Game machine
The gaming machine uses a substrate with a printed layer and a coating film layer with convex portions to enhance design effects, addressing the lack of visual and interactive enhancements in existing gaming machines.
Patent Information
- Application Number
- JP2024002191
- 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 enhancements in design presentation to improve visual and interactive effects.
A gaming machine with a substrate having a printed layer and a light source, featuring a coating film layer with convex portions that are lower than the light source, enhancing the design effect by illuminating the printed layer.
The solution enhances the visual and interactive design effects, providing a more engaging gaming experience.
Smart Images

Figure 2025108322000001_ABST
Abstract
Description
Technical Field
[0001] The present invention relates to gaming machines such as ball-bouncing gaming machines (also referred to as "pachinko machines" or "pachinko devices") or rotary gaming machines (also referred to as "pachislot machines" or "slot machines").
Background Art
[0002] Conventionally, in pachinko machines, the player is visually entertained by printing designs on various visible parts including the playing surface of the game board. Furthermore, there are gaming machines that enhance the production effect by illuminating a panel or the like on which a design is printed (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 still room for further improvement in the way of presenting highly producible designs.
[0005] Therefore, in view of the above problems, an object of the present invention is to provide a gaming machine capable of enhancing the production effect of a design.
Means for Solving the Problems
[0006] To solve such problems, the present invention provides a gaming machine comprising a substrate on which a printing layer is formed, and a light source that irradiates the printing layer of the substrate, wherein a coating film layer having a plurality of convex portions formed on the surface of the printing layer facing the light source is disposed, and a maximum value in the height direction of the convex portions in the coating film layer is formed smaller than the height in the same direction in the light source.
Advantages of the Invention
[0007] According to the present invention, it is possible to provide a gaming machine capable of enhancing the design effect.
Brief Description of the Drawings
[0008]
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Mode 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 a first embodiment of the present invention. Also, in FIGS. 2 and subsequent figures, views of the pachinko machine 1 shown in FIG. 1 as seen from other directions and views of it disassembled 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 disassembled pachinko machine including the glass frame, game board, front frame, and outer frame as seen from the front, and FIG. 7 is an exploded perspective view of the disassembled pachinko machine including the glass frame, game board, front frame, and 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 detachably attached to the outer frame 2, and a game board 5 that is detachably attached to the front frame 4 from the front, is visible through the glass frame 3, and has a game area 5a into which game balls are driven.
[0012] The outer frame 2 has a rectangular shape formed by combining frames 2a and 2b that extend horizontally and vertically and frames 2c and 2d that extend vertically and horizontally, and includes hinge members 2e and 2f at the upper and lower left edges from the front. By the hinge members, the front frame 4 and the glass frame 3 are supported to be horizontally opened and closed and detachable.
[0013] On the front side of the front frame 4, a glass frame 3 is attached so as to be horizontally opened, closed, and detachable by hinge mechanisms 3a and 3b at the left edge portion facing the front. The glass frame 3 is held in a closed state by a glass plate covering its front surface using a locking device 3c. On the upper half of the front frame 4 located behind the glass frame 3, a game board 5 is detachably mounted 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 held in the closed state as described above.
[0014] The glass frame 3 includes a base unit 3e having a through-hole 3d that penetrates in the front-rear direction and is square, a dish unit 3f that stores game balls below its front surface, and a region 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. Further, the base of the effect button 3j has a lever structure that can be tilted forward (towards the player side) 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 be structured such that it can always be pulled, but considering the operability of the effect button 3j, etc., it is preferably fixed to the OFF side by a locking mechanism or the like normally, and the lock is released during a specific effect execution to enable the pull 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 for rotatably attaching the hinges of the outer frame 2 and the hinges of the door frame 3 to the upper and lower portions on the left side in the front view of the frame body 4b, a launching device 4e attached to the lower portion of the front surface of the frame body 4b for driving a game ball into the game area 5a of the game board 5, a locking unit 4f attached to the right side surface in the front view of the frame body 4b for locking between the outer frame 2, the front frame 4, and the glass frame 3, a substrate unit 4g attached to the lower portion of the rear surface of the frame body 4b, and a back cover 4h attached to the rear side of the frame body 4b for covering the rear side of the game board 5 attached to 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 for controlling the payout of game balls.
[0016] In the pachinko machine 1 of the present embodiment, when a 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 demarcates the outer periphery of the game area 5a and has a substantially rectangular shape when viewed from the front, and a plate-shaped game panel 100b that is attached to the rear side of the front member 100a and demarcates 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 at a different position in the game area 5a to receive game balls, a gate 63 (integrally formed with the attacker unit 500 described later) attached at a predetermined position in the game area 5a to detect the passage of game balls, a second starting opening 62 (integrally formed with the attacker unit 500 described later) that allows the reception of game balls according to the normal symbol lottery result selected when the game ball passes through the gate, and a big winning opening 64 (integrally formed with the attacker unit 500 described later) that allows the reception of game balls in either case according to the first special lottery result selected by the reception of the game ball into the first starting opening 61 or the second special lottery result selected by the reception of the game ball into the second starting opening. Note that since the gate 63, the second starting opening 62, and the big winning opening 64 are inside 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 it is easier for game balls to enter than in the closed state according to the energization state of the normal electric accessory solenoid. The second starting opening is configured such that it is difficult for game balls to enter unless the normal electric accessory is in the open state, while it is easy for game balls to enter when the normal electric accessory is in the open state. The front member 100a includes a first out port 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 in 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 of the lower end of the inner rail 100d when viewed from the front 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 the periphery of 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 hold number, which is the number of variable displays for which the start condition of the 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 hold number, which is the number of variable displays for which the start condition of the 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 hold number, which is the number of variable displays for which the start condition of the 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 hold numbers, 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 substantially the 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 in a state where 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 the present embodiment, although the effect control board 200 and the image control board 300 are configured as two separate boards, 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 an effect image including a decorative symbol and a preview effect that variably displays and stops in conjunction with the first special symbol or the second special symbol, and performs a 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 the 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 the 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), which are variable display areas for decorative symbols, are provided on a predetermined effective 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, namely, "Setting 1", "Setting 2", ···, "Setting 5", and "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 the 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 is composed of a first procedure (frame opening) for opening the front frame 4, a second procedure (setting key switch on) for turning on the setting key switch, a third procedure (RAM clear switch on) for performing an initialization operation on the initialization switch, and a fourth procedure (power switch on) for performing a power-on operation on the power switch. However, the third procedure and the fourth procedure 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 procedures will be described in detail.
[0035] In the first procedure (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 a 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 gaming store.
[0036] Explaining the frame opening procedure 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 (the frame is 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 significant 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 covered doubly by the back cover 4h and the harness cover 100p. When performing the second procedure, it is necessary to open the harness cover 100p after opening the back cover 4h. In this embodiment, as shown in FIG. 18, 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 both covers different in this way, it becomes difficult to operate the setting key switch 100q from the gap with the front frame 4 slightly opened, and the security 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 the 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 leaving 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 unit are opened.
[0046] The RAM clear switch cover 400p is a cover that swings open and closed in the vertical direction. 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 makes the setting change operation 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 open and closed in the vertical direction, 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 the operator of the setting change operation performs the second procedure, with the power switch cover 600p open, a predetermined power operation (power-on operation) is performed on the power switch 600q from the back side of the front frame 4, thereby enabling the execution of the fourth procedure (turning on the power switch). 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 the selection and setting of the set values become possible.
[0052] In the pachinko machine 1 according to the present embodiment, when the first procedure (frame opening) and the second procedure (setting key switch on) among the first to fourth procedures for shifting to the above-described setting change state are omitted and executed, it becomes an initialization operation. When the third procedure (RAM clear switch on) 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 of 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, etc. 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 under the control of the main control CPU 101.
[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, the main control board 100 includes a clock circuit, a WDT circuit, a CTC circuit, a random number generation circuit, etc., which are not shown in the figure.
[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 causing the 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 causing the payout operation of the game ball, and further, a strobe signal output port used when outputting a strobe signal for timing the reception of these transmission commands by the target boards. 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 generated in 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"), and when the power is turned on (when power-off is restored), the state of the gaming machine is restored to the state before the 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 the set value, 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 symbol hold lamp 173, a second special symbol hold lamp 174, a normal symbol display device 175, and a normal symbol hold lamp 176. This main control board 100 is electrically connected to various solenoids such as a normal electric accessory solenoid 123 that operates a normal electric accessory 622 and a special electric accessory solenoid 124 that operates a special electric accessory 642, and transmits control signals from the main control CPU 101 to these various display means and various solenoids via the I / O port circuit 104.
[0064] The main control board 100 and the effect control board 200 are connected by, for example, eight parallel signal lines and one strobe signal line, and communication is possible only in a single direction from the main control board 100 to the effect control board 200. That is, while it is permitted to transmit various effect control commands from the main control board 100 to the effect control board 200, it is not permitted to transmit commands or data from the effect control board 200 to the main control board 100.
[0065] The I / O port circuit 104 is provided between the main control CPU 101 and the effect control board connection connector 109 on the main control board 100. Between the main control CPU 101 and the effect control board connection connector 109, in addition to a data bus 111 composed of eight data lines, there is also a strobe signal bus 112 composed of strobe signal lines for connection. 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 each device.
[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 "RTC circuit") having a timing 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, and 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 be capable of two-way communication with the image control board 300. 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 thereto, a response command (so-called ACK command) indicating that this image control command has been normally received 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 to output 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 one bit at a time via the data line synchronously with the clock signal transmitted on a signal line (clock line) different from the data line for lamp data transmission.
[0071] The lamp connection board 91 incorporates an LED driver that functions upon receiving the lamp control signal for LED driving transmitted from the performance control board 200. The lamp connection board 91 controls to supply or cut off the drive current to the performance lamps 10, 25 by switching the switches in the circuit on / off based on the lamp control signal, thereby turning on or off 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. Based on the drive control signal for driving the fixtures transmitted from the production control board 200, the motor driver 92 supplies or cuts off a drive current to the stepping motor of each movable fixture by switching the switches in the circuit on / off, thereby operating 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 the drive source of the fixture has a drive source other than the stepping motor, instead of the motor driver 92, a control signal and control data are transmitted to a driver IC corresponding to the drive source.
[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, various data, and the like. 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 conforming to 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 conforming to 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 data, 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 data 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. While controlling the payout operation (bonus ball payout 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, the payout control board 400 controls the launch operation of the game balls by synchronously driving the ball feeder 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 required for electronic and electrical components such as each control board and gaming devices. A power switch 600q for activating 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 contents 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 hole 66, the first start hole 61, the second start hole 62, and the big winning hole 64, this 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 hole 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 hole 61 or the second start hole 62, this 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 ball into the first start hole 61 or the second start hole 62, it acquires a lottery random number value for the special symbol, and temporarily stores the random number value as a held 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 winning / losing determination and a symbol determination for the lottery random number value related to the earliest held 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 stopped synchronously after the elapse of a variable time according to the selected variation pattern. Here, the process of actually performing a special symbol game by the special symbol display device when there is a ball entry into the first start hole 61 or the second start hole 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, is referred to as "the start condition (is 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 times the special symbol fluctuates 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 special symbol variation time shortening function (hereinafter also referred to as "time shortening") either accompanying or separately from the probability variation function of the special symbol. When the special symbol variation time shortening function 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 is improved, 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 opening 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 opening 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 opening 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 opening time extension function of the ordinary electric accessory 622 is activated, the opening 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 that the number of variations of the normal symbol per unit time increases compared to the normal state is enhanced, and due to the activation of the opening time extension function of the opening time of the ordinary electric accessory 622, the ease of ball entry into the second start port 62 is also improved, so the probability that the number of balls entering the second start port 62 increases. 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 prize 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 in the main control board 100 is constituted by hardware such as a main control CPU 101, a main control ROM 102, a main control RAM 103, and an electronic circuit provided on the main control board 100, and software such as a main control program stored in the main control ROM 102, etc., but is expressed here as a functional block.
[0089] Based on each detection signal from the first start port switch 161, the second start port switch 162, the operating gate switch 163, the big winning port switch 164, the general winning port switch 166, and the out ball detection switch 167, etc., the ball entry determination means 110 determines the entry of game balls into each winning port, 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 is provided with a random number counter for generating various software random numbers by the program processing of the main control CPU 101. These random number counters function as random number generation means for generating random numbers software-wise.
[0091] As such software random numbers, there are soft random numbers per special symbol that are added to the aforementioned built-in random numbers 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 condition device to operate, combinations of losing symbols, etc.) as stop symbols of special symbols, 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 special symbols, random numbers per normal symbol used for the winning or losing lottery of normal symbols, initial value random numbers per normal symbol for determining the initial value and end value of the random numbers per normal symbol, normal symbol variation pattern random numbers used for selecting the variation pattern of normal symbols, and the like. Note that the winning symbol described above means the symbol that has won the lottery.
[0092] As for the update timing of these software random numbers, they are updated once every time a timer interrupt process occurs, and the initial value random numbers are updated using the remaining time of the interrupt cycle even while the timer interrupt process is not being executed (during 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 be combined 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 the respective start ports 61 and 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 areas with lower numbers, 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 hold balls in operation for 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 hold 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 hold balls in operation for the first special symbol and the number of hold balls in operation for the second special symbol. In principle, the hold balls in operation for each special symbol are consumed in the order in which they enter the ball. However, in this embodiment, so-called preferential digestion is adopted, in which the variable display of the second special symbol is preferentially executed over the first special symbol. Therefore, while there are hold balls in operation related to the second special symbol game, regardless of the existence of hold balls in operation related to the first special symbol game, the hold balls in operation related to the second special symbol game are preferentially digested. Under this preferential digestion, when there are hold balls in operation for the second special symbol, even if there are hold balls in operation for the first special symbol, the digestion of the hold balls in operation for the first special symbol will be postponed.
[0097] When the normal symbol hold control means 132 detects that a game ball rolling down the game area 20A has passed through the gate 63, it acquires the random number values for the normal symbol lottery related to 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, and manages these random number values as the hold ball information for the normal symbol in operation. The normal symbol hold control means 132 temporarily stores the hold ball information for the normal symbol in operation 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 hold 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 hold ball number counter for counting the number of hold balls in operation for the normal symbol. As an update process for the number of hold balls in operation for the normal symbol in operation, the normal symbol hold control means 132 adds 1 to the corresponding counter each time it acquires one hold ball in operation for the normal symbol, and subtracts 1 from the corresponding counter each time one hold 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 read-ahead 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 the waiting-for-a-win state and the electric chewing support function is not activated, (2) when obtaining a second special symbol operation hold ball during the waiting-for-a-win state 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. That is, it is when any of these conditions is satisfied. Note that in the main control board 100, regardless of the timing when the operation hold ball is obtained, a pre-determination can be executed and information can be transmitted to the effect control board 200, and it is also possible for the effect control board 200 to determine whether the read-ahead notice can be executed.
[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). Although the pre-determination table used in each pre-determination is not shown in the figure, in the same partitioning method as the lottery tables described later (special symbol win / loss lottery table, special symbol winning symbol table, variation pattern table), the area corresponding to the total number of random numbers is partitioned 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, rather than 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 a production 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 (lottery ID) on which random number value range the preliminary determination result belongs to as in the present embodiment, the result of a lottery performed in advance using a win / loss 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 win / loss 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 win / loss determination area, the special symbol determination area, and the special symbol variation pattern determination area of the main information storage means 180, respectively. Here, "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 the present 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 waiting for variation, 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 all of these conditions are satisfied. When all of these conditions are satisfied, it is determined that the special symbol is in a state where variation can start.
[0102] The special symbol winning / losing determination means 141 reads out a special symbol winning random value from the special symbol winning / losing determination area of the main information storage means 180 to execute a winning / losing determination, and determines which of a big win, a small win, and a loss the determination result corresponds to. The result of this winning / losing 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 winning / losing determination means 141 refers to a special symbol winning / losing lottery table during this winning / losing 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 (where "B" is binary)" as 1-byte data. When expressing in decimal, it is assumed that no symbol is added or "D" is added for explanation.
[0103] FIG. 22(A) is a diagram showing an example of a special symbol winning / losing 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 winning / losing lottery table referred to in a probability-variable state as a so-called high-probability state.
[0104] In this special symbol winning / losing 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 winning / losing 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-variable 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 winning 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 game state in this way, but the winning probability of a big win is the same in the winning or losing lottery of the first special symbol and the winning or losing lottery of the second special symbol. Here, even when the random number value per special symbol does not fall within the range of a big win, if it falls within a predetermined range, it is a small win. In the present embodiment, it is configured such that there is only a small win in the winning or losing lottery of the first special symbol. However, for example, a small win may also be prepared in 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 in the winning or losing lottery of the second special symbol.
[0106] Note that, 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 a setting change is made in such a pachinko machine 1, the range of random number values that result in a big win is changed according to the setting (setting value). Therefore, a special symbol winning or losing lottery table with different big win ranges according to the setting value is prepared. However, in the pachinko machine 1, the ratio between the big win lottery probability in the low probability state and the big win lottery probability in the high probability state is made constant regardless of the setting value. Specifically, for example, regarding the big win lottery probability when the setting value is "1", if the low probability state is 1 / 300 and the high probability state is 1 / 30 (10 times that of the low probability state), then when the setting value is "6", the big win lottery probability is such that when the low probability state is 1 / 250, the high probability state is 1 / 25 (10 times 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 number 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 big winning opening 64) are respectively associated. Note that the numerical value "100" in 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 the present embodiment, the winning symbol table in the case of losing the win / loss lottery and being a small win is not shown, but 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 the losses and small wins have types and it is desired to change the variation pattern or the control mode of the special electric accessory, the winning symbol table may 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 the present 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 chaser support function of the special symbol are provided limitedly during the period until the special symbol variation count ends without 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 opening 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 opening 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 opening 64 of symbol group C are different compared to the above-mentioned "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 the probability change state (high probability state) of the special symbol. The probability variation function, variation time shortening function, and electric chaser support function of the special symbol are provided limitedly during the period until the special symbol variation count ends without 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 opening 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 chaser 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 one hand, as shown in FIG. 23(B), in the symbol table per second special symbol, for the symbol random value per special symbol, the stop symbol, symbol group, and jackpot content (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, the symbol group D (symbol with short time limit at 10R identification) is associated with the symbols "11", "12", "13", "14", and the symbol group E (symbol with short time limit at 5R identification) is associated with the symbols "15", "16", "17", "18".
[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 chute 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 symbol 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 chute 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 miss 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 miss, the symbol "0" is uniquely assigned as the stop symbol.
[0116] As described above, in this embodiment, as the jackpot types, three types are prepared: the 10R jackpot (10R specific short-time winning combination), the 5R jackpot (5R specific short-time winning combination), and the 2R jackpot (2R specific short-time winning combination). The expected value of winning prize balls (expected value of winning prize balls) in the special game is in the order of 10R jackpot > 5R jackpot > 2R jackpot. Therefore, hereinafter, the 10R jackpot is also referred to as the "high-profit jackpot" with the highest expected value of winning prize balls, and the 2R jackpot is also referred to as the "low-profit jackpot" with the lowest expected value of winning prize balls. In addition, even in the case where the long-opening round game (30 seconds) and the short-opening round game (1.8 seconds) are mixed 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 a special game that has a common number of execution rounds, such as unifying the number of execution rounds of the special game to 10 rounds, and the mode of the round game changes differently at a predetermined round. In that case, it may include a type of special game consisting only of short-opening round games with a relatively short opening time of the big winning opening 64, and a type of special game that switches to a long-opening round game 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 value of winning prize balls, 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 the jackpot in the winning or losing lottery of the first special symbol, the 10R jackpot is selected with a 50% probability, while when winning the 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 balls in play by entering the game balls into the second starting port 62 rather 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 the round game.
[0119] The special symbol variation pattern determination means 143 shown in FIG. 20 determines the variation pattern of the special symbol based on the special symbol variation pattern random 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, such as those illustrated 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 the sake of easy understanding of the explanation, the "selection rate" is shown, but actually, 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 special symbol variation pattern random value belongs to. For each type of variation pattern, the variation time is determined for each variation pattern as the end condition of the symbol variation, and it is stipulated 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 the sake of convenience of explanation, only a plurality of types of variation patterns are taken as examples for explanation, but actually, 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 sure-win 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 according to the big win type even in the same variation pattern selection state.
[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 not 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 not 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 non-winning. (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 operation hold balls of the special symbol.
[0125] The normal variation pattern table (B1) assumes selecting the variation pattern of the first special symbol (since the variation of the first special symbol is mainly in the normal game state). 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 selection rates of the variation patterns PH1-4, PH1-5 corresponding to non-reach B may be changed according to the number of holds. 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 holds. However, in the case of a reach type with low expectation such as N-reach A, the selection rate may be changed according to the number of holds. For example, when the number of holds 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 an effect of avoiding a situation where no variation display is performed can be obtained, and a decrease in interest can be suppressed.
[0127] The probability variation pattern table (B2) assumes the selection of the variation pattern of the second special symbol (in the probability variation state, the variation of the second special symbol is the main). In the probability variation pattern table (B2), any one of the variation patterns PH5-1, PH5-2 corresponding to non-reach B, PH6 corresponding to normal reach B (N-reach B), PH7 corresponding to super reach B (SP-reach B), or PH8 corresponding to super reach D (SP-reach D) is selected. In the probability variation 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 variation pattern table (B3), only the variation pattern PH9 corresponding to non-reach C is selected. Here, the variation pattern PH9 in the non-reach C mode is configured with an extremely short variation time (2 seconds). In the special variation 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 variation pattern tables are selected according to the number of operation hold balls (0 to 4) of the special symbol. That is, by using the variation pattern table corresponding to the number of operation hold balls of the special symbol, the ratio of selecting a relatively short variation time increases as the number of operation hold balls increases, and conversely, the ratio of selecting a relatively long variation time increases as the number of operation holds decreases. Also, as the variation 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 variation state is operating, the variation 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 variation time of the first special symbol to a long time, 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 sure-win variation pattern table (B2) assuming that the variation pattern of the second special symbol is selected, 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 allocation of variation patterns PH5-1 and PH5-2 according to the number of holds, in a situation where holds are accumulating ("number of holds 2→1", "number of holds 3→2", "number of holds 4→3"), the variation pattern PH5-1 with a short variation time (5 seconds) is likely to be selected, while in a situation where no holds are accumulating ("number of holds 1→0"), the variation pattern PH5-2 with a long variation time (10 seconds) is likely to be selected. According to this allocation, when the number of holds of the second special symbol decreases in a sure-win state where the second special symbol is preferentially digested, a longer variation time is likely to be selected, making it easier to expect an additional hold of the second special symbol and suppressing an unfavorable situation such as when all holds of the second special symbol are digested and the digestion of 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 the information of the special symbol (symbol group) and the game state, an effect command (referred to as a "symbol storage number command") including the information of the number of holds after the start of variation, etc. (hereinafter, these effect control commands are collectively referred to as "variation start commands") in order to instruct the start of variation of the decorative symbol to the effect control board 200, and stores this 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 winning / losing determination means 146 reads out a normal symbol winning random value from the normal symbol winning / losing determination area of the main information storage means 180 to execute a winning / losing determination, and determines whether the determination result corresponds to either a win or a loss. The result of this winning / losing 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 winning / losing determination means 146 holds a normal symbol winning / losing lottery table that is referred to during this winning / losing lottery. This normal symbol winning / losing determination means 146 refers to a normal symbol winning / losing lottery table that wins with a probability of, for example, "160 / 283" in the normal state (low probability state), while in the probability-variable state (high probability state) of the normal symbol, it refers to a normal symbol winning / losing lottery table that wins with a probability of, for example, "282 / 283" to execute the winning / losing lottery of the normal symbol.
[0134] In the present 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 winning / losing lottery is a win, while selecting a predetermined losing symbol when the result is a loss. In the case where 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 gaming 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, while referring to the normal symbol variation pattern table, selects a relatively long variation time (for example, uniformly selects 7 types of "4 seconds, 5 seconds, 6 seconds, 7 seconds, 8 seconds, 9 seconds, 10 seconds") for the variation display of the normal symbol in the normal state. On the other hand, in the time-shortened state (easy ball-in 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 the present embodiment, the demo performance time determined by the special game control means 150 can also be determined based on the game state when a big 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 the end of this variable display, 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 the 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 the 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 special symbol is determined and displayed, 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 a maximum of about 30 seconds 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 a maximum of about 1.8 seconds 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 special symbol is determined and displayed, 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 only for a short period. 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 multiple 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 normal symbol lottery is won, the electric accessory control means 160 outputs a control signal to the normal electric accessory solenoid 123 to open the normal electric accessory 622 for a predetermined release time. Here, the electric accessory control means 160 releases the normal electric accessory 622 for an extremely 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 special symbol lottery 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-described special symbols and normal symbols, 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 referred to as 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 referred to as the "time shortening state", 3) the game state in which only the probability variation function of the special symbol operates is referred to as the "latent probability variation state", and 4) the state in which all functions are not operating is referred to as the "normal state". It can be said that the "probability variation state", the "time shortening state", and the "latent probability variation state" are all game states that are advantageous to the player compared to the "normal state".
[0145] Hereinafter, each gaming state will be referred to as (1) the probability-variable state as "high probability / high base", (2) the time-shortening state as "low probability / high base", (3) the latent probability-variable state as "high probability / low base", and (4) the normal state as "low probability / low base", by combining the operating states of the special symbol game (high probability / low probability) and the operating states of the normal symbol game (with / without the electric-chu support function operating). ("Base" refers to the number of bonus balls per launched ball, and during the operation 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 ordinary electric accessory devices.) In this embodiment, as an example, the gaming state after the end of the special game is that the probability-variable 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-variable state ends with that fluctuation, and at the end of the jackpot game, it shifts to the corresponding gaming state based on the jackpot type and jackpot symbol again). Note that when a minor jackpot occurs during the ST period, the ST number is not reset to 0, and the ST number is continuously counted before and after the occurrence of the minor jackpot. In this embodiment, the ST number is set to 100 as an example, but it may be set to other numbers. Note that when shifting to the probability-variable state, the probability variation function of the special symbol, the function for shortening the variation time of the special symbol, and the electric-chu support function operate simultaneously, and each function continues as long as the probability-variable state continues.
[0146] When 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-variable state, it is in the normal state during the special game and uniformly becomes the probability-variable state with the ST number as the limit after the special game. On the other hand, when the result of the winning or losing lottery of the special symbol is a minor jackpot, if the gaming state before the minor jackpot is the normal state, the gaming state during and after the minor jackpot game also becomes the normal state. If the gaming state before the minor jackpot is the probability-variable state of the special symbol, the gaming state during and after the minor jackpot game also becomes the probability-variable 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-mentioned 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 sure-win variation pattern table (A2 in FIG. 24 and B2 in FIG. 25) selected when the game state is the sure-win 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 sure-win state of the special symbol (the period corresponding to the maximum number of reserved balls (4) for the operation 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, the period until the first win occurs will stay 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.Further, not limited to this embodiment, it may be configured to have a plurality of special variation states γ and be able to refer to different special variation states at different timings during the period of the variation time shortening game state (for example, staying in the special variation state γ1 four times after the big win ends, and then providing a special variation state γ2 that stays in the shortening variation state β 95 times and then stays in one special symbol game).
[0148] The error monitoring control means 170 monitors the input information of the I / O port circuit 104, examines 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 illegal acts (so-called cheating acts).
[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, game state information (probability variation state, time shortening state, easy ball entry state) regarding the special symbol game and the normal symbol game, information regarding the variation pattern selection state, result information of the win / loss lottery (big win, small win, loss), stop symbol and variation pattern information regarding the special symbol and the normal symbol, information regarding 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 of 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 production control command data stored in the command storage area of the main information storage means 180 to the production control board 200 by a parallel transmission method. Each production control command has a two-byte configuration including 1-byte MODE data and 1-byte EVENT data. To distinguish between the MODE data and 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 production control board 200 can receive the MODE data and the EVENT data respectively. In principle, each production control command generated in each process is transmitted one command at a time 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, 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" → ··· in response to the pressing of a predetermined setting change button, 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 door open) and the setting key switch 100q is on, and the power switch 600q is turned on without the RAM clear switch 400q being pressed.
[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, the setting confirmation means 196 does not change the set value displayed on the setting display unit 197 even if the setting change button (for example, the RAM clear switch 400q) is pressed, and also does not 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 value 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 value of the set value data as it is 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-described 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 of whether to execute a preview notice effect, a preview notice pattern random number used for selection of a preview notice pattern, a decorative symbol random number used for selection of a stop symbol of a decorative symbol, a variable effect pattern random number used for selection of a variable effect pattern of a decorative symbol, a preview effect pattern random number used for selection of a preview effect pattern, a big win effect pattern random number used for selection of a big win effect pattern, a consecutive wins lottery random number used for lottery of whether to execute a consecutive wins effect during hold, a consecutive wins effect pattern random number used for selection of a consecutive wins effect pattern 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 conveniently given to the random numbers used for each lottery, they may have random numbers that are 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 notice control means 223, a decorative symbol determination means 224, a variable effect determination means 225, a preview effect determination means 226, and a big win effect determination means 227.
[0160] The held information display control means 222 has a first held ball number counter for counting the number of operated held balls of the first special symbol and a second held ball number counter for counting the number of operated held balls of the second special symbol. When the held information display control means 222 receives a symbol storage number command from the main control board 100, it updates the values of the first held ball number counter and the second held ball number counter based on the information on the number of operated held balls included in this symbol storage number command. Then, the held information display control means 222 performs control to display, on the held display section of the effect display device 70, the number of held images corresponding to the number of operated held balls of the first special symbol and the number of held images corresponding to the number of operated held balls of the second special symbol, based on the values of the first held ball number counter and the second held ball number counter. In the normal display mode, when an operated held ball of the special symbol occurs, a held image with a white display is shown. On the other hand, when the held change preview effect described below is executed, the held image targeted for preview can take on any one of "blue", "green", "red", and "rainbow" as a special display mode (display color) from the "white" of the normal 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 the "big win reliability"), and are set such that the big win reliability increases by one level in the order of "blue", "green", "red", and "rainbow". In the present embodiment, when the held image changes to "rainbow", the big win is confirmed for the operated held ball targeted for the preview. Note that in the held change preview effect, the change in the display mode of the held image may be expressed not by the display color but by the shape, pattern, or the like.
[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 balls in operation on hold 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. In the order of ball entry into 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 a set, the information on the pass / fail pre-judgment result, the symbol pre-judgment result information, and the variation pattern pre-judgment result information.
[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 balls in operation on hold that are the target of 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 display. When it is determined that the preview effect (continuous preview effect) can be executed, the information of the pre-judgment command (pre-judgment result) from the main control board 100 and the information of the symbol storage number command (the number of balls in operation on hold existing) are analyzed, and a preview effect pattern for a continuous plurality of variations is determined by lottery for the balls in operation on hold (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 winning effect that suggests or notifies the possibility that there are balls in operation on hold that will result in a jackpot when a jackpot game is in progress or a variation leading to 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 holds when the variation patterns PH1-1, PH1-2, and PH1-3 are totaled, which is consistent with the selection rate of the look-ahead type A in FIG. 26. That is, in this example, when a non-reach A variation pattern 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 holds. From this, it can also be said that in this example, in the range of random values for which a variation pattern whose selection rate depends on the number of holds is selected, all look-ahead determination results are ID=0.
[0166] The look-ahead type B (weak look-ahead) is selected from the variation patterns determined for non-reach in the normal look-ahead target (variation patterns PH1-4, PH1-5) or N-reach in the case of certain-variation (variation pattern PH6). 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 probability variation. 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 corresponding 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 probability variation. 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 corresponding variation. It should be noted that to configure such that pre-reading effects with different levels of expectancy are executed according to the pre-reading types B, C, and D, it can be achieved by varying the lottery table for 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 probability variation times. However, the present embodiment is not limited to this, and different tables may be prepared for normal times and certain probability variation times, or different tables may be prepared for the first special symbol and the second special symbol. Furthermore, 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-win 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-win 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-win 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-win performance mode β. When a reserved consecutive winning performance occurs during the special game, "special background" is displayed as the background image. On the other hand, when a reserved consecutive winning performance does not occur during the special game, that is, when the continuous variable performance is not being executed, "sure-win background" common to the sure-win performance mode is displayed as the background image.
[0172] The decorative pattern determination means 224 determines, by lottery, the combination of the final stop patterns (left pattern, middle pattern, right pattern) of the decorative 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 columns including a plurality of types of decorative patterns are configured. This decorative pattern is formed by, for example, an identification element consisting of numbers or characters. 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 decorative 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 columns.
[0173] The decoration symbol determination means 224 holds a plurality of types of stop symbol pattern tables that are referred to when determining the combination of stop symbols of the decoration symbol (also referred to as the "stop symbol pattern") by lottery. As these multiple types 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 reaching a miss, a stop symbol pattern table for non-reaching a miss, 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 change 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 change 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 reaching a 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 and 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 the pending consecutive wins. When it is determined that the pending consecutive win effect is to be executed, the decoration symbol determination means 224 replaces the normal big win symbol (such as "3·3·3") with the special big win symbol ("S·S·S") when the consecutive win effect pattern PA2 is selected.
[0174] The variation effect determination means 225 determines a variation effect pattern that defines the variation process (effect 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 the present embodiment, as the pattern variation effect (reach effect) performed after the reach display, there are included a reach effect with simple effect content (normal reach effect) and a reach effect with developing effect content in the middle (super reach effect). The variation effect determination means 225 holds a plurality of types of variation effect pattern tables that are referred to when selecting the variation effect pattern, and selects a variation effect pattern table corresponding to the variation pattern (variation time) of the special pattern from among these plurality of types of variation effect pattern tables. In the variation effect pattern table, a variation effect pattern random value and a variation effect 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 effect control board 200 side, as the variation effect pattern, a 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 effect display process based on the basic pattern is determined. Thus, in the variation effect pattern of the decorative pattern, the variation display mode of the decorative pattern, that is, a series of scenario of the effect display process from the start to the end of the variation of the decorative pattern is defined, and the timing for generating a preview effect 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 effect pattern. In the present 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 effect 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 effect pattern, it can also be stopped in the order of the left pattern → the middle pattern → the right pattern. At this time, when it is not in the stop order of the above principle (left pattern → right pattern → middle pattern), the big win 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 previews that the probability of the pattern variation stopping in the jackpot mode is high. There are a preview performance executed before the reach state occurs (including the time 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 acquired 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, a movable accessory 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 by the same variation performance pattern, it is possible to generate various performance modes by combining with 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 the special game, a round effect that notifies that a round game is in progress, and an end demo effect that notifies the end of the 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 opening 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 the special game. In the normal round effect, for example, the currently executing round number and the number of acquired prize balls on the screen are displayed, and various images (animation images, etc.) 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 the 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 win effect pattern, variable effect pattern, notice 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 effect control means 230 controls the lighting and emission color of the effect lamps according to the effect content set by the overall effect control means 220. The lamp effect control means 230 holds a plurality of types of lamp data (lamp pattern data) for controlling the lighting of the effect lamps 10 and 25 (frame lamp 10, panel lamp 25), reads out the lamp data corresponding to the determined effect pattern, and transmits this lamp control signal (lamp data) to the lamp connection board 91.
[0180] The prop effect control means 240 controls the driving of each movable prop according to the effect content set by the overall effect control means 220. The prop effect control means 240 holds a plurality of types of drive data for controlling the driving of the movable prop, and transmits a drive control signal (drive data) corresponding to the determined effect pattern to the motor driver 92.
[0181] The error effect control means 250 determines an error effect pattern when receiving an error effect designation command from the main control board 100, and is configured to notify the gaming machine that an error state has occurred according to the error effect pattern.
[0182] The effect control information storage means 260 is configured to temporarily store information such as decoration pattern information, variable effect pattern information, preview effect pattern information, and control command information, and has a predetermined storage area for storing each piece of information. For example, the command storage area includes an effect control command buffer for storing effect 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 effect control commands, image control commands, and ACK commands respectively.
[0183] The command transmission / reception means 270 is configured to receive the performance control command transmitted from the main control board 100 upon receipt of the strobe signal output together with the command, and to store the performance control command in a performance control command buffer. Specifically, the command transmission / reception means 270 executes a reception interrupt process for the performance control command in response to an interrupt that occurs upon input of a strobe signal from the main control board 100, and acquires various performance control commands in this reception interrupt process. Details of this reception interrupt process for the performance control command will be described later. Note that when the command transmission / reception means 270 receives a strobe signal, it executes the reception interrupt process for the performance control command with priority over other interrupt processes.
[0184] The command transmission / reception means 270 transmits image control commands stored in the performance control information storage means 260 to the image control board 300 using, for example, a serial communication method in order to instruct the execution of the performance contents (variable performance pattern information, advance notice performance pattern information, decorative pattern information, etc.) set by the performance supervision means 220. The image control commands are transmitted, in principle, at predetermined intervals (500 μs in this embodiment) in accordance with the order set in the command storage area of the performance control information storage means 260.
[0185] As a result, the image control board 300 analyzes various image control commands transmitted from the performance control board 200, and causes the performance display device 70 to variably display performance images including decorative patterns according to the scenario of the variable performance pattern, and also causes the preview performance to be displayed by superimposing it on the performance of the pattern variation at each stage of the variable display process. Furthermore, the command transmission / reception means 270 receives the ACK command transmitted from the image control board 300, and stores this ACK command in the ACK command buffer.
[0186] <Processing on the main control board> 27 to 48 are flow charts showing an example of the procedure of the operation processing in the main control board 100. The operation processing on the main control board 100 side mainly includes main control side main processing and main control side timer interrupt processing.
[0187] <Main control side main process> FIG. 27, FIG. 28, and FIG. 29 are each a flowchart 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 granted (step S2). Next, a 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), a setting change process is executed (step S7). The details of the setting change process will be described later with reference to FIG. 30. After the setting change process ends, the process proceeds to step S13. On the other hand, if the RAM clear switch 400q is in the off state in step S6 (NO in step S6), a setting confirmation process is executed (step S8). The details of the setting confirmation process will be described later with reference to FIG. 31. After the setting confirmation process ends, the process 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 subject to the initialization process is cleared to zero (step S13). Note that in the initialization process of step S13, a specific RAM storage area is not cleared to zero. For example, the set 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 the time of 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 initialization 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 correctly performed, 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 regarding the inspection of the communication line, the operating 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 command requests that were not transmitted before the power-off are cleared. Next, in the symbol storage number command request process, the information on the number of retained 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 retained 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 above 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 occurrence 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-mentioned 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 next interrupt process occurs. 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 shows in detail 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 set 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 set value is initialized to the initial value (S102). Specifically, for example, when using "1" to "6" as the set value data, "1" is set as the initial value, and when using "0" to "5" as the set value data, "0" is set as the initial value. After the process of step S102, the process proceeds to step S103. On the other hand, if the 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 set 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 set value displayed on the setting display unit 197 is updated, and the set 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 on (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 to make the set value invisible (non-displayed) (step S108), and then 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 of 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 the return, the process of step S10 in 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 where fraud or abnormality is suspected, the process does not proceed to step S6 which advances 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 each showing an example of the timer interrupt process executed in the main control board 100. FIGS. 34 and 35 are flowcharts each showing the details of the start port monitoring control process shown in FIG. 32. FIG. 36 is a flowchart showing the details of the special symbol variation start monitoring control process shown in FIG. 33, and FIGS. 37 and 38 are flowcharts each showing the details of the special symbol variation start monitoring process shown in FIG. 36. FIG. 39 is a flowchart showing the details of the special symbol control process shown in FIG. 33. FIG. 40 is a flowchart showing the details of the special symbol control general process shown in FIG. 39. FIGS. 41 to 45 are flowcharts each showing the details of the special symbol variation start process, the special symbol variation process, and the special symbol stop symbol display process shown in FIG. 40. FIGS. 46 to 48 are flowcharts each showing the 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 (e.g., 4 ms) from the CTC circuit described above. Here, 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, the contents of the registers in the main control CPU 101 (data used during the processing of the main control side main process) are saved in the stack area of the main control RAM 103, and then the interrupt operation conditions are set (step S51). Next, the interrupt operation condition setting value is set in the interrupt control register (step S52). Next, the clear word 2 is set (step S53).
[0214] Next, in order to restart the watchdog timer, the clear word 2 ("AAH") is set (step S54). At this time, within the previously set timeout time, the clear word 1 and the clear word 2 are sequentially written to the WDT clear register of the main control CPU 101, thereby clearing and restarting the watchdog timer. 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 the clear words 1 and 2. On the other hand, when the watchdog timer times out, a user reset occurs.
[0215] Next, the input process is executed (step S55). In this input process, information on switches other than the RAM clear switch is read as various switches connected to the main control board 100. That is, the first start port switch 161, the second start port switch 162, the operation gate switch 163, the big winning port switch 164, and the out ball detection switch 167, as well as input information such as a door open switch, a frame open switch, a back set open switch, a magnetic sensor, and a radio wave sensor (not shown) are 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 has completed one 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 has completed one 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, a 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. 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, a second start port effective period setting process is executed (step S60). In this second start port effective period setting process, the winning effective period and the non-winning effective period of the second start port 62 are determined, and as a result of this determination, the effective period data or the non-effective period data of the second start port 62 is set.
[0221] Next, a 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, a 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 ball through gate 63 is monitored. When it is determined that the game ball has passed through gate 63, a random number related to the normal symbol lottery is acquired as the operation hold ball information, and the number of operation hold balls is updated up to a maximum of 4, and the random number related to the normal symbol lottery is 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-process, normal symbol stop symbol display in-process, normal electric accessory operation in-process, normal electric accessory operation end demo in-process, etc. are executed. In the normal symbol variation in-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 operation hold ball of the normal symbol is consumed, and the win / loss determination of the normal symbol, symbol determination, variation pattern determination, 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 ball into the first start port 61 and the second start port 62 is monitored. When it is detected that the game ball has entered, for example, commands for updating the number of hold balls, storing the random number related to the special symbol lottery, performing pre-determination for preview notice, and storing the number of symbols, etc., which are necessary for the effect control board 200, are sequentially issued.
[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 processing (refer to step S420 in FIG. 40 described later), a special symbol variation in - progress processing (refer to step S430 in FIG. 40 described later), and a special symbol stop symbol display in - progress processing (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 start setting of the probability variation function, the start setting of the variation time shortening function, the setting of the variation pattern selection state, etc. are executed in order.
[0229] Next, big winning opening valid - period setting processing is executed (step S69). In this big winning opening valid - period setting processing, the winning valid period and the non - winning valid period of the big winning opening 64 are determined, and as the determination result, the valid - period data or the non - valid - period data of the big winning opening 64 is set.
[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 operation of 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 winning or losing 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, the 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), the magnetic detection signal by the magnetic sensor, the open circuit / short circuit power supply abnormality signal, the radio wave detection signal by the radio wave sensor, the 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, the abnormal detection process for the ball entry passing time is executed (step S72). In this abnormal detection process for the ball entry passing time, when the on-signal of the winning detection switch is continuously detected for a predetermined time or more, an abnormality in the ball entry passing time is set, and 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, the 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 operation hold balls of the normal symbol and the special symbol, etc. 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, the 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 consecutive operations of the special electric accessory, 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 are created, an error inspection process is performed. As a result, when an error is detected, the various test data are 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 obtained 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 excitation 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 transmitted to the production control board 200 as described later, respectively.
[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 permission state (step S81). As a result, the main control side timer interrupt process ends and returns to the 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-described 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 variation 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 the entry of a game ball into the first start port 61 has been detected (step S201). If the entry of a game ball into the first start port 61 has been detected, 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, a random number value per special symbol, a symbol random number value per special symbol, and a special symbol variation pattern random number value are acquired, and each random number value is stored in the first special symbol reserved storage area (reserved n storage area) of the main information storage means 180 according to the ball entry order (step S203). 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 the entry of a game ball into the second start port 62 has been detected (step S205). If the entry of a game ball into the second start port 62 has been detected, 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, a random number value per special symbol, a symbol random number value per special symbol, and a special symbol variation pattern random number value are acquired, and each random number value is stored in the second special symbol reserved storage area (reserved n storage area) of the main information storage means 180 according to the ball entry order (step S207). 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 hold balls of the first special symbol or the second special symbol has been updated, that is, whether or not the number of operation hold balls of the first special symbol or the second special symbol has been added in step S204 or step S208 (step S209). If there has been an update to the number of operation hold balls (step S209), a symbol storage number command including information on the number of operation hold 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). If it is the pre-determination timing (step S211), a special symbol random number value is read from the winning random number buffer in the hold n storage area, and a win / loss pre-determination is performed (step S212). A win / loss pre-determination command including information on the result of this pre-determination (win / loss pre-determination number) is generated, and this is stored in the command storage area of the main information storage means 180 (step S213).
[0249] A special symbol pattern random number value is read from the pattern random number buffer for the special symbol in the hold 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 hold 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). When the number of hold balls is not "0", it is regarded that the variation start condition of the second special symbol is satisfied, and after setting the address of the second special symbol variation start monitoring table (the addresses of various tables and the addresses of the RAM storage area used in the subsequent processing) (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, when the number of hold balls is not "0", it is regarded that the variation start condition of the first special symbol is satisfied, and after setting the address of the first special symbol variation start monitoring table (the addresses of various tables and the addresses of the RAM storage area used in the subsequent processing) (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 that is the target of the current variation start is executed. Since the processing contents are substantially the same for both the first special symbol side and the second special symbol side, unless there are special cases, the explanations will be grouped together without distinguishing whether it is the process on the first special symbol side or the process on the second special symbol side.
[0256] First, as shown in FIG. 37, the number of operation hold balls on the special symbol side that is the target of the current variation start is decremented by 1 (step S311). A symbol storage number command including information on the number of operation hold 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 hold storage area on the special symbol side that is the target of 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 hold storage area (hold 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 hold storage area, the hold ball information stored in the hold 2 storage area to the hold 4 storage area is sequentially shifted to the hold 1 storage area to the hold 3 storage area, and the hold 4 storage area is cleared to zero (step S314).
[0257] Next, a special symbol winning or losing determination process is executed (step S320). In the special symbol winning or losing determination process, first, a special symbol winning or losing lottery table is acquired. At this time, if the game state is a special symbol probability variation state, a high-probability winning or losing lottery table is acquired, and if the game state is a normal state, a low-probability winning or losing lottery table is acquired. Next, a special symbol winning random number value is read from the special symbol winning or losing determination area of the main information storage means 180. With reference to the special symbol winning or losing lottery table, a winning or losing determination of the special symbol is executed based on the special symbol winning random number value. A value corresponding to this winning or 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, a symbol determination process is executed (step S330). In the symbol determination process, according to the result of the winning or 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 to be any one of 28 patterns based on the combination of the determined type of symbol group (7 patterns of symbol groups A to G) and the operating 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). Note that when the result of the winning or losing determination is a loss, the character effect number "0" is determined.
[0259] Next, it is determined whether the result of the winning or losing determination corresponds to a small win (step S341), and it is determined whether the result of the winning or losing determination corresponds to a big win (step S342). If the result of the winning or losing determination is a small win, the process proceeds to step S346, while if the result of the winning or 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, it is determined whether to activate the probability variation function of the special symbol as the game state after the special game based on the type of symbol group (big win type) determined in step S330 (step S343). That is, when the type of symbol group (big win type) indicates a specific symbol, it is determined to assign 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 assign the probability variation function, and non-operation data of 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, the number of operating times of the variation time shortening function is determined as the game state after the special game (step S345), and the number of operating times of the electric chew support function is determined (step S346). This determination result (the number of operating times information of the variation time shortening function (hereinafter referred to as "variation time shortening times information"), the number of operating times information of the electric chew support function (hereinafter referred to as "easy ball entry state times information")) is stored in the corresponding short time 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 opening 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 a special one. Next, returning to the flow, based on the type of symbol group determined in step S330, the demo performance time of the special game (the win start demo time and the win end demo time) is set (step S349). Next, the special symbol win 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) are cleared (step S351). The special symbol game status on the special symbol side that is the target of the current variation is transitioned 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, it is determined whether or not the special electric accessory 642 is in an inoperative state, that is, whether or not 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), it is determined whether or not 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, the second special symbol control table (the addresses of various tables used in the subsequent process and the address of the RAM storage area) is set (step S403), and the process proceeds 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, the first special symbol control table (the addresses of various tables used in the subsequent process and the address of the RAM storage area) is set (step S404), and the process proceeds to the special symbol control general process (step S410).
[0266] In the general special symbol control process described below, the process 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 general special symbol control process will be described later.
[0267] <General Special Symbol Control Process> In the general special symbol control process (step S410) shown in FIG. 40, a branch process (steps S411 to S414) for shifting to a process according to the value of the special symbol game status ("01H", "02H", "03H") 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 change)" (step S412). If the special symbol game status is "01H", the process shifts to the special symbol change start process (step S420). The details of this special symbol change start process will be described using FIG. 41, which will be 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 change)" (step S413). If the special symbol game status is "02H", the process shifts to the special symbol change during process (step S430). The details of this special symbol change during process will be described using FIG. 42, which will be 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 process shifts to the special symbol stop symbol display during process (step S440). The details of this special symbol stop symbol display during process will be described using FIG. 43, which will be 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). Referring to the special symbol variation pattern table, any one of a plurality of types of variation patterns is selected based on the special symbol variation pattern random number value (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. Every predetermined switching time, in the special symbol display device during variable display, a specific display part blinks, or individual LEDs of the display part 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 display in 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 for 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 the subtraction is not zero, step S454 is skipped and the process proceeds to step S455.
[0278] Next, it is determined whether or not the special symbol 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 assumed 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 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 assumed 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 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 times of execution 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 specified 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 variable 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). On the side of the effect control board 200, based on the information of this game state designation command, setting and updating of the effect mode are executed.
[0282] Next, it is determined whether or not the small win data "33H" is stored in the special symbol determination flag (step S466). If the small win data is stored, as start demo setting processing for the small win game, the start demo display time is set and an effect control command (small win 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 win state)" to "02H (small win game)" (step S468). "00H" is set to clear the content of the determination flag (step S469).
[0283] On the other hand, if the small win data "33H" is not stored in the special symbol determination flag, that is, if the 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 "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 activation start time of the special electric accessory 642 (step S503). The activation 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 activation 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 short time 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 short time 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 information stored in the easy-entry state 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 release 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 side of the effect control board 200, 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-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 demo setting process for the small win game, an end demo display time is set, and an effect control command (small win end demo command) instructing the start of the end demo 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 this is 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 the transition of the effect mode and specifying the destination effect mode. 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 in the following 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 performance control side main process, basically, the process proceeds after setting to either a state of prohibiting all interrupts or a state of prohibiting interrupts other than the performance control command reception interrupt. Then, when the performance control side main process becomes an interrupt permission state, the main process is interrupted and each interrupt process is executed. In each interrupt process, when there is a request for another interrupt process (a multiple interrupt has occurred) during the execution of the interrupt process, in principle, if the interrupt process has a higher priority level than the interrupt process being executed, the interrupt request is permitted, while if the interrupt process has a lower priority level or the same priority level as the interrupt process being executed, the interrupt request is prohibited. That is, each interrupt process proceeds with the process in a state where other interrupts with the same or lower priority levels are prohibited. From each interrupt process to the performance control side main process, it returns to a state of permitting all interrupts. Note that such a priority order (priority level) of interrupt factors is defined by the register settings of the aforementioned interrupt controller.
[0300] <Reset start process> Figure 49 is a flowchart showing an example of the reset start process of the performance control board 200. In this reset start process, it is started by any one of a reset at power-on, a reset caused by various abnormalities, or a reset caused by WDT (when runaway is detected). After the security check of the performance control CPU 201 is performed, the program starts and the processes after step S801 are 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 processes are prohibited until all 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 initial values, and initialization is performed by clearing to 0 for variables without initial values. 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 (the frame lamp 10 and the 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 usually 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 system transitions 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 confirming the position information necessary to control the movement 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, each time an interrupt occurs, the reading of the I / O port circuit 204 (input port) is monitored. As a result of monitoring multiple 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 (by which the input signal is determined).
[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 performance button monitoring control process is executed (step S817). In this performance button monitoring control process, when a button preview effect is incorporated during symbol variation, the input state of performance button 15 within the operation valid time is monitored, and the content of the effect corresponding to the input state of performance 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 performance button monitoring control process, it is determined whether flags regarded as valid button operations and flags for effect switching are established, and execution control of the effect based on button pressing is performed.
[0312] Next, a preview lottery management process is executed (step S818). In this preview lottery management process, a preview performance pattern (preview performance number) that determines the content of the preview performance occurring 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 preview performance number determined here is temporarily stored in the preview performance number storage area of the performance control information storage means 260. An image control command for designating this preview 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 preview performance pattern (prop preview performance number) is selected as the preview 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 this embodiment, instead of lotterying all of the plurality of types of preview performances (preview performance patterns) occurring within one variation of the decorative pattern within one main loop process, in order to improve the efficiency of the main loop process, the occurrence timing of the preview performance (for example, at the start stage of variation, at the stage where a reach occurs, at the stage of variation stop, at the time of valid operation of the performance button 15) is divided, and the lottery is performed across a plurality of main loop processes. At that time, for the preview performance occurring at the start stage of the variation 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 with each frame time (the time required to update an image frame once: 16 ms) is stored as schedule data. In this embodiment, the one-frame time corresponds to the time required for the rendering process of one frame when the effect display device 70 performs rendering and the like at about 60 frames per second (= about 60 fps). Similarly, in the drive pattern data of the movable accessory, drive data associated with each interrupt period (1 ms) is stored as schedule data. As a result, in the effect control side timer interrupt processing described later, each control data (lamp data, drive data, etc.) is output to the target device at a fixed period, and the operation of the target device is started. On the other hand, in the effect control side timer interrupt processing described later, when the output of a series of control data (lamp data, drive data) is all completed, the effect lamps 10 and 25 are turned off, or the operation of the movable accessory is stopped, and the control of the target device is terminated.
[0314] Next, command analysis processing (step S820) is executed. In this command analysis processing, it is monitored whether an effect control command is stored in the command storage area of the effect control information storage means 260. When the effect control command is stored, this effect control command is read out and effect control processing corresponding to the type of this effect control command is executed. Details of this command analysis processing will be described with reference to FIG. 51 described later.
[0315] During the loop process of the production main process of this cycle, it is determined whether parsing of production control commands (hereinafter referred to as "command parsing") is 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 is not executed, a production lottery random number update process is executed (step S822). In this production lottery random number update process, production lottery random numbers such as a preview lottery random number, a decoration pattern random number, a variable production pattern random number, and a preview production 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 returns to the minimum value.
[0316] <Command Analysis Process> Figure 51 is a flowchart showing the details of the command analysis process (step S820) shown in Figure 50. In this command analysis process, it is monitored whether the production control command held in the output port in the main control board 100 is taken into the command storage area of the production control information storage means 260 as shown below. When the production control command is taken in and stored, a production control process corresponding to the type of this production control command is executed.
[0317] First, it is determined whether a game state designation command is stored in the command storage area of the production control information storage means 260 (step S831). If the game state designation command is stored, the process proceeds to a production state transition process (step S832). In this production state transition process, a process of transitioning the production mode is executed based on the variable pattern selection state information included in the game state designation command. The details of this production state transition process will be described using Figure 52, which will be described later.
[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 count command and a pre-determination command. If this hold-related command is stored, the process proceeds to the hold information management process (step S834). In this hold information management process, the symbol storage count command or the pre-determination command is read from the production control information storage means 260, a pre-read determination is executed based on the pre-determination result information, and a process for updating the number of display and the display mode (display color, etc.) of the hold image displayed on the hold display section (not shown) of the production display device 70 is executed.
[0319] Next, it is determined whether a symbol variation-related command is stored in the command storage area of the production control information storage means 260 (step S835). Here, the symbol variation-related commands include a variation start command and a variation stop command. If the symbol variation-related command is stored, the process proceeds to the variation production content determination process (step S836). In this variation production content determination process, if the received symbol variation-related command is a variation start command, a process for starting the symbol variation production is executed, and if the received symbol variation-related command is a variation stop command, a process for ending the ongoing symbol variation production is executed. The details of this variation production content determination process will be described with reference to FIG. 53 described later.
[0320] Next, it is determined whether a jackpot production-related command is stored in the command storage area of the production control information storage means 260 (step S837). Here, the jackpot production-related commands include a jackpot start demo production command, a round production designation command, and a jackpot end demo production command. If the jackpot production-related command is stored, the process proceeds to the jackpot production content determination process (step S838). In this jackpot production content determination process, a process for executing the start demo production, the round production, and the end demo production is executed. The details of this jackpot production content determination process will be described with reference to FIGS. 54 and 55 described later.
[0321] Next, it is determined whether 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 the hit start demonstration and the hit end demonstration are executed.
[0322] Next, it is determined whether an error demonstration specification command is stored in the command storage area of the production control information storage means 260 (step S841). If this error demonstration specification 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 specification 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 steps S831, S833, S835, S837, S839, and S841, if no production control command is stored in the command storage area of the production control information storage means 260, the command analysis process is terminated. Note that the loop process of the production control side main process (steps S814 to S822) is synchronized with the image display cycle of the image control CPU 301 (1 frame = 16 ms). Therefore, 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 the 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 obtain 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 obtained in step S901 above, determine whether the trigger for the transition of the effect mode has arrived (step S902). If the trigger for the transition of the effect mode has arrived, starting from step S903, perform the transition setting to a predetermined effect mode. Note that as the trigger for the transition of the effect mode, in principle, it is linked to the probability variation function after the end of a special game, the variable time shortening function, the operation of the electric-chute support function, and the trigger for the transition of the variable pattern selection state. 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 of times related to the number of times the special symbol varies.
[0326] First, determine whether 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 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). If 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 of 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 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 a 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 production 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, the start demo pattern number, the round production pattern number, and the end demo pattern number.
[0338] Next, a suspended consecutive win production determination process is executed (step S1005). In this suspended consecutive win production determination process, when there is a suspended win that becomes a jackpot in the game state after the jackpot ends (particularly the probability-variable game state) within the suspensions existing when the jackpot game is executed, it is determined whether the suspended consecutive win production can be executed, and if it is determined to execute the suspended consecutive win production, the special continuous production flag is turned on and the 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 suspended consecutive jackpot 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 target of the prediction determination in the suspended consecutive jackpot effect is the subsequent activated suspended ball that exists at the start time (when the variation ends) of the special game when the previous activated suspended ball wins the jackpot. Therefore, even if the activated suspended ball generated during the special game is a specific hold, the suspended consecutive jackpot 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 suspended consecutive jackpot 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] Transfer 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 to the start demo effect storage area of the effect control information storage means 260, and set the start of the start demo effect (step S1007).
[0341] Next, it is determined whether 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 included in the content of this command and the number of winning times at the big winning opening 64 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). In this 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 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 performance is executed to add up the number of rounds and the number of acquired prize balls in the previous special game and notify them as the number of rounds and the number of acquired prize balls in the subsequent special game. If the pseudo count flag is on, that is, when a round performance (pseudo count performance) in the subsequent big win is scheduled to be executed, a round number pseudo addition process is executed (step S1016). In this round number pseudo addition process, the number of 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 in the round number counter (round number: 1R to 10R). Thereby, in the special continuous performance, 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 prize balls obtained is executed (step S1017). In this virtual addition process for the number of prize balls obtained, 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 performance, the number of prize balls obtained in the subsequent special game is notified as the total number of prize balls obtained in the previous and subsequent special games.
[0344] The round performance pattern number temporarily stored in the big win performance pattern storage area of the performance control information storage means 260 in steps S1004 and S1006 above is transferred to the round performance storage area of the performance control information storage means 260 together with the numerical values of the round counter and the big win counter, and the start of the round performance is set (step S1018).
[0345] Next, it is determined whether an end demo command is stored in the performance control information storage means 260 (step S1021). If the 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 performance content determination area of the performance control information storage means 260. Next, it is determined whether the special continuous performance flag of the performance control information storage means 260 is on (step S1023), and it is determined whether to execute the pending internal continuous winning performance. If the special continuous performance 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 performance 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 performance, 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 performance, 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 numerical 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 performance control information storage means 260 are cleared (steps S1025 and S1026).
[0346] Next, it is determined whether or not 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 or not the queued internal jackpot effect flag of the effect control information storage means 260 is on (step S1035). If the queued internal jackpot effect flag is on, the queued internal jackpot 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 process> FIG. 56 is a flowchart showing an example of the effect control side timer interrupt process. This timer interrupt process is activated by clock pulses at regular intervals and is executed so as to interrupt the above-described effect control side main process.
[0349] When a timer interrupt occurs, the contents of the registers in the effect control CPU 201 are saved in the stack area of the effect control RAM 203, and then the processes after step S1111 are sequentially executed. In this timer interrupt process, 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 by this processing is data indicating control for 1 ms corresponding to the interrupt period. When the drive data is set by 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 decremented and updated by the interrupt period (for example, 1 ms). The effect timers include a timer for managing the variation time of the decorative pattern, a timer for managing the generation timing of the preview effect, and the like. By this effect timer, the time schedule in the variable 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), the lamp data update processing (step S1118), etc. in this effect control timer interrupt processing.
[0353] Next, execute the button control timer update process (step S1115). Subtract and update the value of the valid time management timer for managing the operation valid time of the effect button 15 by the interrupt period (1 ms in this embodiment). Note that the operation valid 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, generate an image control command required for the target effect, and set this image control command in the command storage area of the effect control information storage means 260 (step S1116).
[0354] Next, execute the task control counter update process (step S1117). In this task control counter update process, update the value of the task counter ("0" to "15") every timer interrupt. Specifically, if the value of the task counter is from "0" to "14", increment it by 1, and if the value of the task counter is "15", reset it 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. This minimum unit of the 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 1-byte units and outputs it to the lamp connection board 91 bit by bit in a manner synchronized with the serial clock. This process is repeated until the transmission buffer becomes empty, and thereby 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 one frame time. 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 updated by subtraction. 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 registers, 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 simple decorative symbol (sub decorative symbol) that is displayed in a simplified display form compared to the normal decorative symbol when the normal decorative symbol is difficult for the player to visually recognize. In this description, as an example, it is assumed that the main decorative symbol is composed of three symbols: a left symbol, a middle symbol, and a right symbol. 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 changing. For example, when the three symbols stop changing to 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 changing, 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 - 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 (and the alternative symbol may not be displayed either). 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 the decorative symbol 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 serving 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, and the left symbol 711, the middle symbol 712, and the right symbol 713 are displayed in order from the left. 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, a display area for the sub - decorative symbol 720, which is smaller than the display area of the main decorative symbol 710, is provided at the upper - right corner of the image display area 700. 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 non - displayable, 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 continues to vary at all times 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 is not provided with 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 stops definitely (in other words, it does not vary any further and the symbol combination of the decoration symbol does not change any further). "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 pattern combination at the starting point (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 pattern combination at the starting point 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 pattern combination at the starting point of the main decorative pattern 710 becomes "354", while the pattern combination at the starting point 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 pattern combination at the starting point of the main decorative pattern 710 becomes "444", while the pattern combination at the starting point of the sub - decorative pattern 720 is fixed to "123" (an example of a default value) as in the previous example.
[0368] As described in detail above for 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 deterministically, or immediately after the main decorative symbol 710 forms a reach state (a reach state in a situation 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. It is preferably configured in the same way 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.
[0370] (2) The display position of the main decorative symbol 710 can be set to different display positions 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 as to realize the diversity of the performance by the main decorative symbol 710 according to the performance mode. 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 burden on the development design. Here, the "performance mode" is a plurality of types prepared in advance so that different combinations of performances can be executed. 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 type of performance 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 can be set to different display modes 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 as to realize the durability of the performance by the main decorative symbol 710 according to the performance mode. For example, in the first ...
Claims
【Claim 1】 a substrate on which a printing layer is formed; a light source that irradiates the printing layer of the substrate; comprising; a coating film layer having a plurality of convex portions formed on the surface of the printing layer facing the light source is disposed; the maximum value in the height direction of the convex portions in the coating film layer is formed to be smaller than the height in the same direction in the light source A gaming machine characterized by the above.
Citation Information
Patent Citations
Game machine
JP2009112528A