 100p has a structure that opens and closes in the up-down direction. By making the opening and closing directions of the two covers different in this way, it becomes difficult to operate the setting key switch 100q through the gap with the front frame 4 slightly opened, and the crime prevention performance can be enhanced.
[0043] FIG. 17 is a rear view (part 3) of the pachinko machine. FIG. 17 is a rear view of the pachinko machine 1 with the harness cover 100p opened from the state shown in FIG. 16. Further, FIG. 18 is a perspective view of the pachinko machine in the state of FIG. 17. As shown in FIGS. 17 and 18, when the harness cover 100p is opened on the back side of the front frame 4, the setting key switch 100q provided therein is operably exposed.
[0044] Therefore, at this time, an operator (for example, a hall manager) performing a setting change operation can execute the second procedure of turning on the setting key switch 100q by 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 while keeping the harness cover 100p open.
[0045] Also, FIGS. 17 and 18 show a state where the RAM clear switch cover 400p provided in the payout control unit and the power switch cover 600p provided in the power supply unit are 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. After unlocking by moving the RAM clear switch cover 400p downward once, it can be opened toward the front side. And when the RAM clear switch cover 400p is opened, the RAM clear switch 400q is operably exposed.
[0047] The RAM clear switch 400q corresponds to an initialization switch operated in the third procedure. When a predetermined initialization operation (for example, an ON operation by pressing the RAM clear switch 400q within a predetermined period after power-on) is performed, it outputs a signal for initializing (RAM clearing) the control information stored in the main control RAM 103. Note that the initialization operation for RAM clearing is not limited to the single operation of the RAM clear switch 400q. For example, turning on the power switch 600q while pressing the RAM clear switch 400q may also be used as an initialization operation for RAM clearing. Also, the range of information initialized during the execution of RAM clearing is not limited to only the control information stored in the main control RAM 103.
[0048] Therefore, after performing the second procedure, the operator who changes the settings can execute the third procedure (turning on the RAM clear switch) by performing an initialization operation (for example, an ON operation) on the RAM clear switch 400q from the back side of the front frame 4 with the RAM clear switch cover 400p open.
[0049] Also, the power switch cover 600p is a cover that swings up and down to open and close, similar to the above-described RAM clear switch cover 400p. The power switch cover 600p may also have a locking mechanism. And when the power switch cover 600p is opened, the power switch 600q is operably exposed.
[0050] The power switch 600q is a power switch that changes the power supply state in the gaming machine 1 (at least the main control board 100), and outputs a signal for switching the on / off state of the power supply when a power operation is performed.
[0051] Therefore, after performing the second procedure, the operator who performs the setting change operation can execute the fourth procedure (turn on the power switch) 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 described above, the third procedure and the fourth procedure must be performed simultaneously (in parallel). By performing the first to fourth procedures, the internal state of the pachinko machine 1 shifts to the setting change state, and it becomes possible to select and set the set values.
[0052] In the pachinko machine 1 according to the present embodiment, when the first procedure (open the frame) and the second procedure (turn on the setting key switch) among the first to fourth procedures for shifting to the above-described setting change state are omitted and executed, it is an initialization operation. When the third procedure (turn on the RAM clear switch) is omitted and executed, the state shifts to a setting confirmation state for confirming the current game settings (set values).
[0053] As described above, in the setting change operation in the pachinko machine 1, since the second to fourth procedures must be executed from the back side of the front frame 4 with the front frame 4 opened from the outer frame 2 by the first procedure, it is possible to prevent an illegal act of 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 the present 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, an I / O port circuit 104, and the like. The main control CPU 101 controls the operation of the main control program and executes various arithmetic processes 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 a buffer memory that are used as a temporary storage area (temporary area). The I / O port circuit 104 inputs and outputs signals between the main control CPU 101 and peripheral boards such as the effect control board 200 and the payout control board 400, and each device.
[0056] The main control CPU 101 reads the main control program from the main control ROM 102 and executes each instruction on the main control RAM 103, thereby controlling the game operation according to each instruction of the main control program.
[0057] In addition, although not shown in the figure, the main control board 100 includes a clock circuit, a WDT circuit, a CTC circuit, a random number generation circuit, and the like.
[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 when it malfunctions or runs wild and returns it to a normal state. The CTC circuit generates real-time interrupts or measures time. The random number generation circuit operates as a separate system from the program processing (software random number) by the main control CPU 101 to generate a predetermined random number (built-in random number). These are electrically connected to each other via an internal bus (not shown).
[0059] Based on the detection information from each switch such as the first start port switch 161, the main control CPU 101 reads the main control program stored in the main control ROM 102 and executes arithmetic processing, thereby executing various processes related to the main control of the game.
[0060] Furthermore, in addition to the effect command output port for outputting an effect control command for executing an effect operation associated with the main control of the game to the effect control board 200, the main control CPU 101 is provided with a payout command output port for outputting a payout command for executing a payout operation of the game ball. Furthermore, it is provided with a strobe signal output port used when outputting a strobe signal for timing to have each of these transmission commands received by the target board. Note that the main control CPU 101 is also provided with various other output ports, and the strobe signal output port 101B actually exists as a port for outputting a plurality of 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 a backup power supply generated on the power supply board 600. The backup area of the main control RAM 103 is an area that should hold the storage of data such as the stack pointer and each register held at the time of power-off (hereinafter referred to as "power-off"). When the power is turned on (when power-off is restored), the state of the gaming machine is restored to the state before power-off 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 setting values, a first start port switch 161 provided at the first start port 61, a second start port switch 162 provided at the second start port 62, an operating gate switch 163 provided at the gate 63, a big winning port switch 164 provided at the big winning port 64, and a general winning port switch 166 provided at the general winning port 66. In the main control board 100, detection signals from these various switches are input to the main control CPU 101 via the 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 drawing holding lamp 173, a second special drawing holding lamp 174, a normal symbol display device 175, and a normal drawing holding 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 allowed to transmit various effect control commands from the main control board 100 to the effect control board 200, it is not allowed 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 one hand, as shown in FIG. 19, the effect control board 200 includes an effect control CPU 201 that executes various arithmetic processes related to game effects based on effect control commands from the main control board 100, an effect control ROM 202 that stores an effect control program, various data, etc., an effect control RAM 203 that functions as a work area (temporary area) and a buffer memory, and an I / O port circuit 204 that inputs and outputs signals to and from peripheral boards such as the main control board 100 and the image control board 300 and various devices.
[0067] The effect control CPU 201 reads out the effect control program stored in the effect control ROM 202 and executes it on the effect control RAM 203, thereby controlling the effect operations accompanying the progress of the game according to this effect control program. In addition, although not shown in the figure, the effect control board 200 is equipped with a clock circuit that divides the clock signal from the crystal oscillator to generate an internal system clock, a WDT circuit that resets the effect control CPU 201 when it malfunctions or runs wild 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 signals from the register setting and 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") having a timekeeping function, etc. These are connected to each other via an internal bus.
[0068] In the performance control process according to the performance control commands from the main control board 100, the performance control board 200 generates image control commands for instructing the image control board 300 to output images and sounds. In addition, the performance control board 200 also generates lamp control signals (lamp data) for controlling the lamp connection board 91, drive control signals (drive data) for controlling the motor driver 92, and the like. The performance control board 200 is connected to the image control board 300 in a manner that enables two-way communication. Image control commands regarding images and sounds are transmitted from the performance control board 200 to the image control board 300. On the other hand, as a response, a response command (so-called ACK command) indicating that the image control command has been received normally is transmitted from the image control board 300 to the performance control board 200.
[0069] The performance control board 200 is connected to the speaker 11 that outputs sound, and the performance control CPU 201 controls the output of the sound data generated by the image control board 300 to the speaker 11.
[0070] The performance control board 200 is electrically connected to the lamp connection board 91 equipped with a plurality of 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, clock-synchronous serial communication is adopted between the performance control board 200 and the lamp connection board 91, and the lamp control signal is transmitted bit by bit via the data line synchronously with the clock signal transmitted via a separate signal line (clock line) from the data line for lamp data transmission.
[0071] The lamp connection board 91 incorporates LED drivers that function upon receiving the lamp control signals for LED driving transmitted from the performance control board 200. The lamp connection board 91 controls the supply or cutoff of drive current to the performance lamps 10, 25 by switching the switches in the circuit on / off based on the lamp control signals, thereby controlling the lighting or extinguishing of the performance lamps 10, 25.
[0072] Furthermore, the production control board 200 is electrically connected to a plurality of motor drivers 92, and outputs a drive control signal (drive data) for driving the fixtures to the motor drivers 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 fixture by switching on / off the switches in the circuit based on the drive control signal for driving the fixtures transmitted from the production control board 200, and operates each movable fixture. Note that a parallel communication method is adopted for data transmission to the motor driver 92. Note that, not limited to this embodiment, as long as it has a drive source other than the stepping motor as a drive source of the fixture, a control signal and control data are transmitted to a driver IC corresponding to the drive source instead of the motor driver 92.
[0073] The image control board 300 includes an image control CPU 301, an image control ROM 304, an image control RAM 305, and an I / O port circuit 306. The image control CPU 301 executes various arithmetic processes related to image production based on the image control commands from the production control board 200. The image control ROM 304 stores an image control program and various data. The image control RAM 305 functions as a work area as a temporary storage area and a buffer memory. The I / O port circuit 306 inputs and outputs signals to and from peripheral boards and each device.
[0074] The image control CPU 301 reads the 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 production according to this image control program.
[0075] Furthermore, the image control board 300 is equipped with a VDP 302 that generates image data in accordance with the production content based on the control signal acquired from the image control CPU 301, and a sound source IC 303 that generates sound data in accordance with the production content based on the control signal acquired from the image control CPU 301. The VDP 302 is a so-called graphic processor. It reads the image data stored in an image ROM (not shown) according to an instruction from the image control CPU 301, processes this image, and outputs the video signal of the display data generated thereby to the production display device 70. A high-speed VRAM (not shown) used for the expansion and processing of the image data read from the image ROM is connected to this VDP 302. The sound source IC 303 reads the sound data stored in a voice ROM (not shown) according to an instruction from the image control CPU 301, and synthesizes this to generate sound data. The generated sound data is output to the speaker 11 via an amplifier through the production control board 200.
[0076] <Payout 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 controls the payout operation (bonus ball operation) of the game balls by driving the bonus ball payout unit 34 based on the payout control command from the main control board 100. On the other hand, it controls the launch operation of the game balls by synchronously driving the ball feeding mechanism 13 and the launch mechanism 14 according to the operation amount of the launch handle 12.
[0077] <Power supply board> The power supply board 600 includes a normal power supply circuit, a backup power supply circuit, and a power failure monitoring circuit. The normal power supply circuit generates the normal power used in each control board based on the primary power supplied from the power supply equipment of the game machine island. The backup power supply circuit generates a backup power supply. The power failure monitoring circuit has a function of monitoring a power failure due to a voltage drop.
[0078] The power supply board 600 generates and supplies the power supply voltages necessary for electronic and electrical components such as each control board and gaming devices. A power switch 600q for starting the power supply circuit is connected to the power supply board 600. When the power switch 600q is turned on while the primary power supply is being supplied from the power supply device of the gaming machine island, a predetermined power supply is supplied from the normal power supply circuit of the power supply board 600 to each control board and the like.
[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 failure"), and when a power failure is detected, a power failure signal (NMI signal) indicating the same is transmitted to the main control board 100, the effect control board 200, and the payout control board 400. The backup power supply circuit is configured to be charged while power is being supplied from the power supply device of the gaming machine island to the gaming machine. A RAM clear switch 400q and a door open sensor 2q are connected to the power supply board 600. The RAM clear switch 400q is a switch for temporarily erasing the stored content of the main control RAM 103 of the main control board 100 and setting an initial value when the gaming machine is powered on. The door open sensor 2q is a sensor for detecting the open / closed state of the front frame 4 with respect to the outer frame 2. Note that 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 the gaming machine> In the gaming machine configured as described above, the game is started with the game balls stored in the upper ball tray 8. First, when the firing handle 12 is rotated, the game balls stored in the upper ball tray 8 are sent one by one to the firing mechanism 14 by the ball feeding mechanism 13 provided on the back side of the glass frame 3, and are fired into the game area 20A by the firing mechanism 14 with a firing intensity corresponding to the operation amount of the firing handle 12.
[0081] When a game ball rolling down in the game area 20A enters any of the general winning opening 66, the first start opening 61, the second start opening 62, and the big winning opening 64, the detection signal is input to the main control board 100. On the main control board 100, the main control CPU 101 transmits a payout control command instructing a prize ball operation according to the type of the winning opening to the payout control board 400. Then, under the control of the received payout control board 400, the game balls in the storage tank 31 are paid out to the upper ball tray 8 or the lower ball tray 9 by the prize ball payout unit 34.
[0082] On the other hand, when a game ball enters the first start opening 61 or the second start opening 62, the detection signal is input to the main control board 100. On the main control board 100, when the main control CPU 101 detects the entry of a game ball into the first start opening 61 or the second start opening 62, it acquires a lottery random number value for the special symbol, and temporarily stores the random number value as a hold ball for the special symbol up to a predetermined upper limit number. When a predetermined variation start condition is satisfied, the main control CPU 101 then executes a win / loss determination and a symbol determination for the lottery random number value related to the earliest hold ball, and also executes a variation pattern determination for selecting a variation pattern, and variably displays the special symbol using the first special symbol display device 171 or the second special symbol display device 172 in a manner according to the determination result. In addition, the main control CPU 101 transmits an effect control command to the effect control board 200 to cause the image control board 300 to execute a variable display of a decorative symbol and a display of a variable effect on the effect display device 70. The variable displays of the special symbol and the decorative symbol are synchronously stopped after the elapse of a variable time according to the selected variable pattern. Here, the process that when there is an entry of a game ball into the first start opening 61 or the second start opening 62 and various lottery random number values are acquired, and further, when the acquired random number values are held and the variation start condition is satisfied, a special symbol game is performed by the special symbol display device, and as a result, a special symbol game is actually executed is referred to as "start condition (being satisfied)".
[0083] When the first special symbol or the second special symbol is definitely displayed in a winning stop mode on the first special symbol display device 171 or the second special symbol display device 172, the game shifts to a special game, which is a game state more advantageous to the player than the normal game, and the opening and closing operation of the big winning opening 64 is started according to the operation of the special electric accessory 642. On the other hand, the stop mode of the decorative symbol indicating a big win on the effect display device 70 is, for example, a mode in which the types of three symbols match. In the present embodiment, as special games, 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) are prepared.
[0084] In the present embodiment, regardless of whether the game shifts to the 10R special game, the 5R special game, or the 2R special game, during the period (also referred to as the "ST period") from the end of the special game until the number of fluctuations of the special symbol reaches a predetermined final number of times (also referred to as the "ST number of times"), the probability variation function of the special symbol (also referred to as "probability variation") operates. That is, in the present embodiment, the probability variation function of the special symbol is not continued until the occurrence of the next big win, but is limited until the ST number of times is reached. When the probability variation function of the special symbol operates in this way, since the big win probability of the special symbol lottery shifts from the low probability state to the high probability state, the probability of reaching a new big win becomes high relatively early.
[0085] On the other hand, after the special game ends, the main control CPU 101 may operate the variation time shortening function of the special symbol (hereinafter also referred to as "time shortening") either accompanying or separately from the probability variation function of the special symbol. When the variation time shortening function of the special symbol operates, the average variation time of the special symbol (and the decorative symbol) tends to be shortened compared to normal, the number of special symbol lotteries per unit time improves, and it becomes easier to obtain the next big win in a shorter period than the end of the previous big win.
[0086] Furthermore, when the special symbol variation time shortening function is activated, the main control CPU 101 also activates what is called the electric chute support function (ordinary electric accessory support function). In the electric chute support function, any one or a combination of functions of the normal symbol probability variation function, the normal symbol variation time shortening function, and the release extension function of the ordinary electric accessory 622 is activated. When the normal symbol probability variation function is activated, the winning probability of the normal symbol becomes higher than in the normal state. When the normal symbol variation time shortening function is activated, the variation time of the normal symbol is shortened, and the release mode of the ordinary electric accessory 622 is changed from that in the normal game state (when the electric chute support function is not activated) (for example, the release time of the ordinary electric accessory 622 is extended compared to normal), resulting in a state where it is easier for game balls to enter the second start port 62 (also referred to as the "easy ball entry state"). When the release time extension function of the ordinary electric accessory 622 is activated, the release time of the ordinary electric accessory 622 is extended compared to the normal state. In this easy ball entry state, due to the activation of the normal symbol variation time shortening function, the probability of the number of variations of the normal symbol per unit time increasing compared to the normal state is enhanced, and due to the activation of the release time extension function of the release time of the ordinary electric accessory 622, the ease of ball entry into the second start port 62 is also improved, so the probability of the number of balls entering the second start port 62 increasing becomes high. Therefore, due to the activation of the special symbol variation time shortening function and the electric chute support function, during that period, the opportunity to obtain bonus balls by balls entering the second start port 62 increases. As a result, the player can continue the game in a state where it is difficult to reduce the number of held balls compared to the normal game state.
[0087] <Example of the main functional configuration of the gaming machine> The outline of the game operation of the gaming machine according to this embodiment is as described above. Next, the main functions of the gaming machine according to this embodiment will be described in detail. FIG. 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 on 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] The ball entry determination means 110 determines the entry of a game ball into each winning port, etc., based on each detection signal from a first start port switch 161, a second start port switch 162, an operating gate switch 163, a big winning port switch 164, a general winning port switch 166, an out ball detection switch 167, etc.
[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 generates a random number per special symbol used for the winning / losing lottery of the special symbol by adding a soft random number per special symbol described later thereto. The game lottery random number generation means 120 includes 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 built-in random numbers described above to constitute 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 cause the conditional device to operate, combinations of losing symbols, etc.) as the 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, normal symbol initial value random numbers 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 period even while the timer interrupt process is not being executed (during the loop process).
[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 value as the operation hold ball information of the first special symbol or the second special symbol. The special symbol hold control means 131 temporarily stores the operation hold ball information of 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] In the first special symbol hold storage area and the second special symbol hold storage area, in the order of balls entering each start port 61, 62, a hold 1 storage area (the first hold storage area), a hold 2 storage area (the second hold storage area), a hold 3 storage area (the third hold storage area), and a hold 4 storage area (the fourth hold storage area) are respectively provided. Each hold storage area can store, as operation hold ball information, a set of a random number per special symbol, a symbol random number per special symbol, and a special symbol variation pattern random number. The operation hold ball information is stored in the order of the hold 1 storage area, the hold 2 storage area, the hold 3 storage area, and the hold 4 storage area. On the other hand, it is consumed according to the so-called first-in, first-out principle in the order of the hold 1 storage area, the hold 2 storage area, the hold 3 storage area, and the hold 4 storage area. When the hold ball information in the hold 1 storage area is consumed, the hold ball information stored in the hold 2 storage area, the hold 3 storage area, and the hold 4 storage area is respectively shifted to the storage area with a lower number, and the content of the hold 4 storage area is cleared to zero.
[0095] The special symbol hold control means 131 has a first special symbol hold ball number counter for counting the number of operation hold balls of the first special symbol and a second special symbol hold ball number counter for counting the number of operation hold balls of the second special symbol. As an update process for the number of operation hold balls of the special symbol, the special symbol hold control means 131 adds 1 to the corresponding counter every time one operation hold ball of the special symbol is acquired, and subtracts 1 from the corresponding counter every time one operation hold ball is consumed.
[0096] When the special symbol hold control means 131 updates (adds or subtracts) the number of held balls in operation of the first special symbol or the second special symbol, it generates an effect control command (referred to as a "symbol storage number command") including the update information of the number of held balls, and temporarily stores this in the command storage area of the main information storage means 180. This single command includes information on both the number of held balls in operation of the first special symbol and the number of held balls in operation of the second special symbol. In principle, the held balls in operation of each special symbol are consumed in the order in which they enter the ball. However, in this embodiment, so-called priority digestion is adopted in which the variable display of the second special symbol is preferentially executed over that of the first special symbol. Therefore, while there are held balls in operation related to the second special symbol game, regardless of the existence of held balls in operation related to the first special symbol game, the held balls in operation related to the second special symbol game are preferentially digested. Under this priority digestion, if there are held balls in operation of the second special symbol, the digestion of the held balls in operation of the first special symbol will be postponed even if there were held balls in operation of the first special symbol.
[0097] When the normal symbol hold control means 132 gets the opportunity that a game ball rolling down in the game area 20A passes through the gate 63, it acquires the random number values for the normal symbol game, namely, the random number value per normal symbol, the symbol random number value per normal symbol, and the variable pattern random number value per normal symbol, which are lottery random number values related to the normal symbol game, and manages these random number values as the held ball information of the normal symbol. The normal symbol hold control means 132 temporarily stores the held ball information of the normal symbol in the normal symbol hold storage area of the main information storage means 180 so as to combine it with the order in which the held balls enter the ball up to a predetermined upper limit number (for example, 4). The normal symbol hold control means 132 has a normal symbol held ball number counter for counting the number of held balls in operation of the normal symbol. As an update process for the number of held balls in operation of the active normal symbol, the normal symbol hold control means 132 adds 1 to the corresponding counter every time it acquires one held ball in operation of the normal symbol, and subtracts 1 from the corresponding counter every time one held ball in operation is digested.
[0098] When the pre-determination means 135 obtains a special symbol operation hold ball at a predetermined pre-determination timing, it executes a pre-determination for a preview notice for the operation hold ball. As an example of the pre-determination timing, (1) when obtaining a first special symbol operation hold ball during waiting for a win and the electric chewing support function is not activated, (2) when obtaining a second special symbol operation hold ball during waiting for a win and the electric chewing support function is activated, (3) when obtaining a second special symbol operation hold ball during a big win or a small win. It is when any of these conditions is satisfied. In the main control board 100, regardless of the timing when the operation hold ball is obtained, a pre-determination can be executed and the information can be transmitted to the effect control board 200, and it is also possible for the effect control board 200 to determine whether or not to execute the preview notice.
[0099] Specifically, the pre-determination means 135 reads out a random number value corresponding to the operation hold ball obtained this time from the first special symbol hold storage area or the second special symbol hold storage area of the main information storage means 180, and sequentially executes a pre-determination of a win / loss lottery (win / loss pre-determination), a pre-determination of a symbol lottery (symbol pre-determination), and a pre-determination of a variation pattern lottery (variation pattern pre-determination). The pre-determination table used in each pre-determination is not shown in the figure, but in the same delimited manner as the lottery tables (special symbol win / loss lottery table, special symbol winning symbol table, variation pattern table) described later, the area corresponding to the total number of random numbers is divided into a plurality of areas, and a lottery ID is assigned to each of these areas (number of determination values). Note that the pre-determination by the pre-determination means 135 may be a pre-determination of data temporarily held in a RAM or a CPU register instead of the data stored in the first special symbol hold storage area or the second special symbol hold 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 preliminary determination (also referred to as the "preliminary determination number") is set. The preliminary determination means 135 sequentially generates an effect control command (referred to as the "preliminary determination command") including information on the preliminary determination result (preliminary determination number), and stores this in the command storage area of the main information storage means 180. Note that, not limited to the case of transmitting information on which random number value range the preliminary determination result belongs to (lottery ID) as in this embodiment, the result of a lottery performed in advance using a pass / fail lottery table or the like used when actually starting the variation may be transmitted.
[0101] The special symbol lottery processing means 140 includes a special symbol pass / fail determination means 141, a special symbol stop symbol determination means 142, and a special symbol variation pattern determination means 143. When the variation start condition of the special symbol is satisfied, the special symbol lottery processing means 140 reads out the special symbol winning random number value, the special symbol winning symbol random number value, and the special symbol variation pattern random number value stored in the earliest storage area (hold 1 storage area) of the special symbol hold storage area in the main information storage means 180, and stores these in the special symbol pass / fail determination area, the special symbol determination area, and the special symbol variation pattern determination area of the main information storage means 180, respectively. Here, "when the variation start condition of the special symbol is satisfied" means, for example, when adopting the priority control of the second special symbol as in this embodiment, (1) not in the middle of a big win or a small win, (2) both the first special symbol and the second special symbol are in the variation standby state, and (3) there is at least one operation hold ball in at least one of the first special symbol and the second special symbol, that is, all these conditions are satisfied. When all these conditions are satisfied, it is determined that the special symbol is in a state where variation can start.
[0102] The special symbol win / loss determination means 141 reads a special symbol winning random value from the special symbol win / loss determination area of the main information storage means 180 to execute a win / loss determination, and determines which of a big win, a small win, and a loss the determination result corresponds to. The result of this win / loss determination is temporarily stored in the special symbol determination flag of the main information storage means 180 (for example, big win data (for example, "55H"), small win data (for example, "33H"), and loss data (for example, "00H")), and after being used in subsequent processing, it is cleared when the variation of the special symbol stops. The special symbol win / loss determination means 141 refers to a special symbol win / loss lottery table during this win / loss determination. Note that the "H" shown after each of the above data is the first letter of "Hexadecimal (hexadecimal number)", meaning that the data is represented in hexadecimal. For example, if it is "55H", it indicates that it is "01010101B (the "B" is a binary number)" as 1-byte data. When expressing in decimal notation in particular, no symbol is added or it is explained with "D" attached.
[0103] FIG. 22(A) is a diagram showing an example of a special symbol win / loss lottery table referred to in a normal state as a so-called low probability state, and FIG. 22(B) is a diagram showing an example of a special symbol win / loss lottery table referred to in a probability variation state as a so-called high probability state.
[0104] In this special symbol win / loss lottery table, a special symbol winning random value is associated with the determination results of a big win, a small win, and a loss. The winning probabilities of a big win and a small win are determined according to the random number range associated in this way. As can be seen from FIGS. 22(A) and 22(B), in the win / loss lottery of the special symbol game, in the normal state (low probability state), it is a big win only when the random value falls within the range of "0 to 219". On the other hand, in the probability variation state (high probability state), the range of a big win is expanded, and it is a big win not only when the random value falls within the range of "0 to 219" but also when it falls within the range of "220 to 2184". That is, when the probability variation function of the special symbol operates, the lottery probability of a big win varies 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 gaming state in this way, but the winning probability of a big win is equal 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 is 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 setting values at multiple levels. When setting changes are 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 (set value). Therefore, a special symbol winning or losing lottery table with different big win ranges according to the set value is prepared. However, in the pachinko machine 1, the ratio of the big win lottery probability in the low probability state to the big win lottery probability in the high probability state is made constant regardless of the set value. Specifically, for example, regarding the big win lottery probability when the set value is "1", if the low probability state is 1 / 300 and the high probability state is 1 / 30 (10 times that of the low probability state), then when the set 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 that of 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] In the symbol table per first special symbol, as shown in Fig. 23(A), for the symbol random values per special symbol, the stop symbol, symbol group, and jackpot details (the number of operations of the probability variation function and variation time shortening function of the special symbol, the operation pattern of the big winning opening 64) are respectively associated. Note that the numerical value "100" in the parentheses means the number of operations of the probability variation function and variation time shortening function of the special symbol, that is, the number of ST times. In this table, the stop 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 jackpot. Note that in this embodiment, the winning symbol table in the case of losing the win / loss lottery and being a small win is not shown. However, if all losses and small wins are single operations, the losing symbol and small win symbol can be uniquely determined without using the winning symbol table. If losses and small wins have types and the variation pattern needs to be changed or the control mode of the special electric accessory needs to be changed, the winning symbol table may also be used to determine the symbol even in the case of losses and small wins.
[0109] Specifically, for the symbols "1", "2", "3", "4", the symbol group A (symbols with short time for 10R specific) is associated, for the symbols "5", "6", the symbol group B (symbols with short time for 5R specific) is associated, and for the symbols "7", "8", the symbol group C (symbols with short time for 2R specific) is respectively associated. Note that in this embodiment, the "specific symbol" is a symbol for which the probability variation function is to be activated after the end of the special game, while the "normal symbol" is a symbol for which the probability variation function is not to be activated after the end of the special game (the same applies to the second special symbol described later).
[0110] The symbol groups A and B are specific symbols indicating a so-called "probability change win" that shifts the game state after the special game to a probability change state (high probability state). The probability variation function, variation time shortening function, and electric chu support function of the special symbol are provided limitedly until the variation count of the special symbol ends without generating a big win within the ST count, or until the next big win occurs within the ST count. For symbol group A, the specified number of rounds of the special game is 10 rounds, and the maximum opening time of the big winning port 64 in one round of the round game is about 30 seconds. On the other hand, for symbol group B, the specified number of rounds of the special game is 5 rounds, and the maximum opening time of the big winning port 64 in one round of the round game is about 30 seconds.
[0111] Although the number of openings and opening time of the big winning port 64 of symbol group C are different compared to the above "probability change win", it is a specific symbol indicating a so-called "sudden probability change win" that shifts the game state after the special game to a probability change state (high probability state) of the special symbol. The probability variation function, variation time shortening function, and electric chu support function of the special symbol are provided limitedly until the variation count of the special symbol ends without generating a big win within the ST count, or until the next big win occurs within the ST count. The specified number of rounds of the special game is 2 rounds, and the maximum opening time of the big winning port 64 in one round of the round game is about 1.8 seconds.
[0112] On the other hand, when the result of the win / loss lottery is a small win, the symbol determination by the above-mentioned special symbol win random number is omitted, and the symbol "9" is uniquely assigned as the stop symbol. The symbol group F (special electric operation symbol 1) is associated with this symbol "9". In the case of a small win, it does not trigger a change in the game state (probability variation function, variation time shortening function, electric chu support function) and the variation pattern selection state, and the game state is maintained before and after the win / loss lottery. When the result of the win / loss lottery is a loss, the symbol "0" is uniquely assigned as the stop symbol.
[0113] On the other hand, in the symbol table per second special symbol as shown in Fig. 23(B), for the symbol random value per special symbol, the stop symbol, symbol group, and jackpot details (the number of operations of the probability variation function and variation time shortening function of the special symbol, the operation pattern of the special electric accessory 642) are respectively associated. In this second symbol table per special symbol, the stop 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 jackpot. Specifically, for the symbols "11", "12", "13", "14", the symbol group D (the symbol with a short time when 10R is specified) is associated, and for the symbols "15", "16", "17", "18", the symbol group E (the symbol with a short time when 5R is specified) is respectively associated.
[0114] The symbol groups D and E are specific symbols indicating a so-called "probability variation win" that shifts the game state after the end of the special game to the probability variation state (high probability state). The probability variation function, variation time shortening function, and electric chaser support function of the special symbol can be provided only during the period until the variation times of the special symbol end without generating a jackpot within the ST times, or until the next jackpot occurs within the ST times. For the symbol group D, the specified number of rounds of the special game is 10 rounds, and the maximum opening time of the big winning opening 64 in one round of the round game is about 30 seconds. For the symbol group E, the specified number of rounds of the special game is 5 rounds, and the maximum opening time of the big winning opening 64 in one round of the round game is about 30 seconds.
[0115] On the other hand, when the result of the win / loss lottery is a minor win, the symbol determination by the above-mentioned random number per special symbol is omitted, and the symbol "19" is uniquely assigned as the stop symbol. The symbol group G (special electric operation symbol 2) is associated with this symbol "19". In the case of a minor win, it does not trigger a change in the game state (probability variation function, variation time shortening function, electric chaser support function) and the variation pattern selection state. It is determined whether the end conditions of the game state such as the probability variation function are satisfied in the same way as when the winning result is a loss before and after the win / loss lottery. When the end conditions are not satisfied, the game state at the time of being determined as a minor win is maintained. When the result of the win / loss lottery is a loss, the symbol "0" is uniquely assigned as the stop symbol.
[0116] As described above, in this embodiment, as jackpot types, three types are prepared: 10R jackpot (10R specific short-time winning combination), 5R jackpot (5R specific short-time winning combination), and 2R jackpot (2R specific short-time winning combination). The expected value of winning prize balls (expected prize ball winning value) in special games is in the order of 10R jackpot > 5R jackpot > 2R jackpot. Therefore, hereinafter, the 10R jackpot will also be referred to as the "high-profit jackpot" with the highest expected prize ball winning value, and the 2R jackpot will also be referred to as the "low-profit jackpot" with the lowest expected prize ball winning value. In addition, when long-opening round games (30 seconds) and short-opening round games (1.8 seconds) are mixed even in the same number of execution rounds, the jackpot with a large number of long-opening round games is the "high-profit jackpot".
[0117] Specifically, it may include special games that have a common number of execution rounds, such as unifying the number of execution rounds in special games to 10 rounds, but the mode of round games changes differently in a predetermined round. In that case, it may include special games consisting only of short-opening round games with a relatively short opening time of the big winning opening 64, and special games that switch to long-opening round games with a relatively long opening time of the big winning opening 64 after a predetermined number of execution rounds. The latter constitutes the "high-profit jackpot". Even for jackpots with the same number of execution rounds, the substantial profit, that is, the expected prize ball winning value, may be configured to be different due to differences in the big winning opening patterns.
[0118] Here, as can be understood from the above description, when winning a jackpot in the winning or losing lottery of the first special symbol, the 10R jackpot is selected with a 50% probability, while when winning a jackpot in the winning or losing lottery of the second special symbol, the 10R jackpot is selected with a 75% probability. Thus, it is advantageous for the player in that there is a higher possibility of obtaining more game balls by entering the game balls into the second starting port 62 than into the first starting port 61. The count number (specified count number) is the maximum number of game balls that can be entered into the big winning opening 64 in round games.
[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 value. Here, the special symbol variation pattern determination means 143 has a plurality of types of variation pattern tables that are referred to when selecting the variation pattern of the special symbol, as exemplified in FIGS. 24 and 25 described later. The special symbol variation pattern determination means 143 selects one of these plurality of types of variation pattern tables based on the current variation pattern selection state and the result of the win / loss lottery. The relationship between the variation pattern selection state and the variation pattern table will be described later. Each variation pattern table defines a plurality of types of variation patterns. In each figure, for ease of explanation, "selection rate" is shown, but in actuality, a determination value (range of random values) for determining the variation pattern is set according to the special symbol variation pattern random value, and the variation pattern is determined based on which determination value the variation pattern random value belongs to. Each type of variation pattern has a variation time defined for each variation pattern as the end condition of the symbol variation, and it is defined on the premise that the symbol variation by the decorative symbol composed of a plurality of symbols is also executed within that variation time. In this embodiment, for convenience of explanation, only a plurality of types of variation patterns are exemplified and described, but in actuality, there are even more variation patterns.
[0120] FIG. 24 is a diagram showing an example of a variation pattern table for big wins and small wins. (A1) in the upper row is a normal variation pattern table, (A2) in the middle row is a certain-variation variation pattern table, and (A3) in the lower row is a special variation pattern table. In this embodiment, it is set such that the selected variation pattern is different according to the variation pattern selection state or, even in the same variation pattern selection state, according to the big win type.
[0121] In the normal variation pattern table (A1), when the jackpot type is a 10R jackpot, the variation pattern PX2 (Normal Reach A) or the variation pattern PX3 (Super Reach A) is selected. When it is a 5R jackpot, the variation pattern PY2 (Normal Reach A) or the variation pattern PY3 (Super Reach A) is selected. On the other hand, when it is a 2R jackpot or a small win, the variation pattern PZ2 (Normal Reach A) or the variation pattern PZ4 (Super Reach D) is selected. In this normal variation pattern table for jackpots and small wins, a non-reach mode variation pattern is never selected. When a jackpot or a small win occurs in the normal state, only a reach mode variation pattern can be selected.
[0122] In the certain-variation 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 win, either the variation pattern PZ6 (Normal Reach B) or the variation pattern PZ8 (Super Reach D) is selected. In this certain-variation variation pattern table for jackpots and small wins, a non-reach mode variation pattern is never selected. When a jackpot or a small win occurs in the certain-variation state of the special symbol, only a reach mode variation pattern can be selected.
[0123] In the special variation pattern table (A3), when the jackpot type is a 10R jackpot, only the variation pattern PX9 (Non-Reach C) is selected. When it is a 5R jackpot, only the variation pattern PY10 (Super Reach C) is selected. On the other hand, when it is a 2R jackpot or a small win, only the variation pattern PZ10 (Super Reach C) is selected. Here, the variation pattern PX9 in the Non-Reach C mode is configured with an extremely short variation time (2 seconds), while the variation patterns PY10 and PZ10 in the Super Reach C mode are configured with a relatively long variation time (120 seconds).
[0124] FIG. 25 is a diagram showing an example of a variation pattern table for deviation. (B1) in the upper row is a normal variation pattern table, (B2) in the middle row is a sure-win variation pattern table, and (B3) in the lower row is a special variation pattern table. In the present embodiment, the selected variation pattern is set to be different according to the variation pattern selection state and the number of balls on hold for the special symbol operation.
[0125] The normal variation pattern table (B1) assumes selecting the variation pattern of the first special symbol (since in the normal game state, the variation of the first special symbol is the main one). In the normal variation pattern table (B1), any one of the variation patterns PH1-1, PH1-2, PH1-3 corresponding to non-reach A, the variation 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) is selected. In the normal variation pattern table (B1), the variation of non-reach A is not subject to look-ahead, and the variations other than non-reach A are subject to look-ahead.
[0126] Note that in the normal variation pattern table (B1), the variation patterns PH1-4, PH1-5 corresponding to non-reach B may have their selection rates changed according to the number of balls on hold. Also, the variation patterns corresponding to the reach areas (N-reach A, SP-reach A, SP-reach D) are basically not changed in selection rate according to the number of balls on hold. However, in the case of a reach type with low expectancy such as N-reach A, the selection rate may be changed according to the number of balls on hold. For example, when the number of balls on hold is small, by lowering the selection rates of non-reach A and non-reach B and increasing the selection rate of N-reach A, the variation time becomes longer, so the effect of avoiding the situation where the variation display is not performed can be obtained, and the decline in interest can be suppressed.
[0127] The fixed-variable pattern table (B2) assumes selecting the variable pattern of the second special symbol (in the probability variable state, the variation of the second special symbol is the main). In the fixed-variable pattern table (B2), any of the variable 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 fixed-variable pattern table (B2), the variation of non-reach B is not subject to look-ahead, and the variations other than non-reach B are subject to look-ahead.
[0128] In the special variable pattern table (B3), only the variable pattern PH9 corresponding to non-reach C is selected. Here, the variable pattern PH9 in the non-reach C mode is configured with an ultra-short variable time (2 seconds). In the special variable pattern table (B3), all are excluded from the look-ahead target.
[0129] As illustrated in FIG. 25, when the result of the win / loss lottery is a miss, it can be set so that different variable pattern tables are selected according to the number of operation hold balls (0 to 4) of the special symbol. That is, by using the variable pattern table corresponding to the number of operation hold balls of the special symbol, the ratio of selecting a relatively short variable time increases as the number of operation hold balls increases, and conversely, the ratio of selecting a relatively long variable time increases as the number of operation holds decreases. Also, as the variable pattern table, it is possible to divide by the type of special symbol. For example, in a state where the electric pachinko support function such as the probability variable state is operating, the variable display of the second special symbol is in an easy state, and when the jackpot of the second special symbol is more advantageous as shown in FIG. 23, by setting the variable time of the first special symbol to be long, it is possible to create a time for accumulating the hold of the second special symbol, which will be preferentially variably controlled.
[0130] For example, in the case of FIG. 25, in the certain-variable 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 the 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 (5 seconds) with a short variation time is likely to be selected, while in the situation where no holds are accumulating ("number of holds 1 → 0"), the variation pattern PH5-2 (10 seconds) with a long variation time is likely to be selected. According to this distribution, when the number of holds of the second special symbol decreases in the certain-variable 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 suppressing an unfavorable situation such as when all 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 designation command") including the variation pattern information of the special symbol, an effect control command (referred to as a "symbol designation command") including information on the special symbol (symbol group) and the game state, an effect command (referred to as a "symbol storage number command") including information on 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 winning 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 winning determination area and the normal symbol variation pattern determination area of the main information storage means 180, respectively.
[0133] The normal symbol win / loss determination means 146 reads out a normal symbol winning random value from the normal symbol win / loss determination area of the main information storage means 180 to execute a win / loss determination, and determines whether the determination result corresponds to either a win or a loss. The result of this win / loss lottery is temporarily stored as a normal symbol determination flag in the main information storage means 180, and after being used in subsequent processing, it is cleared when the variation of the normal symbol stops. The normal symbol win / loss determination means 146 holds a normal symbol win / loss lottery table that is referred to during this win / loss lottery. The normal symbol win / loss determination means 146 refers to a normal symbol win / loss lottery table that wins with a probability of, for example, "160 / 283" in the normal state (low probability state), while in the probability variation state (high probability state) of the normal symbol, it refers to a normal symbol win / loss lottery table that wins with a probability of, for example, "282 / 283" to execute the win / loss lottery of the normal symbol.
[0134] In this embodiment, the normal symbol stop symbol determination means 147 refers to a symbol lottery table and selects a predetermined winning symbol when the result of the win / loss lottery is a win, while selecting a predetermined losing symbol when the result is a loss. When it is desired to have a plurality of control patterns for the normal electric accessory, it may be designed to have a plurality of lottery results in the symbol lottery table of the normal symbol. Also, even if the selected normal symbols are the same, the control pattern of the normal electric accessory can be made different depending on whether the game state is during the operation of the release extension function of the normal electric accessory.
[0135] The normal symbol variation pattern determination means 148 reads out a normal symbol variation pattern random value from the normal symbol variation pattern determination area of the main information storage means 180, and refers to a normal symbol variation pattern table to select a relatively long variation time (for example, uniformly select 7 types of "4 seconds, 5 seconds, 6 seconds, 7 seconds, 8 seconds, 9 seconds, 10 seconds") in the variation display of the normal symbol in the normal state. On the other hand, in the short-time state (easy ball entry state) of the normal symbol, a relatively short variation time (for example, "0.5 seconds") is selected.
[0136] When the result of the win / loss lottery is a big win, the special game control means 150 determines the demo performance time related to the start demo performance and the end demo performance displayed on the effect display device 70 and the like during the special game according to the type of the determined big win. The special game control means 150 generates an effect control command (referred to as a "big win start demo command") for instructing the execution of the start demo performance and an effect control command (referred to as a "big win end demo command") for instructing the execution of the end demo performance with respect to the effect control board 200 side, and stores these in the command storage area of the main information storage means 180. Note that the big win start demo command also serves as an opportunity for determining the content of a series of big win effects (start demo performance, round performance, end demo performance) developed during the special game on the effect control board 200 side. Note that, not limited to this embodiment, the demo performance time determined by the special game control means 150 can also be determined based on the game state when a win occurs other than the big win type.
[0137] During each round game in the special game, when the special game control means 150 generates an effect control command (referred to as a "round performance designation command") for instructing the start of the round performance corresponding to each round game, it stores this in the command storage area of the main information storage means 180. This round performance designation command includes a round start command including information on the current round number transmitted at the start of the round, and a big winning opening valid winning command for executing a winning performance based on the detection of the big winning opening switch 164 during the round game.
[0138] When the result of the win / loss lottery is a small win, the special game control means 150 determines the demo performance time related to the small win start demo performance and the small win end demo performance displayed on the effect display device 70 and the like during the small win game. The special game control means 150 generates an effect control command (a "small win start demo command") for instructing the execution of the small win start demo performance and an effect control command (a "small win end demo command") for instructing the execution of the small win end demo performance, and stores these 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 variably displays the first special symbol on the first special symbol display device 171 according to the variation pattern (variation time) of the first special symbol, and after this variable display ends, the first special symbol is fixedly displayed. The special symbol display control means 156 variably displays the second special symbol on the second special symbol display device 172 according to the variation pattern (variation time) of the second special symbol, and after this variable display, the second special symbol is fixedly displayed. The special symbol display control means 156 has a special symbol game timer for managing the time (variation time, fixed display time) related to the display of the first special symbol and the second special symbol. The operating states of the first special symbol display device 171 and the second special symbol display device 172 are monitored based on the special symbol game status of the main information storage means 180. The special symbol display control means 156 generates an effect control command (referred to as a "variation stop command") for requesting the fixed display of the decorative symbol to the effect control board 200 when the variation of the special symbol stops (that is, when the special symbol game timer manages the variation time and its value becomes "0").
[0140] On the other hand, the normal symbol display control means 157 variably displays the normal symbol on the normal symbol display device 175 according to the variation pattern (variation time) of the normal symbol, and after this variable display, the normal symbol is fixedly displayed. The normal symbol display control means 157 has a normal symbol game timer for managing the time (variation time, fixed 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 winning or losing lottery of the special symbol is a big win, after the definite display of the special symbol, as a special game process, the electric accessory control means 160 outputs a control signal to the special electric accessory solenoid 124 to open the special electric accessory 642 according to a predetermined operation pattern. The special game takes one opening and closing operation of the special electric accessory 642 as one round game, and the round game is continuously executed for a specified number of rounds (in this embodiment, 10R, 5R, 2R). The electric accessory control means 160 holds a jackpot opening counter for storing the number of operations of the special electric accessory 642 (that is, the number of rounds in progress). Here, when the big win type is a so-called 10R big win (symbol groups A, D) or 5R big win (symbol groups B, E), the jackpot 64 is opened for up to about 30 seconds at most in one round game. On the other hand, when the big win type is a so-called 2R big win (symbol group C), the jackpot 64 is opened for up to about 1.8 seconds at most in one round game. Here, the closing condition of the jackpot 64 in the special game (the end condition of the round game) is the winning of the game balls of the specified count number or the elapse of the openable period of the specified number of seconds.
[0142] When the result of the winning or losing lottery of the special symbol is a small win, after the definite display of the special symbol, as a small win game process, the electric accessory control means 160 outputs a control signal to the special electric accessory solenoid 124 to open the special electric accessory 642 for a short period of time. The small win game is a special game composed of one round game, and is distinguished from the big win game which is a special game composed of a plurality of round games. In particular, both the small win game and the big win game are special games in which it is easy to obtain game balls based on the operation of the special electric accessory 642, but they are separated depending on whether or not the accessory continuous operation device for enabling the continuous operation of the special electric accessory 642 is operating.
[0143] When the winning or losing lottery of the normal symbol is a winning result, the electric accessory control means 160 outputs a control signal to the normal electric accessory solenoid 123 to release the normal electric accessory 622 for a predetermined release time. Here, the electric accessory control means 160 releases the normal electric accessory 622 for a very short time (for example, 0.2 seconds) in the normal state, while in the easy ball entry state (electric chew support state), the normal electric accessory 622 is released for a relatively long time (for example, 4 seconds) compared to the normal state.
[0144] When the result of the winning or losing lottery of the special symbol is a big win, the game state control means 169 determines the game state after the end of the special game based on the type of the symbol group related to the big win, and switches the game state after the end of the special game. Hereinafter, among the various functions related to the above-mentioned special symbol and normal symbol, 1) the game state in which the probability variation function of the special symbol, the variation time shortening function of the special symbol, and the electric chew support function operate is called the "probability variation state", 2) the game state in which only the variation time shortening function of the special symbol and the electric chew support function operate is called the "time shortening state", 3) the game state in which only the probability variation function of the special symbol operates is called the "latent probability variation state", and 4) the state in which all functions are not operating is called the "normal state". It should be noted that the "probability variation state", the "time shortening state", and the "latent probability variation state" can all be said to be game states advantageous to the player compared to the "normal state".
[0145] Hereinafter, each gaming state is defined 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). (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". ("Base" refers to the number of bonus balls per launched ball. During the activation of the electric chu support function, it is called "high base" where the possibility of obtaining bonus 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 is such that the probability change state continues 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 time of the special game. However, if the next jackpot occurs within the ST number, the probability change state ends at that fluctuation, and at the end of the jackpot game, it transitions to the corresponding gaming state based on the jackpot type and jackpot symbol again. Note that when a minor 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 minor win. In this embodiment, the ST number is set to 100 as an example, but it may be set to other numbers. When transitioning to the probability change state, the probability fluctuation function of the special symbol, the function of shortening the fluctuation 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] If the result of the winning or losing lottery of the special symbol is a jackpot, regardless of whether the gaming state before the jackpot 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, if the result of the winning or losing lottery of the special symbol is a minor win, when the gaming state before the minor win is the normal state, the gaming state during and after the minor win game is also the normal state. When the gaming state before the minor win is the probability change state of the special symbol, the gaming state during and after the minor win game is also the probability change state of the special symbol.
[0147] When the result of the win / loss lottery is a big win, the game state control means 169 determines the variable pattern selection state after the special game based on the type of the big win (the types of symbol groups A to E), and switches the variable pattern selection state after the special game. The variable pattern selection state is one of the conditions referred to when selecting the above-described variable pattern table. The switching timing of the variable pattern selection state is at the end of the special game or when the end number of times of the variable pattern selection state is reached. In the present embodiment, there are three types of variable 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 symbol is determined with reference to the normal variation pattern table (A1 in FIG. 24 and B1 in FIG. 25) selected when the game state is the 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 with reference 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 with reference to the special variation pattern table (A3 in FIG. 24 and B3 in FIG. 25) that is only allowed to be selected for a certain period immediately after the end of the special game when the game state is the probability variation state of the special symbol (the period corresponding to the maximum number of reserved balls (4) of the second special symbol and covering the variation display of the symbol variation times (4 times): referred to as the "limited period"). In the present embodiment, regardless of which of the symbol groups A to D is selected, the variable pattern selection state is as follows: (1) Immediately after the end of the special game, it stays in the high probability special variation state γ only during the limited period of 4 symbol variation times, (2) After the end of the limited period and when the number of executions is within the ST number of times (100 times), it stays in the high probability shortened variation state β, and (3) After the end of the ST number of times, that is, after the 101st execution or later, it stays in the low probability normal variation state α. Of course, until the first win occurs, it stays in the low probability normal variation state α. Note that the game state control means 169 generates an effect control command (referred to as a "game state designation command") including the current game state information and the variable pattern selection state information, and stores this in the command storage area of the main information storage means 180.Moreover, not limited to this embodiment, it may have a plurality of special variation states γ, and different special variation states may be referable at different timings during the period of the single variation time reduction game state (for example, staying in the special variation state γ1 four times after the jackpot ends, and then providing a special variation state γ2 that stays in the shortened variation state β 95 times and then stays in a single special symbol game).
[0148] The error monitoring control means 170 monitors the input information of the I / O port circuit 104, inspects 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., and determines whether the gaming machine is in an error state. When it is in an error state, in order to instruct the effect control board 200 to perform an error state effect, it requests an effect control command (an "error effect designation command") including the error information. Although not all 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 open 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 fraud (so-called cheating behavior).
[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 the special symbol game and the normal symbol game, operation hold ball information of the special symbol and the normal symbol, information on the game state (certain change state, time reduction state, easy ball entry state) related to the special symbol game and the normal symbol game, information on the variation pattern selection state, the result information of the win / loss lottery (jackpot, minor win, loss), information on the stop symbols and variation patterns related to the special symbol and the normal symbol, information on the special game (number of rounds, opening time, opening mode (number of opening times per one-round game), etc.), status information indicating the operation state of the special symbol display devices 171, 172, status information indicating the operation state of the special electric accessory 642, information on the effect control command data, etc., and has a predetermined storage area for storing each information.
[0150] When there is a command transmission request, the command transmission / reception means 190 is configured to transmit various effect control command data stored in the command storage area of the main information storage means 180 to the effect control board 200 in a parallel transmission method. Each effect control command has a two-byte configuration including 1-byte MODE data and 1-byte EVENT data. In order to distinguish the MODE data from the EVENT data, the 7th bit of the MODE data is set to "1", and the 7th bit of the EVENT data is set to "0". When transmitting these pieces of information as valid ones, a strobe signal is output for each of the MODE data and the EVENT data.
[0151] Triggered by receiving the strobe signal output in this way, the effect control board 200 can receive the MODE data and the EVENT data respectively. The effect control commands generated in each process are, in principle, transmitted one by one for the MODE data and the EVENT data respectively every interrupt cycle in the order set in the command storage area of the main information storage means 180.
[0152] The setting change means 195 executes a "setting change process" for changing the game settings. The setting change means 195 shifts to the above-described setting change state when the power switch 600q is turned on while pressing the RAM clear switch 400q when the front frame 4 is in an open state (the door open sensor 2p detects door open) and the setting key switch 100q is in an on state.
[0153] When the setting change means 195 shifts to the setting change state, it causes the setting display unit 197 to display the set 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 set value by, for example, a 7-segment display provided on the main control board 100. At this time, in response to the pressing of a predetermined setting change button, the setting change means 195 changes the set value displayed on the setting display unit 197 in order as "1" → "2" → "3" → "4" → "5" → "6" → "1" → ···, and updates the set value stored in the setting memory to the same value as the display on the setting display unit 197. In this example, it is assumed that 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 the game settings. The setting confirmation means 196 shifts to the above-described setting confirmation state when the front frame 4 is in the open state (the door open sensor 2p detects the door open) and the setting key switch 100q is on, and the power switch 600q is turned on without pressing the RAM clear switch 400q.
[0155] When the setting confirmation means 196 shifts to the setting confirmation state, it causes the setting display unit 197 to display the set value stored in the setting memory. However, unlike the above-described setting change means 195, even if the setting change button (for example, the RAM clear switch 400q) is pressed, the setting confirmation means 196 does not change the set value displayed on the setting display unit 197, nor does it change the set value 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] Note that the set value data managed in the setting memory may use 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 clear process is performed during a RAM abnormality and the set value data is set to the initial value "0", it will not be determined as abnormal, so the RAM clear process during an abnormality can be simplified. Also, when performing some kind of lottery using the set value data, for example, when selecting different tables or data for each set value in the prefetch process, there is an advantage that the offset process for that selection can be simplified. For example, when using "1" to "6" as the set value data, additional processing such as subtracting 1 from the start address is required when using these values as they are as the offset data for table or data selection. On the other hand, when using "0" to "5" as the set value data, the numerical values of the set value data can be used directly as the offset data. Note that when using numerical values from "0" to "5" as the set value data, the setting change means 195 and the setting confirmation means 196 may display the numerical values of the set value data as they are on the setting display unit 197, or may display the numerical value obtained by adding +1 to the numerical value of the set value data on the setting display unit 197. In the latter case, since the numerical data from "0" to "5" is converted and displayed as the numerical values of settings 1 to 6 in the game settings, it can be made into a display that is easy for the administrator of the gaming machine to understand.
[0157] FIG. 21 is a functional block diagram showing an example of the functions of the effect control board 200 in the gaming machine according to the present embodiment. The effect control board 200 includes an effect lottery random number generation means 210, an effect overall control means 220, a lamp effect control means 230, a device effect control means 240, an error effect control means 250, an effect control information storage means 260, and a command transmission / reception means 270. Each of the above means in the effect control board 200 functionally represents a configuration composed of hardware such as an effect control CPU 201, an effect control ROM 202, an effect control RAM 203, and an electronic circuit arranged on the effect control board 200, and software such as a control program stored in the effect control ROM 202.
[0158] The effect lottery random number generation means 210 includes a random number counter for generating various software random numbers (effect lottery random numbers) by program processing of the effect control CPU 201. These random number counters serve as random number generation means for generating random numbers software-wise. Such software random numbers include a preview lottery random number used for lottery on whether to execute a preview effect, a preview pattern random number used for selection of a preview pattern, a decoration symbol random number used for selection of a stop symbol of a decoration symbol, a variable effect pattern random number used for selection of a variable effect pattern of a decoration symbol, a preview effect pattern random number used for selection of a preview effect pattern, a jackpot effect pattern random number used for selection of a jackpot effect pattern, a consecutive winning effect lottery random number used for lottery on whether to execute a consecutive winning effect during hold, a consecutive winning effect pattern random number used for selection of a consecutive winning effect pattern of a consecutive winning effect during hold, and the like. As for the update timing of these random numbers, they are updated using the remaining time when command analysis is not performed within the effect control side main process described later. Although names are arbitrarily given to the random numbers used for each lottery for convenience, they may have random numbers commonly used.
[0159] The effect overall control means 220 includes an effect mode control means 221, a hold information display control means 222, a preview control means 223, a decoration symbol determination means 224, a variable effect determination means 225, a preview effect determination means 226, and a jackpot effect determination means 227.
[0160] The holding information display control means 222 has a first holding ball number counter for counting the number of activated holding balls of the first special symbol and a second holding ball number counter for counting the number of activated holding balls of the second special symbol. When the holding information display control means 222 receives a symbol storage number command from the main control board 100, it updates the values of the first holding ball number counter and the second holding ball number counter based on the information on the number of activated holding balls included in this symbol storage number command. Then, the holding information display control means 222 performs control to display, on the holding display section of the effect display device 70, the number of holding images corresponding to the number of activated holding balls of the first special symbol and the number of holding images corresponding to the number of activated holding balls of the second special symbol, based on the values of the first holding ball number counter and the second holding ball number counter. In the normal display mode, when an activated holding ball of a special symbol occurs, a holding image with a white display is shown. On the other hand, when the holding change preview effect described below is executed, the holding image targeted for preview changes from the "white" of the normal display mode (display color) to one of "blue", "green", "red", and "rainbow color" as a special display mode (display color). The above four types of special display modes are related to the reliability of the lottery result being a big win (referred to as "big win reliability"), and are set so that the big win reliability increases step by step in the order of "blue", "green", "red", and "rainbow color". In this embodiment, when the holding image changes to "rainbow color", the big win is determined for the activated holding ball targeted for this preview. In addition, in the holding change preview effect, the change in the display mode of the holding image may be expressed not by the display color but by the shape, pattern, etc.
[0161] Upon receiving a pre-judgment command from the main control board 100, the preview control means 223 determines whether to execute a preview by lottery. The preview control means 223 distinguishes the information on the pre-judgment result of the first special symbol and the information on the pre-judgment result of the second special symbol, and temporarily stores them in the preview information storage area of the effect control information storage means 260 so as to be combined with the entry order of the operation hold balls up to a predetermined upper limit number (4). This preview information storage area has the same configuration as the hold storage area of the main control board 100, and a hold 1 storage area (the first hold storage area), a hold 2 storage area (the second hold storage area), a hold 3 storage area (the third hold storage area), and a hold 4 storage area (the fourth hold storage area) are respectively provided in the order of entry into each start port 61, 62. Each hold storage area can store, as a set, the information on the pass / fail pre-judgment result, the symbol pre-judgment result, and the variation pattern pre-judgment result.
[0162] When determining whether to execute a preview, the preview control means 223 performs a preview determination (also referred to as a "preview judgment") on the operation hold balls targeted by this preview based on the pre-judgment result by the main control board 100. In this embodiment, in addition to the hold change preview described above, the preview includes a so-called continuous preview effect that previews the possibility of a jackpot win or a reach effect occurring over a continuous plurality of variations of the decorative symbol. When it is determined that the preview effect (continuous preview effect) can be executed, the information of the pre-judgment command (the result of the pre-judgment) from the main control board 100 and the information of the symbol memory count command (the number of existing operation hold balls) are analyzed, and a preview effect pattern for a continuous plurality of variations is determined by lottery for the operation hold balls (referred to as "trigger holds") that trigger this preview effect. Note that there are various variations of the preview, such as the hold change preview effect, the chance point preview effect, and the background change preview effect. As another type of preview, there is a hold-in continuous win effect that suggests or notifies the possibility that there are operation hold balls that will result in a jackpot during a jackpot game or when a variation that results in a jackpot win is being executed.
[0163] FIG. 26 is a diagram showing an example of a variation pattern look-ahead determination table. The variation pattern look-ahead determination table illustrated in FIG. 26 is a determination table used in the look-ahead determination by the look-ahead notification control means 223, and the type of look-ahead (A to D) is selected based on the variation pattern of each variation determined using the special symbol variation pattern table shown in FIG. 25 and the like.
[0164] According to FIG. 26, the look-ahead type A (non-look-ahead) is selected from variation patterns that are not targets of look-ahead (variation patterns PH1-1, PH1-2, PH1-3, PH5-1, PH5-2 according to FIG. 25). When the look-ahead type A is selected, the look-ahead effect for the corresponding variation is not executed.
[0165] Here, in the normal variation pattern table (B1) of FIG. 25, the selection rate of non-reach A that is not a look-ahead target is 750 / 1000 regardless of the number of hold values when the variation patterns PH1-1, PH1-2, and PH1-3 are totaled, which is consistent with the selection rate of look-ahead type A in FIG. 26. That is, in this example, when a variation pattern of non-reach A is determined in the normal state (first special symbol), the look-ahead effect for the corresponding variation is not always executed, and all look-ahead determination results are ID = 0. Also, in the normal variation pattern table (B1) of FIG. 25, only non-reach A is set such that the selection rate of the variation pattern varies depending on the number of hold values. From this, it can also be said that in this example, in the range of random values where a variation pattern whose selection rate depends on the number of hold values is selected, all look-ahead determination results are ID = 0.
[0166] The look-ahead type B (weak look-ahead) is selected from the non-reach (variation patterns PH1-4, PH1-5) that is a look-ahead target in the normal state, or the variation pattern determined for N-reach (variation pattern PH6) in the sure-win state. When the look-ahead type B is selected, a predetermined (or arbitrary) look-ahead effect with a low expectation level is executed for the corresponding variation.
[0167] The pre-reading type C (medium pre-reading) is selected from the variable patterns determined for the normal N-reach (variable pattern PH2), or the N-reach B or SP-reach B (variable patterns PH6, PH7) in the case of certain change. When the pre-reading type C is selected, a predetermined (or arbitrary) pre-reading effect with a medium level of expectancy is executed for the relevant variation.
[0168] The pre-reading type D (strong pre-reading) is selected from the variable patterns determined for the normal SP-reach or above (variable patterns PH3, PH4), or the SP-reach D (variable pattern PH8) in the case of certain change. When the pre-reading type D is selected, a predetermined (or arbitrary) pre-reading effect with a high level of expectancy is executed for the relevant variation. Note that configuring such that pre-reading effects with different levels of expectancy are executed according to the pre-reading types B, C, and D can be achieved by varying the lottery table for the pre-reading effects according to the ID of the pre-reading determination result in the main control board 100, or by changing to a pre-reading effect higher than the selected pre-reading effect for the result using the same table.
[0169] In the above example, the variable pattern pre-reading determination table in FIG. 26 is shown as a common table for normal times and certain change times, but the present embodiment is not limited to this. Different tables may be prepared for normal times and certain change times, or different tables may be prepared for the first special symbol and the second special symbol. Further, a table for performing pre-reading regarding the variable addition pattern described later may be prepared.
[0170] The performance mode control means 221 executes transition control of the performance mode so as to match the game state and the variable pattern selection state managed on the main control board 100 side based on the game state designation command from the main control board 100. In the present embodiment, as three types of performance modes, a normal performance mode α, a sure-change performance mode β, and a special performance mode γ are included. Even if the variable pattern of the special symbol instructed from the main control board 100 is the same, variable performance patterns (details will be described later) that specify the specific content of the symbol variable performance are set to be different for each performance mode. On the performance display device 70, a performance mode notification image corresponding to the currently staying performance mode (in the present embodiment, a background image that is the back display of the decorative symbol) is displayed, and since this background image is set to be different for each performance mode, the player can recognize which of the currently staying performance modes it is from the type of the background image.
[0171] An overview of each performance mode will be given. First, the normal performance mode α is set when the low-probability normal variable state α is selected as the variable pattern selection state on the main control board 100 side, and "normal background" is displayed as its background image. The sure-change performance mode β is set when the high-probability shortened variable state β is selected as the variable pattern selection state on the main control board 100 side, and "sure-change background" is displayed as its background image. The special performance mode γ is set when the high-probability special variable state γ is selected as the variable pattern selection state on the main control board 100 side. This special performance mode stays for a period (limited period) of up to 4 times immediately after the end of the special game, and when this limited period is exceeded, it transitions to the sure-change performance mode β. When a reserved internal consecutive winning performance occurs during the special game, "special background" is displayed as the background image. On the other hand, when a reserved internal consecutive winning performance does not occur during the special game, that is, when the continuous variable performance is not being executed, "sure-change background" common to the sure-change performance mode is displayed as the background image.
[0172] The decoration pattern determination means 224 determines, by lottery, the combination of the final stop patterns of the decoration patterns (left pattern, middle pattern, right pattern) based on the information (variation pattern information, character production number information) included in the variation start command from the main control board 100. In the present embodiment, three pattern rows including a plurality of types of decoration patterns are configured. This decoration pattern is formed by, for example, an identification element consisting of a number or a character. In the present embodiment, a total of 10 types such as the numbers from "1" to "9" and the character "S" are set as the identification elements. Each decoration pattern is cyclically displayed in the left display area, the middle display area, and the right display area in the order of "1" → "2" → "3" → ··· → "8" → "9" → "S" according to the arrangement of the pattern rows.
[0173] The decoration symbol determination means 224 holds a plurality of stop symbol pattern tables that are referred to when determining a combination of stop symbols of a decoration symbol (also referred to as a "stop symbol pattern") by lottery. As these plurality of tables, there are a stop symbol pattern table for big wins, a stop symbol pattern table for small wins, a stop symbol pattern table for reach misses, a stop symbol pattern table for non-reach misses, and the like. The stop symbols of the decoration symbol are formed as a combination of three symbols and include a "stop symbol indicating a big win (big win symbol)" and a "stop symbol indicating a miss (miss symbol)". The big win symbol indicating a specific big win (certain variable big win) is a combination of stop states where the same odd-numbered symbols are aligned in three (for example, "7·7·7"). The big win symbol indicating a normal big win (non-certain variable big win) is a combination of stop states where the same even-numbered symbols are aligned in three (for example, "2·2·2"). The miss symbol is a combination of stop states where at least one of the three symbols is a symbol with a different number from the other numbers (for example, "1·3·8"). Here, among the miss symbols, the reach miss symbol is a combination of stop states where the left symbol and the right symbol are the same and only the middle symbol is shifted by several frames forward or backward (for example, "3·1·3"). In addition, in the case of a "stop symbol indicating a small win (small win symbol)" or a big win symbol such as a 2R big win symbol, it may be a combination of predetermined stop states such as "3·5·7". In this embodiment, "S·S·S" is provided as a special big win symbol for definitely notifying a pending consecutive big win. When it is determined that the decoration symbol determination means 224 is to execute a pending consecutive big win effect, when the consecutive big win effect pattern PA2 is selected, the normal big win symbol (such as "3·3·3") is replaced with the special big win symbol ("S·S·S").
[0174] The variation performance determining means 225 determines a variation performance pattern that defines the variation process (performance process) from the start to the stop of the variation display of the decorative pattern based on the information (variation pattern information) included in the variation start command from the main control board 100. In this embodiment, as the pattern variation performance (reach performance) performed after the reach display, it includes a reach performance with simple performance content (normal reach performance) and a reach performance with developing performance content in the middle (super reach performance). The variation performance determining means 225 holds a plurality of types of variation performance pattern tables that are referred to when selecting a variation performance pattern, and selects a variation performance pattern table corresponding to the variation pattern (variation time) of the special pattern from among these plurality of types of variation performance pattern tables. In the variation performance pattern table, a variation performance pattern random value and a variation performance pattern are associated according to the result of the variation pattern lottery of the special pattern (that is, the reach type). Here, on the main control board 100 side, the basic pattern of the pattern variation (for example, "normal reach A", "super reach A", etc.) is determined as the variation pattern, while on the production control board 200 side, the detailed pattern of the pattern variation (for example, "normal reach A1, A2, A3...", "super reach A1, A2, A3...", etc.) that details the scenario of the production display process based on the basic pattern is determined as the variation performance pattern. In this way, the variation performance pattern of the decorative pattern defines the variation display mode of the decorative pattern, that is, a series of scenario of the production display process from the start to the end of the variation of the decorative pattern, and the timing of generating a preview performance at each stage during the display process is also defined as a time schedule. Note that the stop order for stopping the decorative pattern is determined in advance for each variation performance pattern. In this embodiment, in principle, it is stopped in the order of the left pattern → the right pattern → the middle pattern. However, in the case of a variation performance pattern with a short variation time, the left pattern, the middle pattern, and the right pattern can be stopped almost simultaneously, and in the case of a specific variation performance pattern, it can also be stopped in the order of the left pattern → the middle pattern → the right pattern. At this time, if it is not in the stop order of the above principle (left pattern → right pattern → middle pattern), the jackpot expectation degree tends to be relatively high.
[0175] The preview performance determination means 226 determines a preview performance pattern that defines the content of the preview performance executed at each stage of the variation process of the decorative pattern in accordance with the scenario of the above-described variation performance pattern. The preview performance pattern includes a performance pattern that temporarily or stepwise displays an image of a specific character, an animation, etc., a performance pattern that outputs a specific sound, a performance pattern that operates a movable accessory, and the like. The preview performance is executed in parallel with the variation display of the decorative pattern, and pre-announces that the probability of the pattern variation stopping in the jackpot mode is high. The preview performance includes a preview performance executed before the reach state occurs (including when the reach occurs) in the variation process of the decorative pattern, and a preview performance executed after the reach state occurs. The preview performances have different jackpot reliabilities. Basically, the preview performance displayed after the reach occurs has a relatively higher jackpot reliability than the preview performance displayed before the reach occurs. The preview performance determination means 226 holds a preview performance pattern table referred to when selecting a preview performance pattern for each type of preview performance, and selects a preview performance pattern table corresponding to the type of preview performance that occurs in accordance with the scenario of the variation performance pattern. The preview performance determination means 226 refers to the preview performance pattern table selected above, and selects one of a plurality of types of preview performance patterns by lottery based on the preview performance pattern random number value obtained from the performance lottery random number generation means 210. Note that specific types of preview performance patterns include a comment preview performance pattern, a background preview performance pattern, an SU (step-up) preview performance pattern, a group preview performance pattern, a cut-in preview performance pattern, an accessory movement preview performance pattern, and the like. This preview performance is basically performed by executing one or more preview performances in accordance with the variation display of the decorative pattern on the performance display device 70. Therefore, even for the variation display of the decorative pattern with the same variation performance pattern, it is possible to generate various performance modes by combining one or more preview performances.
[0176] The jackpot effect determination means 227 determines the content (jackpot effect pattern) of the jackpot effect that notifies that a special game is in progress. The jackpot effect includes a start demo effect that notifies the start of a special game, a round effect that notifies that a round game is in progress, and an end demo effect that notifies the end of a special game. When the jackpot start demo command is received from the main control board 100, the jackpot effect determination means 227 determines the jackpot effect pattern (start demo effect pattern, round effect pattern, end demo effect pattern) based on information such as the jackpot type information stored in the effect control information storage means 260. In this jackpot effect pattern, according to the jackpot type, the jackpot start demo effect time, the round effect time (the effect time according to the opening pattern of the big winning port 64), and the jackpot end demo effect time are set, and a series of effect contents are set along the time axis. The jackpot effect determination means 227 executes the start demo effect when it receives the jackpot start demo command from the main control board 100 according to the jackpot effect pattern, executes each round effect when it receives the round effect designation command, and executes the end demo effect when it receives the jackpot end demo command.
[0177] Here, in the normal jackpot start demo effect, for example, the characters "Jackpot Start" are displayed on the screen to announce the start of a special game. In the normal round effect, for example, the current round number and the number of acquired prize balls on the screen are displayed, and various images (such as animation images) that liven up the special game are displayed. In the normal jackpot end demo effect, for example, the characters "Jackpot End" are displayed on the screen to announce the end of a special game.
[0178] As described above, the effect overall control means 220 generates image control commands related to images and sounds based on the determined effect contents (pre-reading effect pattern, consecutive winning effect pattern, variable effect pattern, preview effect pattern, stop symbol pattern, jackpot effect pattern, etc.), and stores them in the command storage area of the effect 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 production control command transmitted from the main control board 100 upon receiving the strobe signal output together therewith, and store this production control command in the production control command buffer. Specifically, the command transmission / reception means 270 executes the reception interrupt process of the production control command in response to the interrupt generated upon the input of the strobe signal from the main control board 100, and acquires various production control commands in this reception interrupt process. The details of this reception interrupt process of the production control command will be described later. Note that when the command transmission / reception means 270 receives the strobe signal, it executes the reception interrupt process of this production control command preferentially over other interrupt processes.
[0184] In order to instruct the execution of the production content (such as variable production pattern information, preview production pattern information, decorative pattern information, etc.) set by the production overall control means 220, the command transmission / reception means 270 transmits the image control command stored in the production control information storage means 260 to the image control board 300 using, for example, the serial communication method. In principle, the image control commands are transmitted at a predetermined cycle (500 μs in this embodiment) in the order set in the command storage area of the production control information storage means 260.
[0185] Thereby, the image control board 300 analyzes various image control commands transmitted from the production control board 200, variably displays a production image including a decorative pattern on the production display device 70 along the scenario of the variable production pattern, and displays a preview production superimposed on the production of the pattern variation at each stage of the variable display process. Further, 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 side> FIGS. 27 to 48 are flowcharts showing an example of the procedure of the operation process in the main control board 100. The operation process on the main control board 100 side mainly includes the main control side main process and the main control side timer interrupt process.
[0187] <Main control side main process> Figures 27, 28, and 29 are flowcharts showing an example of the main control side main process executed on the main control board 100. In this main control side main process, after the security check of the main control CPU 101 is performed by reset at power-on, the main control program is started, and the process is executed by this main control program. In the following description, the subject of each process may be omitted as appropriate.
[0188] First, as initial settings required at power-on, the top address is set as the initial value of the stack area in the stack pointer (step S1), and access permission to the main control RAM 103 is performed (step S2). Next, the vector table storing the top address of the main control program to be processed when a timer interrupt occurs is set (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). If the setting key switch 100q is in the on state (YES in step S5), it 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), it executes the setting change process (step S7). The details of the setting change process will be described later with reference to FIG. 30, but after the setting change process ends, it 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), it executes the setting confirmation process (step S8). The details of the setting confirmation process will be described later with reference to FIG. 31, but after the setting confirmation process ends, it proceeds to step S10.
[0190] In addition, 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, if 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 subjected 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 value stored in the setting memory is not cleared, and the set value set in the setting change process of step S7 is retained as it is.
[0194] Next, initialize data at power-on is set in the main control RAM 103 (step S14). Next, in order to initialize the effect display device 70, the effect lamps 10 and 25, etc., an effect control command ("effect initial command") is requested to the effect control board 200 (step S15).
[0195] Next, in the power-off recovery setting process, the setting of power-on normal information, the initial setting of various errors, and the communication initial setting with the payout control board 400 in the main control RAM 103 are executed in order (step S16). Here, as the setting of power-on normal information, in order to save that the power-on was performed correctly, power-on normal data is stored in the power-off information flag, and in order to initialize the information on the occurrence of power-off, the power-off confirmation flag is turned off. Next, the data transfer source address, the data transfer destination address, and the 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-off is read, and the power-off recovery process related to the special symbol game is executed (step S18).
[0196] Next, a transmission request for an effect control command ("power-off recovery command") at the time of power-off recovery between the main control board 100 and the effect control board 200 is made (step S19). This power-off recovery command includes information on the inspection of the communication line, the operation state of the special symbol, the number of probability fluctuations, the number of time shortening times, the number of easy ball entry states, the variable pattern selection state, and the error state. Note that the untransmitted command requests before power-off are cleared. Next, in the symbol storage number command request process, the information on the number of held balls in operation of the first special symbol and the second special symbol at the time of power-off is read, and an effect control command including this information on the number of held balls in operation is requested (step S20).
[0197] Next, a return setting is performed to return the normal electric accessory 622 to the state before power-off (for example, the second start port 62 is in the open state) (step S21). Further, a return setting is performed to return the special electric accessory 642 to the state before power-off (for example, the big winning port 64 is in the open state) (step S22). Next, the value of the special symbol mode flag is read, and the operating state of the probability variation function of the special symbol at the time of power-off is set (step S23). Note that 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 activate the timer interrupt, as an initial setting of the CTC circuit, a predetermined count value is set to generate a timer interrupt every 4 ms (step S24). Next, an interrupt prohibition is set to prohibit the generation of the timer interrupt processing (step S25). As preparation for restarting the watchdog timer, a clear word 1 ("55H") is set (step S26).
[0198] Next, in order to determine the occurrence of power-off, the value of the power-off confirmation flag is read, and it is determined whether power-off has occurred (step S27). If power-off 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 per normal symbol, the soft initial value random number per special symbol, and the symbol initial value random number per special symbol are updated. Specifically, the numerical value of each counter is incremented by 1, and when the numerical value exceeds the maximum value determined for each random number, it is returned to "0", which is the minimum value.
[0199] Next, set the interrupt permission to allow the occurrence of the timer interrupt process (step S29), return to the process of prohibiting the above interrupt (step S25), and repeatedly execute the loop process from steps S25 to S29. Here, the timer interrupt process is periodically executed at a predetermined cycle, and the processes from steps S25 to S29 are repeated using the remaining time from the completion of the previous interrupt process until the occurrence of the next interrupt process. When an interrupt request occurs in the interrupt prohibited state, the timer interrupt process will be activated when the interrupt is permitted in step S29. On the other hand, if the power-off confirmation flag is on in step S27, that is, if a power-off has occurred, the process proceeds to step S30 to execute the power-off process described below.
[0200] Next, as the power-off process (steps S30 to S36), first, set the clear word 2 ("AAH") to restart the watchdog timer (step S30). Next, determine whether the content of the power-off information flag is power-on normal data (step S31). If it is power-on normal information, set the power-off normal data in the power-off information flag (step S32). On the other hand, if it is not power-on normal information, set the power-off abnormal data in the power-off information flag (step S33) and proceed to step S36.
[0201] Next, calculate the checksum for a predetermined area (excluding the checksum area) of the main control RAM 103 (step S34). Calculate the complement of the checksum data, and set the result value of this complement in the checksum area of the main control RAM 103 (step S35). Next, perform the access prohibition setting for the main control RAM 103 (step S36), and repeatedly execute the process until the power is cut off.
[0202] <Setting change process> Figure 30 is a flowchart showing an example of the setting change process. The series of processes illustrated in Figure 30 details the setting change process in step S107 in Figure 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 where the setting value of the game setting should be stored is normal (step S101). If the setting memory value is not normal in step S101 (NO in S101), the setting value is initialized to the initial value (S102). Specifically, for example, when using "1" to "6" as the setting value data, "1" is set as the initial value, and when using "0" to "5" as the setting 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 setting 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 setting changes to the change state. Then, the setting value stored in the setting memory is displayed on the setting display unit 197 (step S104).
[0205] Next, it is checked whether there is a change operation by the setting change button (for example, the RAM clear switch 400q) (step S105). If there is a change operation by 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 also updated (step S106). If there is no change operation by the setting change button (NO in step S105), the process of step S106 is skipped.
[0206] Next, it is checked whether the operation state of the setting key switch 100q is off (step S107). If it is determined as NO in step S5 of FIG. 27 and the setting key switch 100q remains in the on state (NO in step S107), the process returns to step S104 and the process is repeated. On the other hand, if the setting key is returned to its original state and the setting key switch 100q becomes off (YES in step S107), the setting display unit 197 is turned off so that the setting value cannot be visually recognized (non-display) (step S108), and the process returns. As described above, after returning, the process of step S13 in FIG. 27 is performed.
[0207] <Setting confirmation process> Figure 31 is a flowchart showing an example of the setting confirmation process. The series of processes illustrated in Figure 31 details the setting confirmation process in step S108 in Figure 27 and is executed by the main control CPU 101 (main control program).
[0208] According to Figure 31, first, the main control CPU 101 causes the setting display unit 197 to display the set value 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 off (step S112). If it is determined as NO in step S5 of Figure 27 and the setting key switch 100q remains on (NO in step S112), the process returns to step S111 to repeat the process and continue displaying the set value. On the other hand, when the setting key is returned to its original state and the setting key switch 100q becomes off (YES in step S112), the setting display unit 197 is turned off to make the set value invisible (non-displayed) (step S113), and then the process returns. As described above, after returning, the process in step S10 of Figure 27 is performed.
[0210] In the gaming machine of the present embodiment, in order to enhance security, the transition conditions to the above-described setting change process and setting confirmation process include frame opening, which is the first step. Therefore, although not shown in FIG. 27, when it is determined that the operation state of the setting key switch 100q in step S5 is in the ON state (YES in step S5), the state of the frame opening switch (door open sensor 2p) is also checked, and the process proceeds to step S6 only when the frame is in the open state (door open). Even if the setting key switch 100q is in the ON state at the time of determination in step S5, if the frame is not in the open state (door closed), since it is a state in which fraud or abnormality is suspected, the process does not proceed to step S6 for proceeding to the setting change process (step S7) or the setting confirmation process (step S8), and waits until the setting key switch 100q becomes OFF, and when it switches to the OFF state, the process proceeds to step S9.
[0211] <Main control side timer interrupt process> Next, the relationship between the respective figures for explaining the main control timer interrupt process will be described. First, FIGS. 32 and 33 are flowcharts showing an example of the timer interrupt process executed in the main control board 100. FIGS. 34 and 35 are flowcharts showing details of the start port monitoring control process shown in FIG. 32. FIG. 36 is a flowchart showing details of the special symbol variation start monitoring control process shown in FIG. 33, and FIGS. 37 and 38 are flowcharts showing details of the special symbol variation start monitoring process shown in FIG. 36. FIG. 39 is a flowchart showing details of the special symbol control process shown in FIG. 33. FIG. 40 is a flowchart showing details of the special symbol control general process shown in FIG. 39. FIGS. 41 to 45 are flowcharts showing 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 details of the special electric accessory control process shown in FIG. 33.
[0212] First, the timer interrupt process shown in FIG. 32 is executed by interrupting the main control side main process when a timer interrupt occurs in response to a clock pulse every fixed time (for example, 4 ms) from the aforementioned CTC circuit. Note that the terms "condition device" and "device continuous operation device" used below mean conceptual control devices. The "condition device" operates when a big win occurs in a special symbol game, and the "device continuous operation device" can continuously operate a plurality of "special electric devices" a plurality of times.
[0213] First, when this timer interrupt occurs, after saving the contents of the registers in the main control CPU 101 (data used during the processing of the main control side main process) in the stack area of the main control RAM 103, interrupt operation conditions are set (step S51). Next, the interrupt operation condition setting value is set in the interrupt control register (step S52). Next, clear word 2 is set (step S53).
[0214] Next, in order to restart the watchdog timer, clear word 2 ("AAH") is set (step S54). At this time, within the previously set timeout time, the watchdog timer is cleared and restarted by writing clear word 1 and clear word 2 to the WDT clear register of the main control CPU 101 in order. That is, when the main control CPU 101 is normally executing the main control program, the watchdog timer is cleared and restarted before timing out by periodically setting clear words 1 and 2. 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 switches other than the RAM clear switch is read as various switches connected to the main control board 100. That is, information on the first start port switch 161, the second start port switch 162, the operating gate switch 163, the big winning port switch 164, and the out ball detection switch 167, as well as input information such as a door opening switch, a frame opening switch, a back set opening switch, a magnetic sensor, and a radio wave sensor (not shown) is read, their states are determined, and then these detection information are stored.
[0216] Next, various random number update processes are executed (step S56). In these various random number update processes, the normal symbol variation pattern random number and the special symbol variation pattern random number that do not use the initial value random number are updated. For the normal symbol variation pattern random number, the value of the random number counter is incremented by 1, and when the value exceeds the maximum value, it is reset to the minimum value "0". On the other hand, for the special symbol variation pattern random number, a predetermined value (for example, 3511) is subtracted from the previous random number. If the result of the subtraction is less than 0, a predetermined value (for example, 50000) is added to the result of the subtraction.
[0217] Next, the 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 when the value exceeds the maximum value, it is reset to the minimum value "0". When the value of the counter makes one full cycle (when it 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 makes one full cycle at that timing is set as the new initial value.
[0218] Next, the initial value random number update process is executed (step S58). In this initial value random number update process, the initial value random number per normal symbol, the soft initial value random number per special symbol, and the symbol initial value random number per special symbol are updated. Specifically, the value of each random number counter is incremented by 1, and when the value exceeds the maximum value determined in advance for each random number, it is reset to the minimum value "0".
[0219] Next, the timer subtraction process is executed (step S59). In this timer subtraction process, the values of various timers used for controlling the gaming operation of the gaming machine are updated by subtraction. Note that the various timers include a special symbol game timer for managing the time (fluctuation time, fixed display time) related to the special symbol display devices 171 and 172, a timer for controlling the operation pattern of the special electric accessory 642, and timers used for various controls such as normal symbols and normal electric accessories.
[0220] Next, the 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 the winning invalid period of the second start port 62 are determined, and as a result of this determination, the valid period data or the invalid period data of the second start port 62 is set.
[0221] Next, the winning monitoring process is executed (step S61). In this winning monitoring process, based on the detection information of 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 in the above-described input process (step S55), a switch passing inspection of the game ball is performed. As a result, when it is determined that the game ball has passed each switch, a transmission request for an effect control command including information indicating that the game ball has passed each switch is made.
[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 for instructing the number of prize balls corresponding to the type of winning is transmitted to the payout control board 400, and the received data from the payout control board 400 is monitored to perform a communication inspection with the payout control board 400.
[0223] Next, the normal symbol operation gate monitoring process is executed (step S63). In this normal symbol operation gate monitoring process, the passage of the game balls through gate 63 is monitored. When it is determined that the balls have passed through gate 63, the random numbers related to the normal symbol lottery are acquired as the activated hold ball information, and the number of activated hold balls is updated up to a maximum of four, and the random numbers related to the normal symbol lottery are stored.
[0224] Next, the 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 accessory 622, according to the value of the normal symbol game status, the normal symbol variation in - progress process, the normal symbol stop symbol display in - progress process, the normal electric accessory operation in - progress process, the normal electric accessory operation end demo in - progress process, etc. are executed. In the normal symbol variation in - progress process, in order to variably display or definitely display the normal symbol, the display pattern number data of the normal symbol is created (updated).
[0225] Next, the 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. When it is determined that the variation start condition of the normal symbol is satisfied, one activated hold ball of the normal symbol is consumed, and the win - loss determination of the normal symbol, the symbol determination, the variation pattern determination, the variation time setting, etc. are performed in order.
[0226] Next, the start port monitoring control process is executed (step S66). In this start port monitoring control process, the entry of the game balls into the first start port 61 and the second start port 62 is monitored. When it is detected that the game balls have entered, for example, the update of the number of hold balls, the storage of the random numbers related to the special symbol lottery, the pre - determination for the preview notice, and the command request of the command including the information necessary for the effect control board 200 such as the number of stored symbols are performed in order.
[0227] Next, special symbol control processing is executed (step S67). In this special symbol control processing, as a series of processing related to the special symbol display devices 171 and 172, for example, according to the value of the special symbol game status, a special symbol variation start process (refer to step S420 in FIG. 40 described later), a special symbol variation in-process process (refer to step S430 in FIG. 40 described later), and a special symbol stop symbol display in-process process (refer to step S440 in FIG. 40 described later) are executed.
[0228] Next, special electric accessory control processing is executed (step S68). In this processing, when the lottery result of the special symbol is "big win" or "small win", as the operation processing related to the special electric accessory 642, the setting of the start and end of the operation of the special electric accessory 642, the update of the opening time and the number of opening times of the big winning opening 64, the setting of the start of the operation of the probability variation function, the setting of the start of the operation of the variation time shortening function, the setting of the variation pattern selection state, etc. are executed in order.
[0229] Next, the big winning opening valid period setting process is executed (step S69). In this big winning opening valid period setting process, the winning valid period and the non-winning valid period of the big winning opening 64 are determined, and the valid period data or the non-valid period data of the big winning opening 64 are set as the determination result.
[0230] Next, special symbol variation start monitoring control processing is executed (step S70). In this special symbol variation start monitoring control processing, when there is a reserved ball for the first special symbol or the second special symbol, one reserved ball is consumed, and a command request for the number of symbol memories, a determination of the success or failure of the special symbol, a symbol determination of the special symbol, a determination of the probability variation function, a determination of the time shortening function, a setting of the operation pattern of the special electric accessory, a setting of the demo performance time, etc. are performed in order.
[0231] Next, an abnormality detection process is executed (step S71). In this abnormality detection process, based on the input information in the above-described input process (step S55), a magnetic detection signal by a magnetic sensor, an open-circuit / short-circuit power supply abnormality signal, a radio wave detection signal by a radio wave sensor, a door / frame opening signal, etc. are inspected in order to determine whether the gaming machine is in an error state. If it is in an error state, an effect control command (an "error effect designation command") including the error information is generated to request an error display on the effect control board 200.
[0232] Next, a ball entry passing time abnormality detection process is executed (step S72). In this ball entry passing time abnormality detection process, when an on signal of a winning detection switch is continuously detected for a predetermined time or more, a ball entry passing time abnormality is set, a request for an effect control command (an "error effect designation command") including the error information is made, and an output request for a security signal for output to an external terminal is made.
[0233] Next, a game state display process is executed (step S73). In this game state display process, display data such as the number of consecutive operations (prescribed number of rounds) of the special electric accessory 642, the number of hold balls for the normal symbol and the special symbol is created. Display data for displaying the information on the error state detected in the above-described abnormality detection process on the state display lamp of the main control board 100 is created.
[0234] Next, a handle state signal inspection process is executed (step S74). In this handle state signal inspection process, the handle state signal is inspected.
[0235] Next, LED output processing is executed (step S75). In this LED output processing, in order to perform the display of special symbols and normal symbols, the display of the number of balls on hold, the number of times the special electric accessory operates continuously, the display of errors, etc., the display data created in the above-described special symbol control processing (step S85), abnormality detection processing (step S89), game state display processing (step S73), etc. is output to each special symbol display device 171, 172, normal symbol display device 175, each special figure hold lamp 173, 174, general figure hold lamp 176, the status indicator lamp of the main control board 100, etc., and the initialization of the display in these various display devices is performed.
[0236] Next, emission control signal output processing is executed (step S76). In this emission control signal output processing, when no communication abnormality or disconnection short-circuit power supply abnormality with the payout control board 400 is detected, an emission permission signal is output to the payout control board 400 to permit the emission of game balls. On the other hand, when a communication abnormality or disconnection short-circuit power supply abnormality with the payout control board 400 is detected, an emission prohibition signal is output to the payout control board 400 to prohibit the emission of game balls.
[0237] Next, test signal output processing is executed (step S77). In this test signal output processing, after various test data is created, error inspection processing is performed. As a result, when an error is detected, the various test data is output to each test signal output port.
[0238] Next, solenoid output processing is executed (step S78). In this solenoid output processing, based on the control data acquired in the normal electric accessory control processing (step S82) and the special electric accessory control processing (step S86) to operate the normal electric accessories 622 and special electric accessories 642, an exciting signal is output to each electric accessory solenoid 123, 124.
[0239] Next, the production control command transmission process is executed (step S79). In this production control command transmission process, as described above, the production control commands stored in the ring buffer specified by the pointer among the production control commands stored in the command storage area of the main information storage means 180 are read out for each MODE data and EVENT data, and are respectively transmitted to the production control board 200 as described later.
[0240] Next, the external information output process is executed (step S80). In this external information output process, the operation state information of the gaming machine is output as external information to external devices such as a hall computer and a data counter via the external terminal board.
[0241] Next, the contents of the registers that have been saved are restored, and the main control CPU 101 is set to the interrupt enable state (step S81). As a result, the main control side timer interrupt process ends and returns to the above main control side main process, and the main control side main process is executed until the next timer interrupt occurs.
[0242] During the main control side main process or the interrupt process, if the main control board 100 detects a power failure (a decrease in the supply voltage based on a predetermined threshold value), a non-maskable interrupt is generated and the power failure confirmation flag is turned on. After returning to the original process, the above power failure process (steps S27 to S33) is executed.
[0243] <Special symbol game process> Next, a series of processes related to the special symbol game in the main control side timer interrupt process will be described. The processes related to the special symbol game include the start port monitoring control process (step S84), the special symbol control process (step S85), the special electric accessory control process (step S86), and the special symbol change start monitoring control process (step S88) described above.
[0244] <Start port monitoring control process> First, as shown in FIG. 34, it is determined whether or not a game ball has entered the first start port 61 (step S201). If it is detected that a game ball has entered the first start port 61, it is determined whether or not the number of balls reserved for the operation of the first special symbol is less than 4, the upper limit number (step S202).
[0245] If the number of balls reserved for the operation of the first special symbol is less than 4, as lottery random number values related to the first special symbol game, the random number value per special symbol, the symbol random number value per special symbol, and the special symbol variation pattern random number value are acquired, and each random number value is stored in the first special symbol reserved storage area (reservation n storage area) of the main information storage means 180 according to the ball entry order (step S203). As an update of the number of balls reserved for the operation of the first special symbol, the value of the first special symbol reserved ball number counter is incremented by 1 (step S204), and the winning check of the first start port 61 is terminated.
[0246] Next, it is determined whether or not a game ball has entered the second start port 62 (step S205). If it is detected that a game ball has entered the second start port 62, it is determined whether or not the number of balls reserved for the operation of the second special symbol is less than 4, the upper limit number (step S206). If the number of balls reserved for the operation of the second special symbol is less than 4, as lottery random number values related to the second special symbol game, the random number value per special symbol, the symbol random number value per special symbol, and the special symbol variation pattern random number value are acquired, and each random number value is stored in the second special symbol reserved storage area (reservation n storage area) of the main information storage means 180 according to the ball entry order (step S207). As an update of the number of balls reserved for the operation of the second special symbol, the value of the second special symbol reserved ball number counter is incremented by 1 (step S208), and the winning check of the second start port 62 is terminated.
[0247] Next, it is determined whether or not the number of operation reserved balls of the first special symbol or the second special symbol has been updated, that is, whether or not the number of operation reserved balls of the first special symbol or the second special symbol has been added in step S204 or step S208 (step S209). When there is an update of the number of operation reserved balls (step S209), a symbol storage number command including information on the number of operation reserved balls of the first special symbol and the second special symbol is generated, and this is 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, and it is determined whether or not it is the pre-determination timing (step S211). When it is the pre-determination timing (step S211), a special symbol random number value is read from the hit random number buffer in the reserved n storage area, and a hit or miss pre-determination is performed (step S212). A hit or miss pre-determination command including information on the result of this pre-determination (hit or miss 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 special symbol pattern random number value is read from the pattern random number buffer for the special symbol in the reserved n storage area, and a pattern pre-determination is performed (step S214). A pattern pre-determination command including information on the result of this pre-determination (pattern pre-determination number) is generated, and this is stored in the command storage area of the main information storage means 180 (step S215). Further, a special symbol variation pattern random number value is read from the variation pattern random number buffer in the reserved n storage area, and a variation pattern pre-determination is performed (step S216). A variation pattern pre-determination command including information on the result of this pre-determination (variation 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 Symbol Variation Start Monitoring Control Process> In the special symbol variation start monitoring control process (step S88) shown in FIG. 36, for the special symbol side that satisfies the variation start condition among the first special symbol and the second special symbol, the special symbol variation start monitoring process (step S310) described later is executed. 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 preferentially executed.
[0251] First, it is determined whether it is during a big win or a small win (step S301). Next, it is determined whether both the first special symbol and the second special symbol are in the variation standby state, that is, whether both the first special symbol game status and the second special symbol game status are "00H (variation standby)" (step S302).
[0252] Next, it is determined whether the number of operation hold balls of the second special symbol is "0" (step S303). If the number of hold balls is not "0", it is regarded that the variation start condition of the second special symbol is satisfied. After setting the address of the second special symbol variation start monitoring table (the addresses of various tables used in the subsequent process and the address of the RAM storage area) (step S304), the process proceeds to the special symbol variation start monitoring process (step S310) on the second special symbol side. That is, in the present embodiment, when there are operation hold balls for the second special symbol, regardless of the presence or absence of operation hold balls for the first special symbol, the operation hold balls for the second special symbol are preferentially consumed. The details of this special symbol variation start monitoring process will be described with reference to FIGS. 37 and 38 described later.
[0253] On the other hand, when the number of operation hold balls of the second special symbol is "0", it is determined whether the number of operation hold balls of the first special symbol is "0" (step S305). Here, if the number of hold balls is not "0", it is regarded that the variation start condition of the first special symbol is satisfied. After setting the address of the first special symbol variation start monitoring table (the addresses of various tables used in the subsequent process and the address of the RAM storage area) (step S306), the process proceeds to the special symbol variation start monitoring process (step S310) on the first special symbol side.
[0254] In addition, when the variation start conditions for both the first special symbol and the second special symbol are not 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), with reference to the first special symbol variation start monitoring table or the second special symbol variation start monitoring table set in step S304 or step S306 described above, the process on the special symbol side for the current variation start is executed. Note that since the processing contents are substantially the same for the first special symbol side and the second special symbol side, except for special cases, the description will be combined without distinguishing whether it is the process on the first special symbol side or the second special symbol side.
[0256] First, as shown in FIG. 37, the number of operation reserved balls on the special symbol side for the current variation start is decremented by 1 (step S311). A symbol storage number command including the information on the number of operation reserved balls of the first special symbol and the second special symbol after the decrement is generated and stored in the command storage area of the main information storage means 180 (step S312). Next, access is made to the special symbol reserved storage area on the special symbol side for the current variation start, and the random number value per special symbol, the symbol random number value per special symbol, and the special symbol variation pattern random number value stored in the earliest reserved storage area (reserved 1 storage area) are sequentially read out. These random number values are transferred to the special symbol validity determination area, the symbol determination area, and the special symbol variation pattern determination area of the main information storage means 180 for use in the special symbol validity determination process (step S320), the symbol determination process (step S330), and the variation pattern selection process (step S423 in FIG. 41 described later) (step S313). As an update of the reserved storage area, the reserved ball information stored in the reserved 2 storage area to the reserved 4 storage area is sequentially shifted to the reserved 1 storage area to the reserved 3 storage area, and the reserved 4 storage area is cleared to zero (step S314).
[0257] Next, the special symbol winning / losing determination process is executed (step S320). In the special symbol winning / losing determination process, first, the special symbol winning / losing lottery table is acquired. At this time, if the game state is the special symbol probability variation state, the high-probability winning / losing lottery table is acquired, and if the game state is the normal state, the low-probability winning / losing lottery table is acquired. Next, the special symbol winning random value is read from the special symbol winning / losing determination area of the main information storage means 180. With reference to the special symbol winning / losing lottery table, based on the special symbol winning random value, the winning / losing determination of the special symbol is executed. The value corresponding to this winning / losing determination result (big win data "55H", small win data "33H", losing data "00H") is stored as the special symbol determination flag in the main information storage means 180.
[0258] Next, the symbol determination process is executed (step S330). In the symbol determination process, according to the result of the winning / losing determination, the stop symbol of the special symbol, the type of symbol group, and the character effect number (variable addition symbol information) are determined. The stop symbol of the special symbol, the type of symbol group, and the character effect number determined this time are stored in the symbol storage area of the main information storage means 180. Note that the character effect number is determined based on the combination of the type of symbol group determined (7 patterns of symbol groups A to G) and the operation state of the probability variation function of the special symbol and the normal symbol (4 patterns of special symbol probability variation on / special symbol probability variation off / normal symbol probability variation on / normal symbol probability variation off), and any one of 28 patterns is determined. Note that when the result of the winning / losing determination is a loss, the character effect number "0" is determined.
[0259] Next, it is determined whether the result of the winning / losing determination corresponds to a small win (step S341), and it is determined whether the result of the winning / losing determination corresponds to a big win (step S342). If the result of the winning / losing determination is a small win, the process proceeds to step S346, while if the result of the winning / losing determination is a loss, the process proceeds to step S349.
[0260] On the other hand, when the result of the win / loss determination is a big win, based on the type of symbol group (big win type) determined in step S330, it is determined whether to activate the probability variation function of the special symbol as the game state after the special game (step S343). That is, when the type of symbol group (big win type) indicates a specific symbol, it is determined to grant the probability variation function, and probability variation operation data (ST times) "64H" is stored in the probability variation count counter of the main information storage means 180. On the other hand, when the type of symbol group indicates a normal symbol, it is determined not to grant the probability variation function, and non-operation data of the probability variation "00H" is stored in the probability variation count counter (step S344). This determination result is stored in the probability variation determination flag of the main information storage means 180.
[0261] Based on the type of symbol group (big win type) determined in step S330, as the game state after the special game, the number of operations of the variation time shortening function is determined (step S345), and the number of operations of the electric chu support function is determined (step S346). This determination result (the number of operations information of the variation time shortening function (hereinafter referred to as "variation time shortening count information"), the number of operations information of the electric chu support function (hereinafter referred to as "easy ball entry state count information")) is stored in the corresponding time shortening count storage area and easy ball entry state count storage area of the main information storage means 180, respectively.
[0262] Next, based on the type of symbol group (big win type, small win type) determined in step S330, the operation pattern of the special electric accessory 642 is set (step S347). Specifically, as the operation pattern of the special electric accessory 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 winning port 64 (in this embodiment, 30 seconds, 1.8 seconds), etc. are set.
[0263] Next, based on the type of symbol group determined in step S330 and the current game state, the variable pattern selection state after the special game ends is set (step S348). In the above description, regarding the special variable state, an example was given where it is determined according to the big win symbol. However, even in the case of a small win, in step S348, the variable pattern selection state may be changed to something special. Next, return to the flow, and based on the type of symbol group determined in step S330, set the demo performance time of the special game (the win start demo time and the win end demo time) (step S349). Next, clear the special symbol win / loss determination area and the special symbol determination area of the main information storage means 180 used in the above-described special symbol win / loss determination process (step S320) and the symbol determination process (step S330) (step S351). Transition the special symbol game status on the special symbol side that is the target of the current variation from "00H (waiting)" to "01H (variation start)" (step S351).
[0264] <Special Symbol Control Process> Next, the special symbol control process (step S85) shown in FIG. 39 will be described. First, determine whether the special electric accessory 642 is in an inoperative state, that is, whether the special electric accessory game status is "00H (waiting for a win)" (step S401). Next, when the special electric accessory 642 is in an inoperative state (step S401), determine whether the second special symbol game status is not "00H (waiting)" (step S402).
[0265] When the second special symbol game status is not "00H (waiting)", in order to execute the process related to the second special symbol, set the second special symbol control table (the addresses of various tables used in the subsequent process and the address of the RAM storage area) (step S403), and transition to the special symbol control general process (step S410). On the other hand, when the second special symbol game status is "00H (waiting)", in order to execute the process related to the first special symbol, set the first special symbol control table (the addresses of various tables used in the subsequent process and the address of the RAM storage area) (step S404), and transition to the special symbol control general process (step S410).
[0266] In the special symbol control general processing described below, the processing on the special symbol side that is the target of the current change is executed using the first special symbol control table or the second special symbol control table set in step S403 or step S404 above. Since the processing methods on the first special symbol side and the second special symbol side are common, unless there are special cases, the processing on the first special symbol side and the processing on the second special symbol side will be described together without distinction. The details of this special symbol control general processing will be described later.
[0267] <Special Symbol Control General Processing> In the special symbol control general processing (step S410) shown in FIG. 40, a branch process (steps S411 to S414) for shifting to a process corresponding to the value ("01H", "02H", "03H") of the special symbol game status is executed. First, it is determined whether the special symbol game status on the special symbol side that is the target of the current 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 (start of variation)" (step S412). If the special symbol game status is "01H", the special symbol variation start process (step S420) is shifted to. The details of this special symbol variation start process will be described 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 (during variation)" (step S413). If the special symbol game status is "02H", the special symbol during variation process (step S430) is shifted to. The details of this special symbol during variation process will be described using FIG. 42 described later. If the special symbol game status is not "02H" in step S413, it is determined whether the special symbol game status is "03H (displaying stop symbols)" (step S414). If the special symbol game status is "03H", the special symbol displaying stop symbols process (step S440) is shifted to. The details of this special symbol displaying stop symbols process will be described using FIG. 43 described later.
[0268] <Special Symbol Variation Start Processing> First, as shown in FIG. 41, based on the result of the win / loss lottery, the winning symbol, the number of holds, the type of special symbol, and the variation pattern selection state, etc., a special symbol variation pattern table is acquired (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, based on the special symbol variation pattern random number value, one of a plurality of types of variation patterns is selected (step S423).
[0269] Next, a variation time corresponding to the variation pattern selected this time is set (step S424). As the setting for the start of the special symbol variation, the variation time is stored in the special symbol game timer of the symbol display control means 155 (step S425), and a variation start command to the effect control board 200 is generated (step S426). As the variation start command, in order to start the symbol variation effect in the effect display device 70, a variation pattern designation command and a symbol designation command are generated in sequence and stored in the command storage area of the main information storage means 180.
[0270] Next, the content of the special symbol variation pattern determination area of the main information storage means 180 used for determining the variation pattern is cleared (step S427). The special symbol game status is transitioned from "01H (variation start)" to "02H (variation in progress)" (step S428).
[0271] <Special Symbol Variation In-Progress Processing> First, as shown in FIG. 42, in order to perform the variable display of the special symbol, the 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 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 variably display or fixedly display the special symbol, and at every predetermined switching time, a specific display unit in the special symbol display device during variable display blinks, or individual LEDs of the display unit are sequentially lit to execute a display indicating that it is in a variable state.
[0272] Next, it is determined whether the special symbol game timer has become "0 (timeout)", that is, whether the variable time of the special symbol has ended (step S432). When the variable time of the special symbol has ended, the stop symbol of the special symbol to be fixedly displayed is set for the first special symbol display device 171 or the second special symbol display device 172 (step S433). Next, a variable stop command for instructing the fixed display of the decorative symbol is generated for the effect control board 200, and this is stored in the command storage area of the main information storage means 180 (step S434).
[0273] Next, "125", which is data corresponding to 500 ms as the fixed display time, is stored in the special symbol game timer (step S435). Note that the "fixed display time" is the time for fixedly stopping and displaying the stop symbol when the special symbol stops changing. The special symbol game status is transitioned from "02H (changing)" to "03H (displaying stop symbol)" (step S436).
[0274] <Special Symbol Stop Symbol Displaying Process> First, as shown in FIG. 43, it is determined whether the special symbol game timer has become "0 (timeout)", that is, whether the fixed display time of the special symbol (stop symbol) has ended (step S441). Here, when the fixed display time of the special symbol has ended, the special symbol game status is transitioned from "03H (displaying stop symbol)" to "00H (waiting)" (step S442).
[0275] Next, it is determined whether or not the success / failure determination data stored in the special symbol determination flag of the main information storage means 180 is the big win data "55H" (step S443). When the success / failure determination data is the big win data, the operation of the probability variation function of the special symbol is stopped (step S444), the operation of the variation time shortening function of the special symbol is stopped (step S445), and the operation of the electric chewing support function is stopped (step S446) are performed in order.
[0276] Next, as the start demo setting process of the special game, the start demo display time is set, and an effect control command (big win start demo command) instructing the start of the start demo effect is generated (step S447). Next, the execution count (variation pattern selection state count counter) of the variation pattern selection state is cleared to zero (step S448). The special electric accessory game status is transitioned from "00H (waiting for a win state)" to "01H (special game)" (step S449). In order to clear the content of the success / failure determination flag, "00H" is set (step S450).
[0277] On the other hand, when the success / failure determination data is not the big win data (step S443), it is determined whether or not the probability variation function of the special symbol is in operation (step S451). As shown in FIG. 44, when the probability variation function of the special symbol is in operation (step S451), the probability variation count counter of the main information storage means 180 is decremented by 1 as the consumed amount of the current variation count of the special symbol (step S452). Next, it is determined whether or not the probability variation count counter is zero (step S453). When the probability variation count counter is zero, the operation of the probability variation function of the special symbol is stopped (step S454). On the other hand, when the probability variation count counter after 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 variation time shortening function is in operation (step S455). If the special symbol variation time shortening function is in operation, the time shortening count in the main information storage means 180 is decremented by 1 as the consumed number of times of the current special symbol variation (step S456). Next, it is determined whether or not the time shortening count is zero (step S457). If the time shortening count is zero, it is considered that the end count of the special symbol time shortening state has been reached, and the operation of the special symbol variation time shortening function is stopped (step S458). On the other hand, if the time shortening count after the subtraction is not zero, step S458 is skipped and the process proceeds to step S459.
[0279] Next, it is determined whether or not the electric chewing gum support function is in operation (step S459). If the electric chewing gum support function is in operation, the number of times of the easy ball entry state in the main information storage means 180 is decremented by 1 as the consumed number of times of the current special symbol variation (step S460). Next, it is determined whether or not the number of times of the easy ball entry state count is zero (step S461). If the number of times of the easy ball entry state count is zero, it is considered that the end count of the easy ball entry state has been reached, and the operation of the electric chewing gum support function is stopped (step S462). On the other hand, if the number of times of the easy ball entry state count after the subtraction is not zero, step S462 is skipped and the process proceeds to step S463.
[0280] Next, the number of times of the variation pattern selection state count in the main information storage means 180 is decremented by 1 (step S463). The variation pattern selection state is updated (step S464). Specifically, referring to the number of times of the variation pattern selection state count in the main information storage means 180, it is determined whether or not the number of executions of the current variation pattern selection state has reached a preset end count. If the end count has been reached, the process switches 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, an effect control command (game state designation command) including the current game state information and the variation pattern selection state information updated in the above-described steps S451 to S464 is generated and stored in the command storage area of the main information storage means 180 (step S465). Note that on the side of the effect control board 200, based on the information of this game state designation command, the setting and update of the effect mode are executed.
[0282] Next, it is determined whether or not the small hit data "33H" is stored in the special symbol determination flag (step S466). If the small hit data is stored, as the start demo setting process of the small hit game, the start demo display time is set, and an effect control command (small hit start demo command) instructing the start of the start demo effect is generated (step S467). Next, the special electric accessory game status is transitioned from "00H (waiting for a hit state)" to "02H (small hit game)" (step S468). "00H" is set to clear the content of the determination flag (step S469).
[0283] On the other hand, if the small hit data "33H" is not stored in the special symbol determination flag, that is, if the miss 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 miss data, the process of clearing the content of the flag is not performed because the "00H" is originally stored as miss data.
[0284] <Special Electric Accessory Control Process> First, as shown in FIG. 46, it is determined whether the special electric accessory game status is "01H (special game: big win)" (step S501). If the special electric accessory game status is "01H", special game processing is executed in the subsequent processing. In this special game processing, first, it is determined whether the special electric accessory 642 is in operation (step S502). If the special electric accessory 642 is not in operation, it is determined whether it is the operation start time of the special electric accessory 642 (step S503). The operation start time of the special electric accessory 642 is the timing at which the operation of the special electric accessory 642 is started in each round game.
[0285] If it is the operation start time of the special electric accessory 642, an effect control command (round effect designation command) is generated to start the round effect, and this is stored in the command storage area of the main information storage means 180 (step S504). On the side of the effect control board 200, based on the information of this round effect designation command (information such as the current round number), a round effect corresponding to each round game during the special game is executed. After starting the operation of the special electric accessory 642 (step S505), as the processing during the operation of the special electric accessory 642, the processing of steps S506 to S510 is executed.
[0286] As the processing during the operation of the special electric accessory 642, it is determined whether the game balls have entered the big winning opening 64 by the maximum number of winning balls (step S506), and it is determined whether the operation time (opening time) of the special electric accessory 642 has elapsed (step S507). At this time, if the game balls have entered the big winning opening 64 by the maximum number of winning balls or the operation time of the special electric accessory 642 has elapsed, the operation of the special electric accessory 642 is stopped (step S508). It is determined whether the continuous operation count of the special electric accessory 642 has reached a predetermined specified number of rounds (step S509). If the continuous operation count has not reached the specified number of rounds, the continuous operation count of the special electric accessory 642 is incremented by 1 (step S510).
[0287] On the other hand, when the number of continuous operations of the special electric accessory 642 reaches the specified number of rounds, the process proceeds to step S511 shown in FIG. 47, and as the winning end demo setting process for the special game, the end demo display time is set, and an effect control command (big win end demo command) instructing the start of the end demo effect is generated (step S511).
[0288] Next, the probability variation count information set in step S344 is stored in the probability variation count counter (step S512). The variation time shortening count information set in step S345 is stored in the time shortening count counter (step S513). The easy ball entry state count information set in step S346 is stored in the easy ball entry state count counter (step S514).
[0289] Next, referring to the content of the probability variation determination flag set in step S343, it is determined whether the probability variation count information stored in the probability variation count counter is the probability variation function data ("64H") (step S515). If the probability variation count information is the probability variation function data, the operation of the probability variation function of the special symbol is started (step S516). On the other hand, if the probability variation count information is not the probability variation function data (when step S515 is NO), the execution of step S516 is omitted.
[0290] Next, it is determined whether the variation time shortening count information stored in the time shortening count counter is the variation time shortening function operation data (data other than "00H") (step S517). If it is the variation time shortening function operation data, the operation of the variation time shortening function of the special symbol is started (step S518). On the other hand, if it is not the variation time shortening function operation data, the execution of step S518 is omitted.
[0291] Next, it is determined whether the number-of-times-of-easy-entry state information stored in the easy-entry state number counter is electric-chute support function operation data (data other than "00H") (step S519). If it is electric-chute support function operation data, the operation of the electric-chute support function is started (steps S520 to S522). That is, the operation start of the probability variation function of the normal symbol (step S520), the operation start of the variation time shortening function of the normal symbol (step S521), and the operation start of the opening extension function of the normal electric accessory 622 (step S522) are executed in order. On the other hand, if it is not electric-chute support function operation data, the execution of steps S520 to S522 is omitted.
[0292] Next, the variation pattern selection state determined in step S347 above is switched (step S523). Next, an effect control command (game state designation command) including the game state information and the variation pattern selection state information after the special game set in steps S512 to S523 above is generated and stored in the command storage area of the main information storage means 180 (step S524). Note that on the effect control board 200 side, the effect mode after the special game is set based on the information of this game state designation command. The special electric accessory game status is transitioned from "01H (special game)" to "00H (waiting for a win state)" (step S525).
[0293] On the other hand, when the special electric accessory game status is not "01H" (step S501), the process proceeds to step S530 to determine whether the special electric accessory game status is "02H (special game: small win game)" (step S530). If the special electric accessory game status is "02H", the small win game process is executed in the subsequent process.
[0294] In the small win game process, first, it is determined whether the special electric accessory 642 is in operation (step S531). If the special electric accessory 642 is not in operation, the operation of the special electric accessory 642 is started (step S532). On the other hand, if the special electric accessory 642 is in operation, the execution of step S532 is omitted.
[0295] Next, as processing during the operation of the special electric accessory 642, it is determined whether or not the maximum number of winning balls has entered the big winning opening 64 (step S533), and it is determined whether or not the operation time (opening time) of the special electric accessory 642 has elapsed (step S534). At this time, if the maximum number of winning balls has entered the big winning opening 64 or if the operation time of the special electric accessory 642 has elapsed, the operation of the special electric accessory 642 is stopped (step S535).
[0296] Next, as the end demonstration setting process of the small win game, the end demonstration display time is set, and an effect control command (small win end demonstration command) instructing the start of the end demonstration effect is generated (step S536). Next, it is switched to the variable pattern selection state determined in step S347 (step S537). Next, an effect control command (game state designation command) including the variable 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 on the effect control board 200 side, for example, for determining the timing of transition of the effect mode and specifying the effect mode of the transition destination. The special electric accessory game status is transitioned from "01H (special game)" to "00H (waiting for a win state)" (step S539).
[0297] <Processing on the effect control board side> 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 production control side, basically, the processing proceeds after setting to either a state of prohibiting all interrupts or a state of prohibiting interrupts other than the production control command reception interrupt. Then, when the main processing on the production control side becomes an interrupt-enabled state, the main processing is interrupted and each interrupt processing is executed. In each interrupt processing, when a request for another interrupt processing occurs (multiple interrupts occur) during the execution of the interrupt processing, if the interrupt processing has a higher priority level than the interrupt processing being executed, in principle, the interrupt request is permitted, while if the interrupt processing has a lower priority level or the same priority level as the interrupt processing being executed, the interrupt request is prohibited. That is, each interrupt processing proceeds with other interrupts having the same or lower priority levels prohibited. When returning from each interrupt processing to the main processing on the production control side, it returns to a state of permitting all interrupts. Note that the priority order (priority level) of such interrupt factors is defined by the register settings of the aforementioned interrupt controller.
[0300] <Reset start processing> Figure 49 is a flowchart showing an example of the reset start processing of the production control board 200. In this reset start processing, it is started by any one of the reset at power-on, the reset caused by various abnormalities, and the reset caused by the WDT (when runaway is detected). After the security check of the production control CPU 201 is performed, the program starts and the processing after step S801 is started.
[0301] First, as an initial setting required at power-on, the top address is set as the initial value of the stack area in the stack pointer (step S801). All interrupt processing is prohibited until various initial settings are completed (step S802).
[0302] Next, as basic settings related to hardware, an initial value is set in the built-in register provided in the effect control CPU 201, and the I / O port circuit 204 is initialized (step S803). Further, the memory area in the effect control RAM 203 is initialized (step S804). Here, an initial value is set for variables with an initial value, and initialization is performed by clearing to 0 for variables without an initial value. The effect control CPU 201 appropriately expands the control program stored in the effect control ROM 202 to the effect control RAM 203.
[0303] Next, interrupts other than the reception interrupt process of the effect control command are prohibited (step S805). Next, among various errors set in common for each model in advance, a process of setting the types of errors to be valid for the model is executed (step S806). Further, a turn-off request is made to turn off all the effect lamps 10 and 25 (frame lamp 10, panel lamp 25) (step S807). A watchdog timer is started to monitor the runaway of the effect control CPU 201 (step S808).
[0304] Next, the effect control side main process is executed (step S809). The details of this effect control side main process will be described with reference to FIG. 50. Note that when shifting to the effect control side main process in the above-described step S809, it is normally impossible to return to the reset start process. However, if, by chance, a program bug or the like causes a return to this reset start process, the power consumption mode shifts to a low power consumption mode (sleep mode) in which the power consumption is reduced compared to the normal operation.
[0305] <Effect control side main process> FIG. 50 is a flowchart showing the details of the effect control side main process (step S809) shown in FIG. 49.
[0306] First, an address (the starting address where the production control program is expanded) is obtained to start checking whether the production control program is accurately expanded in the production control RAM 203 within the production control side main process (step S811). Next, all interrupts are permitted, that is, the activation of various interrupt processes is permitted (step S812).
[0307] Next, the initialization operation of the device is executed (step S813). This initialization operation is an operation mode that is executed only once when the power of the gaming machine is turned on (at the start of reset), and is executed for the purpose of checking the position information necessary for controlling the operation of the movable accessory by devices such as motors and solenoids. Note that at the end of the initialization operation, the movable accessory returns to a preset initial position (reference position).
[0308] Next, the watchdog timer is cleared to restart the watchdog timer (step S814). At this time, when the production control CPU 201 is executing the production program normally, within a preset timeout period, a predetermined clear word is written to the WDT clear register of the production control CPU 201, and the watchdog timer is cleared and restarted. On the other hand, when the watchdog timer times out, a user reset occurs.
[0309] Next, the input port check process is executed (step S815). In this input port check process, in the port input / output process (step S1112) in the production control side timer interrupt process (see FIG. 56) described later, the reading of the I / O port circuit 204 (input port) is monitored each time an interrupt occurs. As a result of monitoring a plurality of times (for example, 4 times), when the states of all input ports are "1", the signal level is changed to "1 (H level)", when the states of all input ports are "0", the signal level is changed to "0 (L level)", and when the states of the input ports are otherwise, the signal level is not changed (thereby determining the input signal).
[0310] Next, the error effect management process is executed (step S816). In this error effect management process, based on the error effect pattern set in the subsequent command analysis process (step S820), error effects by various devices are started. Further, in the error effect management process, an initial value (error effect time) is set in the error management timer to manage the progress of the error effect. This error management timer is decremented and updated at a cycle of 16 ms in the error management timer update process (step S1120) of the effect control side timer interrupt process. When the error management timer times out, the error effect is terminated.
[0311] Next, the effect button monitoring control process is executed (step S817). In this effect button monitoring control process, when a button preview effect is incorporated during symbol variation, the input state of the effect button 15 within 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 types of preset effect contents according to the button preview effect. Note that the input operation of the button by the player is monitored in the port input process (step S1112) of the effect control side timer interrupt process described later, and in this effect button monitoring control process, it is determined whether a flag regarded as a valid button operation or a flag for effect switching is established, and the execution control of the effect based on the button press is performed.
[0312] Next, a preliminary lottery management process is executed (step S818). In this preliminary lottery management process, a preliminary performance pattern (preliminary performance number) that determines the content of the preliminary performance that occurs at each stage of the variation process of the decorative pattern is determined by lottery according to the scenario of the variable performance pattern selected in the subsequent command analysis process (step S820). The preliminary performance number determined here is temporarily stored in the preliminary performance number storage area of the performance control information storage means 260. An image control command for designating this preliminary performance number to the image control board 300 side is generated and set in the image control command buffer of the performance control information storage means 260. At this time, when a prop preliminary performance pattern (prop preliminary performance number) is selected as the preliminary performance pattern, a prop request is generated, and in the subsequent device management process (step S819), the drive pattern of the movable prop is specified. In the present embodiment, not all of the plurality of types of preliminary performances (preliminary performance patterns) that occur within one variation of the decorative pattern are selected within one main loop process. Instead, in order to improve the efficiency of the main loop process, the occurrence timing of the preliminary performance (for example, the variation start stage, the reach occurrence stage, the variation stop stage, the effective operation time of the performance button 15) is divided, and the lottery is performed across a plurality of main loop processes. At that time, for the preliminary performance that occurs at the variation start stage of the decorative pattern, it is necessary to synchronize with the start of the variation of the decorative pattern (transmit the image control command immediately), so the lottery is executed 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 every 1 frame time (the time required to update the image frame once: 16 ms) is stored as schedule data. In this embodiment, the 1 frame time corresponds to the time required for the drawing process of 1 frame when the effect display device 70 performs drawing etc. at about 60 frames per second (= about 60 fps). Similarly, in the drive pattern data of the movable accessory, drive data associated every interrupt period (1 ms) is stored as schedule data. Thereby, 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 process of the main performance processing of this cycle, it is determined whether parsing of performance control commands (hereinafter referred to as "command parsing") has been executed (step S821). If command parsing is being executed, the process returns to step S814, and steps S814 to S821 are repeatedly executed. On the other hand, if command parsing has not been executed, performance lottery random number update processing is executed (step S822). In this performance lottery random number update processing, performance lottery random numbers such as the preview lottery random number, the decoration pattern random number, the variable performance pattern random number, and the preview performance pattern random number are updated. Specifically, the value of each random number counter is incremented by 1, and when the value exceeds the maximum value, it is returned to the minimum value.
[0316] <Command Analysis Processing> Figure 51 is a flowchart showing the details of the command analysis processing (step S820) shown in Figure 50. In this command analysis processing, it is monitored whether the performance control command held in the output port in the main control board 100 is taken into the command storage area of the performance control information storage means 260 as shown below. When the performance control command is taken in and stored, performance control processing corresponding to the type of this performance control command is executed.
[0317] First, it is determined whether 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 the performance state transition processing (step S832). In this performance state transition processing, processing for transitioning the performance mode is executed based on the variation pattern selection state information included in the game state designation command. The details of this performance state transition processing will be described later using Figure 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-read determination is executed based on the information of the pre-determination result, and processing for updating the number of hold images displayed on the hold display section (not shown) of the production display device 70 and the display mode (display color, etc.) 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, if the received symbol variation-related command is a variation start command, processing for starting a symbol variation production is executed, and if the received symbol variation-related command is a variation stop command, processing 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, which will be 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, processing for executing a start demo production, a round production, and an end demo production is executed. The details of this jackpot production content determination processing will be described with reference to FIGS. 54 and 55, which will be described later.
[0321] Next, it is determined whether or not a hit demonstration-related command is stored in the command storage area of the production control information storage means 260 (step S839). Here, the hit demonstration-related commands include a hit start demonstration command and a hit end demonstration command. If a hit demonstration-related command is stored, the process proceeds to the hit demonstration content determination process (step S840). In this hit demonstration content determination process, processes for executing a hit start demonstration and a hit end demonstration are executed.
[0322] Next, it is determined whether or not an error demonstration designation command is stored in the command storage area of the production control information storage means 260 (step S841). If this error demonstration designation command is stored, the process proceeds to the error demonstration content determination process (step S842). In this error demonstration content determination process, the error demonstration designation command is read from the production control information storage means 260, and an error demonstration pattern for notifying the error state is determined based on the image display of the production display device 70 and the light emission modes of the production lamps 10 and 25.
[0323] In addition, if no production control command is stored in the command storage area of the production control information storage means 260 in steps S831, S833, S835, S837, S839, and S841, the command analysis process is terminated. Note that since the loop process of the production control side main process (steps S814 to S822) is synchronized with the image display cycle (1 frame = 16 ms) of the image control CPU 301, the command analysis process in step S821 and the production lottery random number update process in step S822 are repeatedly executed. If it exceeds 16 ms, the process returns to step S814.
[0324] <Production state transition process> FIG. 52 is a flowchart showing details of the production state transition process (step S832) shown in FIG. 51.
[0325] First, analyze the content of the game state designation command from the main control board 100, and acquire information regarding the variable pattern selection state included in the content of this command (step S901). Next, based on the information regarding the variable pattern selection state acquired in step S901 above, determine whether or not the timing for transitioning the effect mode has arrived (step S902). If the timing for transitioning the effect mode has arrived, starting from step S903, perform the transition setting to a predetermined effect mode. Note that as the timing for transitioning the effect mode, in principle, it is linked to the probability variation function, the variation time shortening function, the operation of the electric cheat support function, and the timing for transitioning the variable pattern selection state after the end of a special game. For example, it is when the special game ends or when the final number of times of the variable pattern selection state is reached. Note that the final number of times of the variable pattern selection state is the number related to the number of times of variation of the special symbol.
[0326] First, determine whether or not the destination of the transition of the variable pattern selection state managed on 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, set the normal effect mode Mα as the destination of the effect mode (step S904). When transitioning to this normal effect mode Mα, the normal background data number is set in the background data storage area of the effect control information storage means 260 (step S905). In the normal effect mode Mα, from the next symbol variation, a normal background image representing, for example, "wilderness" is displayed on the effect display device 70. On the other hand, if the destination is not the low-probability normal variation state α (step S903), determine whether or not the destination of the transition of the variable pattern selection state is the high-probability short-time variation state β (step S906). If the destination is the high-probability short-time variation state β, set the probability variation effect mode Mβ as the destination of the effect mode (step S907). When transitioning to this probability variation effect mode A, the probability variation background data number is set in the background data storage area of the effect control information storage means 260 (step S908). In the probability variation effect mode Mβ, from the next symbol variation, a probability variation background image representing, for example, "fortress" is displayed on the effect display device 70.
[0327] When the transition destination of the variable pattern selection state is not the high-probability short-time variable state β (step S906), it is determined whether the transition destination of the variable pattern selection state is the high-probability special variable state γ (step S909). When the transition destination is the high-probability special variable state γ, the special effect mode Mγ is set as the transition destination of the effect mode (step S910). Next, it is determined whether the special continuous effect flag in the effect control information storage means 260 is on (step S911). The special continuous effect flag is a flag that is turned on when a special continuous effect is executed. When the special continuous effect flag is on, a special background data number is set in the background data storage area of the effect control information storage means 260 (step S912). In the special effect mode Mγ, a special background image representing, for example, "starry sky" is displayed on the effect display device 70 from the next symbol variation. On the other hand, when the special continuous effect flag is off, a sure-variable background data number is set in the background data storage area of the effect control information storage means 260 (step S913). In the special effect mode Mγ, a sure-variable background image (substantially the same background image as in the case of the sure-variable effect mode Mβ) representing, for example, "castle" is displayed on the effect display device 70 from the next symbol variation. Next, an image control command for instructing the display of the effect content (background image) determined in this process is generated and stored in the command storage area of the effect control information storage means 260 (step S921). Also, as for the change of the effect mode, there is also a change determined on the side of the effect control board 200 that is not based on the game state of the main control board 100. For example, when the normal game state (low probability / low base) is continuously performed a predetermined number of times on the main control board 100 side, or when winning a prediction lottery for executing a special effect mode, or when it is determined that the timer value or RTC circuit for measuring the elapsed time from power-on has reached a predetermined time and a special effect is executed.
[0328] <Variable effect content determination process> FIG. 53 is a flowchart showing the details of the variable effect content determination process (step S836) shown in FIG. 51.
[0329] First, it is determined whether a variation start command is stored in the production control information storage means 260 (step S931). If the variation start command is stored, the content of this variation start command (variation pattern designation command, variation additional symbol information designation command, character production number designation command) is analyzed, and information indicating the result of the win / loss lottery, symbol group, variation pattern (variation time), game state, etc. included in the content of this command is acquired (step S932). Note that this acquired information is stored in the variation production content determination area of the production control information storage means 260.
[0330] Next, a variation production pattern selection process is executed (step S933). In this variation production pattern selection process, based on the variation pattern information acquired in step S932 and the production mode set in the production state transition process of step S832, a variation production pattern table is acquired, and a variation production pattern random number value is acquired from the production lottery random number generation means 210, and any one of the plurality of types of variation production patterns is determined by lottery. The variation production pattern constitutes a scenario of the production display process in which the variation mode of the decorative symbol, the type and occurrence timing of the reach production, the type and occurrence timing of the preview production, etc. are defined. The variation production pattern number determined here is temporarily stored in the variation production pattern storage area of the production control information storage means 260. A lamp production number corresponding to the selected variation production pattern number is requested, and this requested lamp production number is set in the lamp request storage area of the production 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, based on the symbol group information and the variation pattern information acquired in step S932, the combination of stop symbols (left symbol · middle symbol · right symbol) of the decorative symbol to be finally stopped is determined by lottery respectively. The decorative symbol combination number determined here is temporarily stored in the decorative symbol storage area of the production control information storage means 260.
[0332] Next, as an update to the look-ahead information storage area of the production control information storage means 260, the hold ball information stored in the hold 2 storage area to the hold 4 storage area is shifted to the lower hold storage area, and the hold 4 storage area is cleared to zero (step S935).
[0333] Based on the production information obtained in steps S933 to S935 above, an image control command (variation start command) required for the start of the variation of the decorative pattern is generated, and this image control command is set in the command storage area of the production control information storage means 260 (step S939).
[0334] On the other hand, when the variation start command is not stored (step S931), it is determined whether a variation stop command is stored in the production control information storage means 260 (step S940). When the variation stop command is stored (step S940), the content of the variation stop command is analyzed, and the pattern stop information included in the content of this command is acquired (step S941). An image control command (variation production stop command) required for the stop of the variation of the decorative pattern is generated, and this image control command is set in the command storage area of the production control information storage means 260 (step S942).
[0335] <Jackpot Production Content Determination Process> FIG. 54 and FIG. 55 are flowcharts showing the details of the jackpot production content determination process (step S836) shown in FIG. 51.
[0336] First, it is determined whether a start demo command is stored in the production control information storage means 260 (step S1001). If the start demo command is stored, the content of the start demo command is analyzed, and information indicating the jackpot type etc. included in the content of this command is acquired (step S1002). Note that this acquired information is stored in the jackpot production content determination area of the production control information storage means 260. Next, the jackpot win streak counter for counting the number of consecutive wins is updated (step S1003). Specifically, if the current jackpot is a jackpot in the normal state (referred to as "first win"), "1" is set in the jackpot win streak counter, and if it is a consecutive win, the jackpot win streak counter is incremented by "1".
[0337] Next, a jackpot production pattern selection process for determining the content of the jackpot production pattern (start demo production pattern, round production pattern, end demo production pattern) is executed (step S1004). In this jackpot production pattern selection process, a jackpot production pattern table (not shown) is acquired, and a jackpot production pattern random number value is acquired from the production lottery random number generation means 210, and any one of the plurality of types of jackpot production patterns is determined by lottery. The jackpot production pattern number determined here is temporarily stored in the jackpot production pattern storage area of the production control information storage means 260. This jackpot production pattern number includes, for example, a start demo pattern number, a round production pattern number, and an end demo pattern number.
[0338] Next, a determination process for a hold-in consecutive win production is executed (step S1005). In this determination process for a hold-in consecutive win production, when there is a hold for a jackpot in the hold existing when the jackpot game is executed, in a game state after the jackpot ends (especially the probability-variable game state), it is determined whether the hold-in consecutive win production can be executed, and if it is determined to execute the hold-in consecutive win production, the special continuous production flag is turned on and a consecutive win production pattern is selected.
[0339] Next, the jackpot effect replacement process is executed (step S1006). In this jackpot effect replacement process, when a hold internal consecutive winning effect (special consecutive effect) is executed, the normal start demo effect pattern and the normal end demo effect pattern are replaced with the special start demo effect pattern and the special end demo effect pattern. In this embodiment, the object of the prediction determination in the hold internal consecutive winning effect is the subsequent active hold ball that exists at the start time of the special game (at the end of the variation) when the previous active hold ball wins the jackpot. Therefore, even if the active hold ball generated during the special game is a specific hold, the hold internal consecutive winning effect determination process (step S1005) and the replacement process (step S1006) are not executed. However, when a specific hold occurs during the special game, the hold internal consecutive winning effect determination process and the replacement process may be executed even during the special game, and the jackpot effect data set at the start of the special game may be replaced.
[0340] The start demo effect pattern number temporarily stored in the jackpot effect pattern storage area of the effect control information storage means 260 in steps S1004 and S1006 is transferred to the start demo effect storage area of the effect control information storage means 260 to set the start of the start demo effect (step S1007).
[0341] Next, it is determined whether or not a round performance designation command is stored in the effect control information storage means 260 (step S1011). If the 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 winning times at the big winning opening 64 included in the content of this command is acquired (step S1012). Note that this acquired information is stored in the big win performance content determination area of the effect control information storage means 260. Next, based on the information acquired in step S1012 above, the round number counter of the effect control information storage means 260 is updated (step S1013), and the big winning number counter of the effect control information storage means 260 is updated (step S1014). Note that in the present embodiment, since "14" prize balls are paid out every time a game ball enters the big winning opening 64, the number of acquired prize balls is calculated by multiplying the number of winning times at the big winning opening 64 by "14".
[0342] Next, it is determined whether or not the pseudo count flag of the effect control information storage means 260 is on (step S1015). The pseudo count flag is a flag that is turned on when a pseudo count effect for notifying the number of rounds and the number of acquired prize balls in a previous special game by adding them to the number of rounds and the number of acquired prize balls in a subsequent special game is to be executed. If the pseudo count flag is on, that is, if a round performance (pseudo count effect) in a 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 times the round game was executed in the previous special game (round number: 10R) is added to the number of times the round game was executed and stored in the round number counter (round number: 1R to 10R). Thereby, in the special continuous effect, the first round game in the subsequent special game is notified as the 11th round game.
[0343] Next, a virtual addition process for the number of acquired prize balls is executed (step S1017). In this virtual addition process for the number of acquired prize balls, the number of winning times stored in the big win counter is added to the number of winning times at the big win opening in the previous special game. As a result, in the special continuous effect, the number of prize balls acquired in the subsequent special game is notified as the total number of prize balls acquired in the previous and subsequent special games.
[0344] In steps S1004 and S1006 above, the round effect pattern number temporarily stored in the big win effect pattern storage area of the effect control information storage means 260 is transferred to the round effect storage area of the effect control information storage means 260 together with the values of the round counter and the big win counter, and the start of the round effect is set (step S1018).
[0345] Next, it is determined whether an end demo command is stored in the effect control information storage means 260 (step S1021). If an end demo command is stored, the content of the end demo command is analyzed, and the information included in the content of this command is acquired (step S1022). Note that this acquired information is stored in the big win effect content determination area of the effect control information storage means 260. Next, it is determined whether the special continuous effect flag of the effect control information storage means 260 is on (step S1023), and it is determined whether to execute a suspended internal continuous winning effect. If the special continuous effect flag is on, the value of the round counter (number of rounds) and the value of the big win counter (number of big wins) are temporarily stored in the previous big win storage area of the effect control information storage means 260 (step S1024). This is because if the current big win corresponds to the previous big win in the special continuous effect, the final number of rounds and the number of big wins in the previous big win are scheduled to be used in the virtual addition process (steps S1016 and S1017) in the subsequent big win effect, so they are stored as the recording information of the previous special game. Therefore, in the virtual addition process in steps S1016 and S1017 above, the values (number of rounds and number of big wins) stored in this previous big win storage area are added. Next, the round counter and the big win counter of the effect control information storage means 260 are cleared (steps S1025 and S1026).
[0346] Next, it is determined whether the pseudo count flag of the effect 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 the queued inside straight flush effect flag of the effect control information storage means 260 is on (step S1035). If the queued inside straight flush effect flag is on, the queued inside straight flush effect flag of the effect control information storage means 260 is turned off (step S1036).
[0347] Next, the end demo effect pattern number temporarily stored in the jackpot effect pattern storage area of the effect control information storage means 260 in steps S1004 and S1006 is transferred to the end demo effect storage area of the effect control information storage means 260 to set the start of the end demo effect (step S1037). Based on the effect information acquired in steps S1005, S1007, S1018, and S1037, an image control command required for the jackpot effect is generated, and this image control command is set in the command storage area of the effect control information storage means 260 (step S1038).
[0348] <Effect control side timer interrupt processing> FIG. 56 is a flowchart showing an example of the effect control side timer interrupt processing. This timer interrupt processing is activated by clock pulses at regular intervals and is executed so as to interrupt the above-described effect control side main processing.
[0349] When a timer interrupt occurs, after saving the contents of the registers in the effect control CPU 201 to the stack area of the effect control RAM 203, the processing after step S1111 is sequentially executed. In this timer interrupt processing, interrupts with a priority level of 2 or higher, such as an effect 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. On the other hand, in the output processing, various control signals (motor control signals) temporarily stored in the effect control information storage means 260 are read out 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 specified in the above-described device management processing (step S819) and set in the drive data storage area of the effect 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, at the next timer interrupt processing, the drive data is output from the I / O port circuit 204 to the motor driver 92. 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, effect timer update processing is executed (step S1114). In this effect timer update processing, the values of various effect timers used for effect operation control are updated by subtracting one interrupt period (for example, 1 ms) at a time. The effect timers include a timer for managing the variation time of the decorative pattern and a timer for managing the generation timing of the pre-warning effect. By this effect timer, the time schedule in the variation effect pattern is managed, and time management such as the drive timing of the movable accessory and the lighting timing of the effect lamps 10 and 25 is performed on the time axis. Note that the effect timer is also used in the device control data output processing (step S1113) and the lamp data update processing (step S1118) in this effect control timer interrupt processing.
[0353] Next, the button control timer update process is executed (step S1115). The value of the effective time management timer for managing the operation effective time of the effect button 15 is updated by subtracting the interrupt period (1 ms in this embodiment). Note that the operation effective time is the time during which the operation input of the effect button 15 is valid. Then, if there is effect information acquired according to the timer values updated in steps S1114 and S1115 above, an image control command required for the target effect is generated, and this image control command is set in the command storage area of the effect control information storage means 260 (step S1116).
[0354] Next, the task control counter update process is executed (step S1117). In this task control counter update process, the value of the task counter ("0" to "15") is updated every timer interrupt. Specifically, if the value of the task counter is from "0" to "14", it is incremented by 1, and if the value of the task counter is "15", it is reset to "0". That is, this task counter can have a cycle period of 16 ms. Various tasks (task processes) are assigned corresponding to the value of the task counter updated this time, and according to the value of the task counter, processes 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) are executed. In this embodiment, among the values of the task counter ("0" to "15"), one value is assigned to the lamp control task, two other values (values with an 8 ms interval from each other) are assigned to the runaway monitoring tasks, and one other value is assigned to the error management task (explanation of other tasks is omitted). Note that, as described above, the cycle period of the task counter is set to 16 ms in order to match the minimum unit of 16 ms for the switching control of the effect lamps 10 and 25. The minimum unit of this switching control of the effect lamps 10 and 25 corresponds to the time of one frame of the image frame, realizing the synchronization between the image effect and the lamp effect.
[0355] Next, the 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 specified in the above-described device management process (step S819) and 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 effect lamps 10 and 25. When the lamp data is set, the lamp data is automatically output from the output port (serial port) to the lamp connection board 91 by serial transfer. This output process of the lamp data 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 bit by bit in synchronization with the serial clock. This process is repeated until the transmission buffer becomes empty, whereby all the lamp data (all bytes) stored in the transmission buffer is output. Therefore, in this lamp data update process, the lamp data is switched every 1 frame time (16 ms) according to the lamp pattern, and this lamp data is output to the lamp connection board 91 by serial transfer. Note that this lamp data update process is a process that is executed when the value of the task counter becomes a predetermined value (a value indicating the lamp control task) in the above-described task control counter update process (step S1117) (that is, a process that is executed at a 16 ms cycle).
[0356] Next, the 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. When 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 has run away, and a reset signal is sent from the effect control board 200 to the image control board 300. As a result, on the image control board 300 side, a predetermined reset process is executed due to the occurrence of the reset state of the image control CPU 301. Note that the toggle signal is a signal with a waveform in which the H level / L level alternates repeatedly every frame time. Note that this image CPU runaway monitoring process is a process that is executed when the value of the task counter becomes a predetermined value (a value indicating the image monitoring task) in the above-described task control counter update process (step S1117).
[0357] Next, the error management timer process is executed (step S1120). In this error management timer process, the value of the error effect timer for managing the error effect time set in the above-described error effect management process (step S817) is subtracted and updated. Note that this error management timer process is a process that is executed when the value of the task counter becomes a predetermined value (a value indicating the error management task) in the above-described task control counter update process (step S1117). After setting all interrupts to be permitted and restoring the contents of the saved register, the effect control side timer interrupt process is terminated and the process returns to the original process before the interrupt occurred.
[0358] <Transmission Interrupt Process of Image Control Command> FIG. 57 is a flowchart showing an example of the transmission interrupt process of the image control command. This transmission interrupt process of the image control command occurs at a preset fixed interval (500 μs).
[0359] In the transmission interrupt process of this image control command, first, the image control command buffer of the production 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 an image control command is stored in the image control command buffer (step S1133). Whether an image control command is stored or not 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 no image control command is stored. If an 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) designated as the output destination (step S1135). Thereby, 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 step S1135 described above) is cleared (step S1136). Next, the read pointer is incremented by 1 and updated (step S1137). The transmission interrupt process of 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 the present embodiment, the production display device 70 mainly displays a decorative pattern that variably appears in conjunction with the first special symbol or the second special symbol, and images of various productions including a preview production, and also performs a hold display of the first special symbol and the second special symbol.
[0361] In the pachinko machine 1, a decorative symbol is provided as a symbol that clearly shows the game result indicated by the special symbol to the player. The decorative symbol is variably displayed on the effect display device 70 (image display area 700) by the decorative symbol control of the effect control board 200 during the variable display of the special symbol by the special symbol control of the main control board 100. The decorative symbol includes at least a normal decorative symbol (main decorative symbol) that is displayed as a main symbol on the effect display device 70 when the special symbol stops, and in addition, a simplified decorative symbol (sub-decorative symbol) that is displayed in a form simpler than the normal decorative symbol when the normal decorative symbol is difficult for the player to visually recognize. In this description, as an example, the main decorative symbol is assumed to be composed of three symbols: a left symbol, a middle symbol, and a right symbol, and after the variable display, they are stopped one by one in order in principle, and the game result is indicated by the display state when the three symbols stop variably. For example, when the three symbols stop variably as the same symbol, it indicates that the game result is a big win. On the other hand, the sub-decorative symbol is also composed of three symbols and indicates the game result by the display state when the three symbols stop variably, but it is different from the main decorative symbol in that the three symbols stop simultaneously after the variable display. As the combination of the stopped symbols of the sub-decorative symbol, the same combination as the combination of the stopped symbols of the main decorative symbol is displayed.
[0362] Note that the effect control board 200 may be configured to display the main decorative symbol small (or display an alternative symbol) during at least a part of the period during the execution of a predetermined effect (for example, a predetermined pre-warning effect that can occur before the reach state is established, a predetermined reach effect that can occur after the reach state is established, etc.) regarding the display of the decorative symbol on the effect display device 70 (image display area 700), or the main decorative symbol may be made non-display (it may also be assumed that no alternative symbol is displayed). However, even in such a situation, the sub-decorative symbol is always variably displayed.
[0363] FIG. 58 is a diagram for explaining the display of decorative symbols and the like on the effect display device. FIG. 58 shows the specific display areas of the decorative symbol and the variable hold icon in the image display area 700 of the effect display device 70.
[0364] In the case of FIG. 58, three display areas that serve as the variable display area of the main decorative symbol 710 are provided near the center of the image display area 700 of the effect display device 70. From left to right, the left symbol 711, the middle symbol 712, and the right symbol 713 are displayed. In the following description, the main decorative symbol 710 may be abbreviated as the decorative symbol 710. When the symbol is represented by an arrow as in the middle symbol 712 of FIG. 58, it means that the target symbol is changing.
[0365] Also, according to FIG. 58, in the upper right corner of the image display area 700, a display area for the sub - decorative symbol 720 is provided, which is smaller than the display area of the main decorative symbol 710. The sub - decorative symbol performs variable display while the special symbol is changing and performs stop display while the special symbol is stopped. Similar to the main decorative symbol 710, three symbols perform variable display and stop display. By providing this sub - decorative symbol 720, even in a situation where it is desired to make the main decorative symbol 710 smaller or invisible, it is possible to notify that it is changing (in other words, the win - loss result has not been determined). For example, in an SP reach effect (details will be described later), when an effect image is displayed in front of the main decorative symbol 710, the effect control board 200 can turn off the display of the main decorative symbol 710 while maintaining the display of the sub - decorative symbol 720. That is, it can be said that the sub - decorative symbol 720 is a symbol for ensuring display (for compensating the display state of the main decorative symbol 710).
[0366] In addition, it is preferable that the variable display of the sub-decoration symbol 720 continuously varies from the start of the variation of the special symbol until the stop display. That is, even when the main decoration symbol 710 temporarily stops in the middle (for example, when temporarily stopping a special main decoration symbol 710 that displays characters such as "NEXT" in the symbol pseudo-stop effect described later), it is preferable to configure the sub-decoration symbol 720 so as not to temporarily stop in the middle. Therefore, in the present embodiment, the sub-decoration symbol 720 does not have a special symbol such as the "NEXT" symbol, and the sub-decoration symbol 720 only performs a definite stop. Further, in order to prevent the player from misrecognizing that the sub-decoration symbol 720 is a big win when it is a losing variation and to prevent the player from noticing in advance that it is a big win when it is a big win variation, it is preferable that the sub-decoration symbol 720 varies and displays while maintaining the symbol combination indicating a loss for the player, whether it is a losing variation or a big win variation. Specifically, for example, when the types of symbols of the sub-decoration symbol 720 are "1 to 7", the symbol combination of the sub-decoration symbol 720 varies and displays as "123" → "234" → ··· → "567" → "671" → "712" → "123" → ···. Note that "definite stop" means that when one variation of the special symbol ends and the special symbol stops, the decoration symbol definitely stops (in other words, it is a stop mode in which it does not vary any further and the symbol combination of the decoration symbol does not change any further), and "temporary stop" and "provisional stop" mean that during one variation of the special symbol, at a timing earlier than the "definite stop", one or more decoration symbols temporarily stop with minute swaying variations.
[0367] Furthermore, when the main decorative pattern 710 and the sub - decorative pattern 720 start to change from the situation where they have stopped stably, in the case of the main decorative pattern 710, the starting pattern combination (the first pattern combination immediately after the start of the change) is the pattern combination that has advanced by only "1" pattern from the pattern combination at the time of stable stop. However, in the case of the sub - decorative pattern 720, the starting pattern combination is a predetermined pattern combination regardless of the pattern combination at the time of stable stop. Specifically, for example, when the main decorative pattern 710 and the sub - decorative pattern 720 both start to change from the situation where they have stopped stably with the pattern combination of "243", the starting pattern combination of the main decorative pattern 710 is "354", while the starting pattern combination of the sub - decorative pattern 720 is fixed to "123" (an example of a default value). Also, for example, when the main decorative pattern 710 and the sub - decorative pattern 720 both start to change from the situation where they have stopped stably with the pattern combination of "333", the starting pattern combination of the main decorative pattern 710 is "444", while the starting pattern combination of the sub - decorative pattern 720 is fixed to "123" (an example of a default value) as in the previous example.
[0368] As described above in detail about the decorative patterns (the main decorative pattern 710 and the sub - decorative pattern 720), the decorative patterns in this embodiment may be configured to have the following characteristics (1) to (9) in addition to those described above. By configuring in this way, 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 symbol 710 that is easier for the player to recognize is larger than the display area of the sub - decorative symbol 720 for display guarantee. This is not limited to the situation where the main decorative symbol 710 and the sub - decorative symbol 720 have stopped and are determined, or the situation immediately after the main decorative symbol 710 forms a reach state (a reach state in a state where it has not developed into an SP reach effect, for example, during normal reach), and the sub - decorative symbol 720 is in a variable display state. Even in a situation where the main decorative symbol 710 is displayed as a small symbol during an SP reach effect and the sub - decorative symbol 720 is in a variable display state, it is preferably configured in the same way.
[0370] (2) The display position of the main decorative symbol 710 is set to be different according to whether it is in the first performance mode (for example, the normal mode or stage A in the normal mode) or the second performance mode (for example, the rush mode or stage B in the normal mode), so that the diversity of the performance by the main decorative symbol 710 according to the performance mode can be realized. On the other hand, since the sub - decorative symbol 720 only needs to play a role in compensating for the display state of the main decorative symbol 710, it is preferably set to the same display position regardless of whether it is in the first performance mode or the second performance mode, so as not to impose an unnecessary development design burden. Here, the "performance mode" is one in which a plurality of types are prepared in advance so that the combinations of performances that can be executed are different, and it may be selectable by the player through a predetermined operation, or otherwise, it may be configured to automatically switch (transition) under predetermined conditions. When a plurality of types of performance modes are prepared in the pachinko machine 1, it is determined which types of performances can be executed for each performance mode. Also, for a predetermined game performance, it may be presented with different performance contents according to the performance mode.
[0371] (3) The display mode of the main decorative symbol 710 varies according to whether it is in the first presentation mode (e.g., the normal mode or stage A in the normal mode) or the second presentation mode (e.g., the rush mode or stage B in the normal mode), so that the durability of the presentation by the main decorative symbol 710 can be realized according to the presentation mode. For example, in the first presentation mode, the main decorative symbol 710 is composed of only numerical symbols (such as th...
Claims
**Claim 1** In a predetermined area where the game ball can roll, when the game ball overlaps at least partially with the front-side printing, the game ball as viewed from the player side has at least one of: a first area having no printing on the front side and a first transmittance; a second area having printing on the front side and a second transmittance through which the game ball hardly passes; and a third area having printing on the front side and a third transmittance higher than the second transmittance, and the overall reduction in transmittance of the game ball, combining the first to third areas of the game ball, is less than 50%. A gaming machine characterized by the above.
Citation Information
Patent Citations
Game machine
JP2016202332A